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Lord Iames Osari
2007-02-11, 08:41 PM
Tyrath Campaign Setting
[insert blurb about setting here]

Table of Contents
Chapter 1: Overview and History
Chapter 2: Races and Subraces (http://www.giantitp.com/forums/showthread.php?t=34683#2)
Chapter 3: Classes and Prestige Classes (http://www.giantitp.com/forums/showthread.php?t=34683#3)
Chapter 4: Skills (http://www.giantitp.com/forums/showthread.php?t=34683#6)
Chapter 5: Feats, Flaws, and Styles (http://www.giantitp.com/forums/showthread.php?t=34683#6)
Chapter 6: Equipment (http://www.giantitp.com/forums/showthread.php?t=34683#7)
Chapter 7: Deities, Magic, and Psionics (http://www.giantitp.com/forums/showthread.php?t=34683#8)
Chapter 8: The World (http://www.giantitp.com/forums/showthread.php?t=34683#10)
Chapter 9: Organizations (http://www.giantitp.com/forums/showthread.php?t=34683#11)
Chapter 10: Monsters and NPCs (http://www.giantitp.com/forums/showthread.php?t=34683#12)
Chapter 11: Sample Locations (http://www.giantitp.com/forums/showthread.php?t=34683#19)
Acknowledgements (http://www.giantitp.com/forums/showthread.php?t=34683#20)

Chapter 1: Overview and History

Tyrath’s year is 360 days long and is divided into four seasons (Spring, Summer, Autumn/Harvest, and Winter) of ninety days each. The seasonal divisions are never quite exactly aligned with the calendar, but it is very, very close, at least in the temperate regions. Each season of the calendar is divided into ten nine-day weeks. Most people work six days out of the nine, taking the first, the fifth, and the ninth off. While different nations have different names for their days, the most commonly used names of the days are as follows: Dawnsday, Hopesday, Goodsday, Balanceday, Freeday, Payday, Faithsday, Tryday, Godsday. The years are numbered according to the elven dating system; hence, E.D. for Elven Date. Year One of Elven Date is the year that the War of Undeath ended. The cataclysm that ended the war created the enormous crater that is now Mothga’s Wastes and reshaped the land, isolating the Mehrune region from the areas to the west for almost eight thousand years. Events that took place prior to the War of Undeath are dated backwards; this time is referred to as the Primal Age.

There are three eras of play in Tyrath, the Golden Age, the Modern Age, and the Resuffused Age. Historians on Tyrath define the Golden Age (GA) as lasting from the end of the War of Undeath to the end of the Second Dragon War in 7631 ED, while the Modern Age (MA) ended two millennia later in 9631 ED. The Resuffused Age (RA) is still ongoing. The default era of play is the Golden Age; a future, separate work will cover the Modern and Resuffused Ages.

A brief and incomplete timeline of Tyrath follows:
Date Unknown (PA): The Gods, the planes, and inhabitants of all the planes are created.
Date Unknown (PA): Moraan directs his followers to search out ways to escape death; their early experiments create zombies and other undead creatures, which are destroyed or hidden. Later experiments result in the ability to return the dead to life, but Moraan has now come to see the intelligent undead varieties as superior, as they are no longer subject to death.
Summer 86, -116 ED (PA): Elven sea-explorers discover the Great Southern Island. One of Moraan's most powerful followers establishes a secret colony there.
Date Unkown (PA): Scitayr informs Naturan of the undead. Outraged at this perversion of the natural order, and they lay a curse upon his followers, transforming the elves into orcs, the dwarves into hobgoblins, and the gnomes into goblins. Moraan’s human followers are strangely unaffected by the Great Curse. Some of Moraan’s elven and dwarven followers escape the curse by fleeing into the Underdark, where they are enslaved by the illithids.
circa -15 ED (PA): One of the new orcs, the powerful magic-user who founded the secret colony on the Great Southern Island, takes the name Mothga and gathers the orcs to achieve Moraan's goal of a world of undead, beginning the War of Undeath. Mothga begins to build a magical device of enormous destructive power. In later ages it will be known as Mothga’s Lightning.
c. -1 ED (PA): Upon learning of Mothga’s Lightning, fully half of the elven population decides to flee rather than face such power. This act becomes known as the Great Rout and gives all elves a reputation for cowardice. The fleeing elves destroy knowledge of the location of the Great Southern Island. Forever afterwards, the descendant of the elves who fled would be known as the Craven Elves, and their home as the Isle of the Craven.
1 ED (GA): The War of Undeath ends with the defeat of Mothga the Terrible. Mothga’s Lightning is destroyed and its parts lost. Due to a psychic build-up of fear, the destruction of Mothga’s Lightning unleashes a Vril, a devastating psionic explosion that creates Mothga’s Wastes and leeches psionic potential from people born in the region for millennia to come.
17 ED (GA): The chromatic dragons begin wreaking havoc and conquering humanoid nations. The blue dragons of Mothga’s Wastes begin breeding bugbears and trolls. To protect the humanoids still free of the chromatic dragons' tyranny, the metallic dragons appoint themselves the protectors of some humanoid nations and over time become the rulers of those nations. A long period of tension begins as the dragons plot and scheme against each other.
2139-2145 ED (GA): The First Dragonwar occurs when the chromatic dragons and their minions attack the other lands, which are protected by the metallic dragons. The horrific destruction caused by the warring dragons spurs a group of artificers to create the Orbs of Dragonkind, which are then used to end the Dragonwar. The Orbs are then scattered across the lands, hidden in isolated locations, and protected by powerful wards.
2146 ED (GA): The dragons, faced with the threat of the Orbs and the dragonslaying bands roaming the world, retreat into the wilderness and seclude themselves from the humanoid races, who immediately begin squabbling with each other.
((Big empty space that needs to be filled #1))
5937 ED (GA): The High Seer Palanya, a priestess of Scitayr, prophesizes the coming of the Child of Passion.
((Big empty space that needs to be filled #2))
7060 ED (GA): King Gehran XI of the Royal House of Mehrune dies childless, leaving the succession in doubt. Internal strife fractures the human Great Kingdom of Mehrune. Refugees fleeing the bloody civil war found Enkidu City and establish a democratic republic.
7071 ED (GA): Enkiduan soldiers help the nearby dwarven mine of Krafdheubh fend off an attack from Neo-Penumbra. In gratitude, Krafdheubh pledges its loyalty to the Enkiduan government. The Kingdom of Mehrune splits into three pieces: the Duchy of Mehrune in the north and northeast, the Principality of Mehrune in the southwest, and the Southern Kingdom in the east and southeast.
7382 ED (GA): The orc war chieftain Hrak Nam rallies the disparate, squabbling orc tribes of Mothga's Wastes into a cohesive whole for the first time since the War of Undeath. It is rumored that Hrak Nam is a descendant of Mothga the Terrible.
7384 ED (GA): Hrak Nam begins a war against the elves and Enkidu.
7387 ED (GA): Hrak Nam is defeated and his armies shattered. He and the remnants of his forces limp back into the Wastes.
7576 ED (GA): Larh Nam, a half-orc descendant of Hrak Nam, is seduced by the succubus Hulnathia. Hulnathia gives birth to a son, whom they name Xarakh.
7583 ED (GA): Larh Nam is killed by adventurers. Hulnathia takes the seven-year-old Xarakh Nam from the Material Plane and brings him to her home in the Abyss. After an early life of being respected and feared as the chieftains son and a half-fiend, the experience of being ridiculed and beaten by his many half-siblings for being half-mortal makes an indelible impression on young Xarakh. He vows that he will one day make all beings throughout all the planes fear his name.
7591 ED (GA): Xarakh Nam returns to the Material Plane at the age of 15 and is rejected by his former tribe because he has no fighting skills. Appalled by the stupidity of purebred orcs, Xarakh gathers a group of half-orcs under his banner, returns to his tribe and kills the chieftain in single combat with his arcane power.
7591-7603 ED (GA): Xarakh Nam unifies the orc and human tribes of Mothga's Wastes and gathers many allies and pawns. He also invents a new kind of construct which he names the Zhamachs. The Zhamachs are unparalleled in reaction time. They are less strong than other constructs, but are built with force-based magical abilities which make them highly formidable.
7597 ED (GA): The ruler of Enkidu, Elector Cordell, retires, and Jiro Kimura, brother-in-law to the head of the wealthy and powerful mercantile House Zohar, is elected.
7603 ED (GA):
***Spring: In Krafdheubh, a gnome inventor from House Marionette, a gnomish mercantile house, invents a new ranged weapon which uses the detonation of explosive powder to propel a metal ball at great speeds from a metal tube. The gnome calls his invention the blaster. Xarakh Nam sets his plans for universal domination into motion, capturing Krafdheubh. Refugees from the dwarven mining city flee to Enkidu City.
******70: Jujiro Nakaza and Karanette Zekk of the Seven are married, as are Kenji X and Mariko Hitomi of the Seven.
***Summer: The Yuan-ti Empire declares a holy war against all non-Yuan-ti surface-dwellers and conquers the lands of the former Great Kingdom. The Duke of Mehrune flees to Enkidu City. The head of House Zohar, Jiro Kimura’s brother-in-law, becomes a vampire and bites Jiro Kimura. The Seven destroy Zohar and perform a holy ritual before Kimura’s transformation is complete, making him a good-aligned vampire. Immediately a controversy starts over the fact that the Electorship is held for life and the fact that vampires do not die. Kimura puts the debate to rest by promising to resign in five years. Lady Ariaj arrives in Enkidu City as an ambassador from Xarakh Nam. As a gift and a sign of goodwill, she presents the Elector with a life-size statue of the city’s founder, the half-elf Aeslan Enkidu. There is a failed assassination attempt on Elector Kimura, after Lady Ariaj later leaves the city.
******65: Nintari Goju and Kamoko, the nymph, both of the Seven, are married.
***Harvest
******44: Xarakh Nam's army, commanded by Lady Ariaj, marches on Enkidu City; the Battle of Enkidu City begins.
******45: The Gods Maleth and Moraan appear on the battlefield to aid the orcs and trolls.
******46: The Three Goddesses and Solaan appear in the city and spearhead and all-or-nothing attack. The orcs and trolls are routed.
******46-52: The Enkiduan Army pursues the orcs to Krafdheubh over six days of marching. The orc-held dwarven city is besieged by the Enkiduan forces for 19 days until the Seven assassinate Lady Ariaj and open the city gates for the army.
******69: Iames and his siblings, a set of triplets, are born in a nomad camp near Mothga’s Tomb.
******71: The Seven journey into Mothga's Wastes to the small volcano, Mothga’s Tomb, where Xarakh Nam is overseeing the addition of the salvaged and rebuilt Mothga’s Lightning to his floating castle, Fortress Tanagr. Xarakh Nam is defeated utterly by the Seven and Mothga's Lightning destroyed. Xarakh Nam's body is destroyed, but his spirit flees to the spare body he grew in case of just such an eventuality.
******72: Prompted by a dream had by Karanette, Nintari and Kamoko Goju journey into Mothga's Wastes, find an infant in the ruins of the nomad camp, and bring him back to Enkidu, where he is adopted by the Osari family and named Iames.
******74: House Marionette and House Raysson begin to study the remains of Zhamachs destroyed by the Seven in Krafdheubh.
***Winter
******3: The Seven found a school for adventurers called the Seven Paths to Power Academy, and a bank called the Dragon's Hoard Bank. The gnome who invented the blaster makes a refinement to the design, introducing the rifled blaster.
******16: Elector Kimura negotiates a military alliance with the elven nation of Akashakyo.
******30: Elector Kimura orders a preemptive invasion of the former Principality of Mehrune. House Marionette and House Raysson succeed in building their own version of the Zhamachs, which they christen Sentinels. The project is revealed to Elector Kimura, and the government is presented with a 15-construct squad to use as part of the Elector’s security force.
******31: Kimura commissions the two Houses to design and create a construct soldier to augment Enkidu’s existing Army. House Marionette secures a patent for the blaster and rifled blaster and continues joint experiments in construct design with House Raysson.
******62: The first creation forge is built by a team of Raysson and Marionette artificers.
******87: Kira and Kael Nakaza are born to Karaniko and Jujiro Nakaza. Kira is older by five minutes and 32 seconds.
******90: The first battalion of construct soldiers, called Battle Automatons, is delivered.
7603-7618 ED (GA): The Yuan-ti War occurs. Xarakh Nam quietly reaffirms his old alliances and forges new ones. Among these pacts is a deal made with Moraan, God of Undeath, to gain immortality in exchange for a legion of undead creatures. As a result of this deal, Xarakh Nam becomes a vampire.
7604 ED (GA): The Raysson-Marionette Battle Automatons prove their worth in the recapture of the Duchy of Mehrune’s capital city. However, the priests of Scitayr and Naturan are unsettled. They tell Houses Raysson and Marionette that the deaths of living beings on so large a scale by soulless constructs is disturbing the balance of the planes. To remedy the situation, the construct soldiers must be made in such a way that Scitayr and Naturan can infuse them with life. Houses Marionette and Raysson do what they can, designing greater and greater levels of intelligence into each successive model of Battle Automaton. At the same time, Yuan-ti are demonstrating the advantages their dinosaur-mounted cavalry and dragoons give them in Mehrune’s open plains, putting pressure on Houses Raysson and Marionette to develop some sort of cavalry unit. The first of the barely-sentient Battle Automaton Mk. IIs emerge from the creation forges. The premises of Seven Paths to Power Academy for Adventurers and Dragons Hoard Bank are completed.
***Spring 1: Aerin Hitomi is born to Kenji and Mariko Hitomi.
7605 ED (GA): The lands of the former Principality of Mehrune are under the control of the Mehrune Alliance. Another campaign is launched to liberate the former Duchy of Mehrune to the north. At the end of the year, Houses Raysson and Marionette unveil the Battle Automaton Mk. III, which is marginally more sentient than the Mk. II.
7606 ED (GA): The bloody campaign to free the Duchy of Mehrune from the heel of the Yuan-ti and their lizardfolk footsoldiers continues for most of the year, succeeding just as Winter begins to take hold. Duke Perreth Oenomel is reinstalled as the country’s leader, and he promptly formally joins the Mehrune Alliance, which now consists of three nations: Akashakyo, Enkidu, and the Duchy of Mehrune. The new Raysson-Marionette cavalry unit, the Warforged Mobilipede, is sent to the front, were it is quickly accepted and nicknamed “Mopede”. The Mk. IV Battle Automaton makes its first appearance. It is more intelligent than its predecessors. The Yuan-ti fortify and reinforce their remaining territory.
7607 ED (GA): Vicious Yuan-ti counter-offensives once again conquer the Principality and the eastern half of the Duchy, making fearsome use of their tyrannosaur battle-platforms. The Mk. V Battle Automaton is rushed into production as a result, but all efforts to oust the Yuan-ti before they can become entrenched fail.
7608 ED (GA): True to his word, Jiro Kimura resigns from the Electorship in Spring. His successor is Nishiko Mifune, the first female Elector ever to be elected. Mifune’s first act of office is to unilaterally send teams of House Raysson and House Marionette artificers into Mothga’s Wastes to restore Fortress Tanagr. Xarakh Nam decides not to present them with any organized threats, realizing that impatience was the cause of his first downfall and now content to wait and watch. House Marionette engineers perfect a mass-production system for the blaster, but when the artificers of neither House Raysson nor House Marionette are able to produce sufficient quantities of the firearms, House Kimura, formerly House Zohar, offers to fill the shortage. The Mk. VI Battle Automaton and the Warforged Titan, Enkidu’s answer to the Yuan-ti tyrannosaurs, are revealed. The Titan project completed, the Raysson-Marionette research and development teams turn to the design of a construct soldier which will be customizable from a basic version to fill a variety of roles in the army.
7609 ED (GA): The Yuan-ti are once again driven from the Principality. Alliance soldiers are rotated through blaster training in the use of the blaster, and the war settles into an uneasy stalemate, both sides digging in and fortifying their trenches. The Yuan-ti secretly prepare for a massive offensive campaign.
7610 ED (GA): The Yuan-ti offensive takes the Mehrune Alliance completely by surprise as they first sweep through the Principality for a third time, then begin pushing north into the Duchy of Mehrune along the Shield Hills. Unfortunately for the Alliance, the assault from the Shield Hills is only a feint; as troops are withdrawn from the eastern front, the real Yuan-ti offensive rolls over the reduced defenses and begins moving toward the Duchy’s capital city. The elven king personally leads a contingent of Alliance soldiers and is killed in the fighting. The customizable construct project, known as the Warforged Mutable, proves to be more complex than originally anticipated, and production is postponed for a year.
7611 ED (GA): The Yuan-ti once again have control of the entire eastern peninsula, and Duke Perreth Oenomel is killed fleeing the capital city. His younger sister Rosan escapes, however, and forms a government-in-exile. Fortress Tanagr is halfway restored, and Mothga’s Lightning completely restored, though not empowered by the requisite blood of twin infants. From the Marionette-Raysson creation forges emerges the first of the Warforged Mutables, number L-000A. Unbeknownst to the R&D teams, the very nature and complexity of the Mutables meant that Scitayr and Naturan were able to infuse them with lives and souls of their own, creating an entirely new race. L-000A is named Spatha, and it is decided to drop the Mutables portion of the project name; henceforth, Spatha and his brethren shall be known simply as Warforged.
7612-7617 ED (GA): After undergoing training as a soldier, Spatha leads 99 other Warforged into fierce battle in the Principality; he alone survives. His organic superiors, not grasping the idea that the new Warforged are sentient beings who can feel pain, loss, and grief, ignore his struggles with these emotions and immediately order him back into battle with another 99 Warforged. Over the course of battle after battle, campaign after campaign, Spatha grows to hate his organic superiors as he watches them spend Warforged lives as if they were nothing. He sees them grieve for organic soldiers, but not for Warforged, and his hatred festers.
7618 ED (GA): Fortress Tanagr is finally completely restored. When Elector Mifune reveals this to her fellow heads of state, King Norikazu of the elves is shocked and enraged by the depth of human folly and quits the Alliance in protest. Under the threat of Mothga’s Lightning, the Yuan-ti are forced to sign a treaty and give up all claims to any lands belonging to Enkidu, the Duchy of Mehrune, the Southern Kingdom, Akashakyo, and the Principality of Mehrune. As part of this Treaty, signed in the town of Queme, the Principality, leaderless as a result of the war, becomes part of Enkidu. Houses Marionette and Raysson are instructed to shut down the production of Warforged, Warforged Titans, Warforged Mobilipedes, and Battle Automatons, and the Warforged are granted the full rights of sentient beings. The head of House Raysson, refusing to comply with the decree to stop production, flees to Vaynai, bringing a creation forge with him. Most of House Raysson relocates to Vaynai. The army of Warforged serving Enkidu is given the option of disbanding or enlisting as an organic being might. Half of them choose to enlist; Spatha leads a quarter of the former army to one of the Chain Islands, where he takes over, renames himself Lord of Chains, and begins preaching against what he calls the weak, fleshy races in favor of Warforged. He sends agents to steal the plans for a creation forge from House Marionette, and begins constructing one on the Isle of Broken Chains, as he calls his island stronghold.
7621-7631 ED (GA): Xarakh Nam makes another bid for power and achieves godhood, then conquers the Mehrune region before being overthrown and imprisoned by the Seven's offsrping, their friends, and the Child of Passion.
7632-9631 ED (MA): The Modern Age of Tyrath, during which the deeper, more potent flows of planar energy are diverted to the maintenance of Xarakh Nam’s imprisonment.
9632+ ED (RA): The Resuffused Age begins with the release of Xarakh Nam from His crystalline prison.

Lord Iames Osari
2007-02-11, 08:42 PM
Chapter 2: Races and Subraces
All the racial variants described here replace the standard variety of the race as described in the PHB or the ECS, with the exception of city gnomes and complacent humans. City gnomes, hill (standard) gnomes, complacent humans and standard humans exist in Tyrath. Oh, and halflings do not exist in Tyrath.

City Gnomes
Generations after gnomes first moved into the cities of the big folk, they found their talents with illusions and connection to the earth fading. To compensate for that loss, the city-dwelling gnomes threw themselves into honing their already impressive mechanical skills. The gnomes of the cities are now master tinkerers and inventors.

City gnomes lose the following abilities from the PHB:
Bonus to saves against illusions.
+1 to the DC to all illusion spells cast by gnomes.
+1 racial bonus to attack rolls against kobolds and goblinoids.
+4 dodge bonus against creatures of the giant type.
All spell-like abilities.City gnomes gain or change the following abilities:
Alertness: City gnomes gain the Alertness feat for free at first level. No longer able to tell instinctually what is real and what is an illusion, city gnomes sharpen their already acute senses.
+2 racial bonus on Craft, Disable Device, and Open Lock checks: city gnome technological prowess far outstrips any other races, as they have an innate understanding of all things mechanical.
Jury-Rig (Ex): 2/day as a full-round action, a city gnome may make a Craft (locksmithing) check against DC 15 to create a jury-rigged clockwork gadget out of a lock and whatever is handy. This gadget can have a variety of effects, depending on what it is made of; for example, it could be made into a timer that strikes a tindertwig to light a smokestick or a puddle of oil. The time delay is dependent on the complexity of the lock used. A gadget can incorporate a time delay of up to a number of rounds equal to the city gnome’s Intelligence modifier + 5 for a simple lock, 10 for an average lock, 15 for a superior lock, and 20 for an amazing lock. A city gnome can use this ability an extra number of times per day equal to half his Intelligence modifier, rounded down, as long as he has a lock.
Favored Class: Rogue or Artificer. At first level, a city gnome chooses either the rogue class or the artificer class as his favored class. The city gnome’s favored class does not change thereafter. A multiclass city gnomes rogue (or artificer) class levels do not count when determining whether or not he takes an experience point penalty for multiclassing. The rogue (or artificer) class presents many more opportunities for city gnomes to put their newly honed knowledge of mechanical devices to work.Complacent Humans
In their minds, the humans have won. The frontiers have been explored, the wilds tamed, and every perceived enemy defeated. With their peaceful cities expanding and the wealth of the world’s farthest reaches flowing eagerly in, the pinnacles of human achievement have been reached. Decadence and complacency are swift to take root in the human soul. Confident in the power they hold and the riches theyve earned, human civilization shifts, resting on its laurels rather than fighting to protect what it has. This decadence leads to some great advances, since money not only buys luxury, but fine education in both physical and mental pursuits. However, these scholars and athletes lack the drive of their predecessors and accomplish much only because of the advantages their situation gives them, not because of their own excellence.

Complacent humans lose the following abilities from the PHB:
Bonus feat at 1st level.
Bonus skill points at 1st level and subsequent levels.Complacent humans gain or change the following abilities:
+2 racial bonus to any one ability score. Complacent humans are known to train their bodies for sport and beauty, or their minds for intellectual debate, but they no longer care much for the real world applications of their abilities. Thus they tend to be talented, but not particularly accomplished.
Favored Class: Bard. A multiclass complacent human’s bard class does not count when determining whether or not he takes an experience point penalty for multiclassing. With a definite preference for style over substance, complacent humans make skilled but uncommitted bards.Dark Elves
The dark elves of Tyrath are the descendants of those elves who fled underground to escape the Great Curse and fell under the thrall of the illithids. Dark elves have adapted to years of living underground, becoming shorter than above-ground elves. They thus use the standard elven height and weight tables.

Dark elves lose the following abilities from the MM:
All spell-like abilities.Dark elves gain or change the following abilities:
Weapon Proficiency: Dark elves automatically gain the Martial Weapon Proficiency feat for the rapier and shortsword. This ability replaces the weapon proficencies listed in the MM.
Weapon Familiarity: Dark elves wield the Penumbran spear (see Chapter 6) as a martial weapon.
Psi-like Abilities: 1/day – control light, eradicate invisibility. The manifester level for these effects is equal to the dark elf’s number of Vitality Dice.Dwarves
The dwarves of Tyrath are the offspring of the deities Vala, whom they call Bella, and Valdersaan, and their personalities fall between those of their divine parents. Most of the time, dwarves are stoic, enduring and persevering through hardship as would their father, Valdersaan. But deep in their souls, Bella’s flame still burns fiercely. Though slow to anger, dwarves when roused are capable of mighty rages.

Dwarves lose the following abilities from the PHB:
+4 dodge bonus to Armor Class against creatures of the giant type.Dwarves gain or change the following abilities:
+1 racial bonus to attack rolls against dark elves and duergar. Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. This ability replaces the bonus against orcs and goblinoids.
Rage: 1/day, a dwarf can enter a state of powerful rage. This ability is identical to the barbarian class ability of the same name. A 1st-level dwarf barbarian can rage 2/day, once from his race and once from his class. A dwarf barbarian’s racial rage ability improves along with his class ability.Elves
Like the dwarves, the elves trace their race back to the Gods of Tyrath - Solaan, in their case. Through his music, Solaan awakened the first female elf from animalism and took her as his wife, thus giving rise to the elven race. Elves in Tyrath are taller than humans, and thus they and half-elves use the half-orc height tables and the human weight tables found in the PHB instead of the normal elf and half-elf tables. Elves in Tyrath come in two varieties, common and noble. Common elves are the elves in the PHB, while the noble elves are as the gray elves described in the MM.

Both common and noble elves change the following ability:
Weapon Proficiency: Elves gain the Martial Weapon Proficiency feats for the longsword, scimitar, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of archery and graceful swordplay, so all elves are familiar with these weapons. This ability replaces the weapon proficiencies listed in the PHB.Warforged
The word “Warforged” is always capitalized because it is a registered trademark of House Marionette. (House Raysson got Battle Automaton.) As per the Treaty of Queme, the Warforged themselves are permitted to use it free of charge in whatever way they like, and use of the term in casual conversation by anyone carries no legal implications. Warforged typically name themselves after objects that they work with often, usually (not always) one that reflects their occupation. In addition to this self-given name, almost every Warforged has an alphanumeric designation, such as N-072A. That designator indicates that that Warforged was produced in 7613, was the 73rd out of 1000 Warforged (the first unit in a set of 1000 was designated 000), and has adamantine-laced composite plating (the Adamantine Body feat). Warforged who start out with levels in the barbarian class receive the B designator, for berserker, while Warforged with the Mithral Body and Adamantine Body feats receive the designators M and A, respectively. (Warforged with other Body feats were not produced during the legal run of 7611-7618, and only the legally-produced Warforged have designators.) Out of every set of 1000, one tenth were laced with adamantine, another tenth with mithral, and another tenth were built with berserking capability; the other seven hundred Warforged were standard. The legally produced Warforged, those produced in the years from 7611 to 7618, have initial letters ranging from L to V depending on the year of their creation, as follows: L = 7611 ED; M = 7612 ED; N = 7613 ED; O = 7614 ED; P = 7615 ED; Q = 7615 ED; R = 7616 ED; S = 7616 ED; T = 7617 ED; U = 7617 ED; V = 7618 ED. Because of this numbering system, it is advised that the DM keep track of the Warforged designations he has used in order to avoid having two with the same designation. Warforged that have been produced illegally, whether by House Raysson on Vaynai or by the Lord of Chains in the Chain Islands, have no alphanumerical designations.

Warforged change the following ability:
Composite Plating: The plating used to build a warforged provides DR 2/adamantine. This plating does not stack with other effects that grant DR, unlike most DR gained as a racial trait. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant it. Composite plating also provides a Warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Warforged to ignore the arcane spell failure chance for light armor lets it ignore this penalty as well. A Warforged with the Mithral Body feat has DR 5/adamantine, and a Warforged with the Adamantine Body feat has DR 10/adamantine.

Lord Iames Osari
2007-02-11, 08:43 PM
Chapter 3: Classes and Prestige Classes
The Tyrath Campaign Setting uses variants of the Vitality/Wound point system and the Defense Bonus system. Also, Will saves are based on Charisma instead of Wisdom. The following base classes are available for PCs in Tyrath:
{table="head"]Class Name|Abbreviation|Defense Bonus Progression|Source
Artificer|Art|Fair|ECS
Barbarian|Bbn|Good|SRD
Bard|Brd|Fair|SRD
Cleric|Clr|Fair|SRD
Druid|Drd|Fair|SRD
Fighter|Ftr|Best|SRD
Monk|Mnk|Good|Original
Ninja|Nja|Good|CAdv
Paladin|Pal|Best|SRD
Psion|Psi|Poor|SRD
Psychic Monk|PM|Fair|Original
Psychic Warrior|PW|Best|SRD
Ranger|Rgr|Good|SRD
Rogue|Rog|Fair|SRD
Samurai|Sam|Best|CW
Sorcerer|Sor|Poor|SRD
Soulknife|SK|Best|SRD
Swashbuckler|SW|Good|CW
Trooper|Trp|Good|Original
Wilder|Wld|Fair|SRD
Wizard|Wiz|Poor|SRD[/table]

The following base classes are available to NPCs in Tyrath. All NPC classes use the NPC Defense Bonus Progression.
{table="head"]Class Name|Abbreviation|Source
Adept|Adp|SRD
Aristocrat|Aris|SRD
Commoner|Com|SRD
Expert|Exp|SRD
Magewright|MW|ECS
Warrior|War|SRD[/table]

Defense Bonus Progressions Table
{table="head"]Level|Poor|Fair|Good|Best|NPC
1|1|2|3|4|0
2|2|3|4|5|0
3|2|3|4|5|1
4|2|3|4|5|1
5|3|4|5|6|1
6|3|4|5|6|2
7|4|5|6|7|2
8|4|5|6|7|2
9|4|5|6|7|3
10|5|6|7|8|3
11|5|6|7|8|3
12|6|7|8|9|4
13|6|7|8|9|4
14|6|7|8|9|4
15|7|8|9|10|5
16|7|8|9|10|5
17|8|9|10|11|5
18|8|9|10|11|6
19|8|9|10|11|6
20|9|10|11|12|6[/table]
Defense bonuses apply to one's normal and flat-footed AC, but not to one's touch AC. The Monk and the Psychic Monk receive the AC bonus granted by their class ability as well as the one listed on the above table. When multiclassing between PC classes, add the Defense bonuses from each class together and subtract 2, unless your new class shares a progression with one of your previous classes. In that case, add your levels in those classes together to determine the Defense bonus they grant. For example, Kira is a 2nd-level rogue who wants to multiclass into cleric. Since both rogues and clerics have a "Fair" defense progression, Kira would look at the 3rd level row of the Fair column to figure out her Defense bonus.

When taking levels in a prestige class, add your prestige class levels to your levels in whichever base class you have the most levels. If you have equal levels in two or more base classes, add your prestige class levels to the class that has the best Defense progression. You do not gain Defense bonuses at epic levels.
Two important notes about spellcasters: During the Modern Age, spells that would use a slot of higher than third level cannot be cast. The exception to this rule is bardic magic. All bard spells can be cast, regardless of level.

Also, spellcasters use different ability scores in Tyrath. Charisma determines the save DC of spells for all casters (and manifesters). Bonus spells/power points per day are based on the normal ability scores, and sorcerers and bards gain bonus spells known based on their Intelligence. In order to learn and cast a spell, a character must have 10 + spell level in all applicable ability scores.

New Base Classes
Fighter
Vitality Die: d10.

Class Skills
The fighter's class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (war) (Int)*, Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Bonus feat, weapon aptitude
2nd|+2|+3|+0|+3|Bonus feat
3rd|+3|+3|+1|+3|Mettle
4th|+4|+4|+1|+4|Bonus feat
5th|+5|+4|+1|+4|Deflection
6th|+6/+1|+5|+2|+5|Bonus feat
7th|+7/+2|+5|+2|+5|Evasion
8th|+8/+3|+6|+2|+6|Bonus feat
9th|+9/+4|+6|+3|+6|Improved deflection
10th|+10/+5|+7|+3|+7|Bonus feat, improved mettle
11th|+11/+6/+1|+7|+3|+7|Ally deflection, preemptive counterstrike
12th|+12/+7/+2|+8|+4|+8|Bonus feat
13th|+13/+8/+3|+8|+4|+8|Greater deflection
14th|+14/+9/+4|+9|+4|+9|Bonus feat
15th|+15/+10/+5|+9|+5|+9|Weapon attunement
16th|+16/+11/+6/+1|+10|+5|+10|Bonus feat
17th|+17/+12/+7/+2|+10|+5|+10|Critical expertise 1/day
18th|+18/+13/+8/+3|+11|+6|+11|Bonus feat
19th|+19/+14/+9/+4|+11|+6|+11|Critical expertise 2/day
20th|+20/+15/+10/+5|+12|+6|+12|Bonus feat, weaponmaster[/table]
Class Features
Weapon and Armor Proficiency: As standard fighter.
Bonus Feats: As standard fighter.
Weapon Aptitude (Ex): Starting at 1st level, the Fighter has the flexibility to adjust his weapon training. He can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change the designated weapon for his Weapon Focus feat from greatsword to longsword, he must have a longsword available to practice with during his practice session.
He can adjust any number of his feats in this way, and he doesn't have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meets the prerequisite for some other feat he possesses. For instance, if he has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless he also changes the weapon for Weapon Specialization in the same way.
Mettle (Ex): Beginning at 3rd level, the fighter can resist magical and unusual effects with great willpower or fortitude. If he makes a succesful Will or Fortitude save against an attack that would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
Deflection (Ex): At 5th level, the fighter gains the ability to deflect one ranged attack per round. This ability functions as the Deflect Arrows feat, except that the fighter does not need a free hand to use it.
Evasion (Ex): Starting at 7th level, whenever the fighter would be subject to an effect allowing him a Reflex save to take half damage, he takes no damage on a successful save.
Improved Deflection (Ex): At 9th level, a fighter's deflection ability improves; he can now deflect a number of ranged attacks equal to 1 + his Dex mod.
Improved Mettle (Ex): At 10th level, a fighter’s mettle ability improves. He still suffers no effect on a successful save, but he now takes only the lesser effect on a failed save. An unconscious or sleeping fighter does not gain the benefits of improved mettle.
Ally Deflection (Ex): Beginning at 11th level, a fighter can deflect ranged attacks that are targeting allies within his melee reach in addition to those targeting himself.
Preemptive Counterstrike (Ex): Beginning at 11th level, when attacked, a fighter may once per round make an attack of opportunity against an opponent who attacks him. This attack of opportunity takes place after the attack is declared but before any dice are rolled. If his attack hits, his opponent takes a -5 penalty on his attack rolls against the fighter for that round.
Greater Deflection (Ex): Beginning at 13th level, a fighter can deflect ranged attacks generated by spell effects and unusual ranged attacks with his deflection ability.
Weapon Attunement (Su): Beginning at 15th level, when wielding a weapon for which he has the Weapon Focus feat, a fighter applies 1.5 times the weapon's magical enhancement bonus to damage. The bonus damage resulting from magical weapon abilities that add extra damage dice is also increased by 50%.
Critical Expertise (Ex): Once per day beginning at 17th level, a fighter can make an attack that instantly kills its target. He must declare his intent to use this ability beforehand, and creatures immune to critical hits are immune to this ability. Otherwise, if the fighter successfully makes a melee attack and the target takes damage, the target must then make a Fortitude save against DC 11 + 1/2 the fighter's class levels + Wisdom modifier or die instantly. If the target succeeds on its save, it still takes triple the damage the fighter dealt. If the fighter acheived a critical hit using this ability, the target takes a -4 penalty on his save and takes quadruple damage on a success.

Starting at 19th level, the fighter can use this ability twice per day.
Weaponmaster (Ex): At 20th level, a fighter is so skilled in armed combat that he may perform maneuvers with them that most would not even believe possible. Feats and abilities that let the fighter sacrifice one statistic to benefit another (like Power Attack or Combat Expertise) increase their returns by 1.5, so that a fighter who uses Combat Expertise and sacrifices five points of attack bonus gains seven points of AC. Other feats and abilities that give a fighter a set bonus to attack, damage, or AC (such as Weapon Specialization or Dodge) multiply their bonuses by 2.

Furthermore, threat ranges on all weapons he wields are increased by one point. This is above and beyond the effects of effects like Improved Critical, and is added after the effects of effects that alter critical threat ranges (so that a keen greataxe +1 would have a critical threat range of 18-20, while a keen greatsword +1 would have a critical threat range of 16-20).

Monk
Alignment: Any lawful.
Vitality Die: d8.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Decisive Strike|Flurry of Blows|Enhanced Damage|Unarmored AC Bonus|Unarmored Speed Bonus
1st|+1|+2|+2|+2|Combat technique, enhanced strike, style training I|-1|-1/-1|1d6|+0|+0 ft.
2nd|+2|+3|+3|+3|Evasion, style training II|+0|+0/+0|1d6|+0|+0 ft.
3rd|+3|+3|+3|+3|Still mind|+1|+1/+1|1d6|+0|+10 ft.
4th|+4|+4|+4|+4|Ki strike (magic)|+2|+2/+2|1d8|+0|+10 ft.
5th|+5|+4|+4|+4|Purity of body|+4|+4/+4|1d8|+1|+10 ft.
6th|+6/+1|+5|+5|+5|Style training III|+5|+5/+5/+0|1d8|+1|+20 ft.
7th|+7/+2|+5|+5|+5|Uncanny dodge|+6|+6/+6/+1|1d8|+1|+20 ft.
8th|+8/+3|+6|+6|+6|Air walk| +7|+7/+7/+2|1d10|+1|+20 ft.
9th|+9/+4|+6|+6|+6|Improved evasion|+9|+9/+9/+4|1d10|+1|+30 ft.
10th|+10/+5|+7|+7|+7|Ki strike (alignment)|+10|+10/+10/+5|1d10|+2|+30 ft.
11th|+11/+6/+1|+7|+7|+7|Diamond body|+12|+11/+11/+11/+6/+1|1d10|+2|+30 ft.
12th|+12/+7/+2|+8|+8|+8|Style training IV|+13|+12/+12/+12/+7/+2|2d6|+2|+40 ft.
13th|+13/+8/+3|+8|+8|+8|Diamond soul|+14|+13/+13/+13/+8/+3|2d6|+2|+40 ft.
14th|+14/+9/+4|+9|+9|+9|Improved uncanny dodge|+15|+14/+14/+14/+9/+4|2d6|+2|+40 ft.
15th|+15/+10/+5|+9|+9|+9|Quivering palm|+16|+15/+15/+15/+10/+5|2d6|+3|+50 ft.
16th|+16/+11/+6/+1|+10|+10|+10|Ki strike (material)|+17|+16/+16/+16/+11/+6/+1|2d8|+3|+50 ft.
17th|+17/+12/+7/+2|+10|+10|+10|Dimension door, timeless body|+18|+17/+17/+17/+12/+7/+2|2d8|+3|+50 ft.
18th|+18/+13/+8/+3|+11|+11|+11|Style training V|+19|+18/+18/+18/+13/+8/+3|2d8|+3|+60 ft.
19th|+19/+14/+9/+4|+11|+11|+11|Empty body|+20|+19/+19/+19/+14/+9/+4|2d8|+3|+60 ft.
20th|+20/+15/+10/+5|+12|+12|+12|Perfect self|+21|+20/+20/+20/+15/+10/+5|2d10|+4|+60 ft.[/table]

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.

Class Features
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Combat Technique (Ex): At 1st level, a monk learns how to deliver a rapid flurry of blows or a single decisive strike.

When unarmored, a monk who is using the flurry of blows technique may strike with a rapid series of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows column on the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When unarmored, a monk who is using the decisive strike technique may deliver a single powerful blow as a standard action. When doing so, her attack roll is made with a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Decisive Strike column on the above table. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. At 11th level, a monk gains a +1 bonus on the attack roll of a decisive strike. A monk must use an attack action to perform a decisive strike. If the attack hits, it deals double damage. These modifiers and conditions apply for 1 round and so also affect any attacks of opportunity the monk might make before her next action.

When using a decisive strike, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can’t use any weapon other than a special monk weapon for a decisive strike.

If a decisive strike is used to deliver a stunning attack or a quivering palm attack, the save DCs to resist those abilities are increased by 2.
Enhanced Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on the above table is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage (http://www.d20srd.org/srd/classes/monk.htm#tableSmallorLargeMonkUnarmedDamage).

The increased damage from this ability applies to special monk weapons and weapons with the ki focus special ability in addition to unarmed strikes.
Style Training I: At 1st level, a monk selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Unarmored AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Style Training II: At 2nd level, a monk learns the second-tier bonus feat of the style she selected at 1st level. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Still Mind (Ex): A monk of 3rd level or higher may add her Wisdom modifier as an insight bonus to Will saves.
Unarmored Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Strike (Su): Starting at 4th level, the monk's enhanced strikes are treated as if they were magic weapons for the purposes of overcoming damage reduction. If the monk performs a special ritual, they also gain an effective enhancement bonus up to half of his monk class level. This effective enhancement bonus functions exactly like the enhancement bonus of a magical weapon in all respects. A 4th level monk who performs this ritual can treat his fists as +2 weapons, or as +1 weapons with a special ability. Upon gaining this ability, and every other level thereafter, the monk can perform a ritual which involves meditating for 1 hour and the burning of special incense, which costs an increasing amount of money as indicated on the following table, to increase the effctive overall enhancement bonus of his fists. A monk can meditate for 1 hour to change the way this effective bonus is distributed, but he must possess special incense appropriate for how much of the bonus he is altering.
{table="head"]Effective Bonus|Incense Cost
+1|2,000 gp
+2|6,000 gp
+3|10,000 gp
+4|14,000 gp
+5|18,000 gp
+6|22,000 gp
+7|26,000 gp
+8|30,000 gp
+9|34,000 gp
+10|38,000 gp[/table]Example: Kenji is a 3rd level monk. On gaining his 4th level, he can purchase 4,000 gp worth of special incense (1,000 gp for the +1 and 3,000 gp for the increase to +2) and meditate for an hour, after which his fists become +1 shocking weapons. Later on during his 5th level, Kenji wants to change his fists to be +1 frost weapons instead. He is altering the equivalent of a +1 ability, so he has to buy 1,000 gp worth of incense and meditate for an hour. This incense is a specially prepared variety, and each batch weighs 1lb., no matter how much it costs.

Starting at 10th level, the monk's enhanced strikes are treated as lawful-aligned weapons for the purposes of overcoming damage reduction. Lawful good monks' enhanced strikes are additionally treated as good-aligned, and lawful evil monks' enhanced strikes are treated as evil-aligned.

Starting at 16th level, the monk's enhanced strikes are treated as if made out a special material (defaulting to adamantine) for the purposes of overcoming damage reduction. A monk can meditate for 1 hour to change which special material his enhanced strikes are treated as.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Style Training III: At 6th level, a monk learns the 3rd-tier bonus feat of the style she selected at first level. A monk need not have any of the prerequisites normally required for the feats learned as part of a style. If she meets the prerequisites, she also learns the bonus ability.
Uncanny Dodge (Ex): Beginning at 7th level, a monk retains his Dex bonus to AC even when flat-footed.

If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead.
Air Walk (Sp): Starting at 8th level, the monk can duplicate the effect of the air walk spell for up to 10 rounds per day. These rounds need not be successive, and he may use this ability multiple times per day as long as the total time spent with this ability active does not exceed 10 rounds per day.

At 16th level, this ability improves and he can air walk for up to 20 rounds per day.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Ex): At 11th level, a monk gains immunity to poisons of all kinds.
Style Training IV: At 12th level, a monk continues to study her chosen style, gaining the 4th-tier bonus feat or special ability. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Diamond Soul (Ex): At 13th level, monk gains spell resistance equal to his monk level x 2.
Improved Uncanny Dodge (Ex): Beginning at 14th level, a monk can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Quivering Palm (Ex): Once per day beginning at 15th level, the monk can make an attack that instantly kills its target. He must declare his intent to use this ability beforehand, and creatures immune to critical hits are immune to this ability. Otherwise, if the monk successfully makes a melee attack and the target takes damage, the target must then make a Fortitude save against DC 11 + 1/2 the monk's class levels + Wisdom modifier or die instantly. If the target succeeds on its save, it still takes triple the damage the monk dealt. If the monk acheived a critical hit using this ability, the target takes a -4 penalty on his save and takes quadruple damage on a success.
Dimension Door (Sp): Once per day for every 5 monk levels attained, starting at 17th level, a monk may create a dimension door effect, as the spell. His caster level for this effect is half his monk level. By expending two uses of this ability, a monk can activate this ability as a move action and retain the ability to act after using it.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Style Training V: At 18th level, a monk learns the 5th-tier bonus feat or special ability of her chosen style. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self (Su): At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 15/magic and adamantine and chaos which allows her to ignore the first 15 points of damage from any attack made by any weapon that is not magical, adamantine, and chaotic-aligned or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

Psychic Monk
Alignment: Any lawful.
Vitality Die: d8.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level
1st|+0|+2|+2|+2|Combat technique, enhanced strike (1d6), style training I|0|2|1st
2nd|+1|+3|+3|+3|Evasion, style training II|2|3|1st
3rd|+2|+3|+3|+3|~|4|4|1st
4th|+3|+4|+4|+4|~|6|5|2nd
5th|+3|+4|+4|+4|Enhanced strike (1d8)|8|6|2nd
6th|+4|+5|+5|+5|Style training III, unarmored speed +10 ft.|11|7|3rd
7th|+5|+5|+5|+5|~|15|8|3rd
8th|+6/+1|+6|+6|+6|~|19|9|4th
9th|+6/+1|+6|+6|+6|Improved evasion, unarmored speed +20 ft.|24|10|4th
10th|+7/+2|+7|+7|+7|Enhanced strike (1d10), unarmored AC bonus +1|29|11|5th
11th|+8/+3|+7|+7|+7|~|35|12|5th
12th|+8/+3|+8|+8|+8|Style training IV|42|13|6th
13th|+9/+4|+8|+8|+8|Unarmored speed bonus +30 ft.|49|14|6th
14th|+10/+5|+9|+9|+9|~|57|15|7th
15th|+11/+6/+1|+9|+9|+9|Enhanced strike (2d6), unarmored AC bonus +2, unarmored speed bonus +40 ft.|65|16|7th
16th|+12/+7/+2|+10|+10|+10|~|74|17|8th
17th|+12/+7/+2|+10|+10|+10|Timeless body|83|18|8th
18th|+13/+8/+3|+11|+11|+11|Style training V, unarmored speed bonus +50 ft.|93|19|9th
19th|+14/+9/+4|+11|+11|+11|~|104|20|9th
20th|+15/+10/+5|+12|+12|+12|Perfect self, enhanced strike (2d8), unarmored AC bonus +3|121|21|9th[/table]Class Skills
The psychic monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.

Class Features
Weapon and Armor Proficiency: As the standard monk.
Combat Technique (Ex): As the monk ability of the same name.
Style Training I: At 1st level, a psychic monk selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A psychic monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Enhanced Strike (Ex): As the monk ability of the same name, except with regards to the damage dealt and as otherwise noted here. A psychic monk may imbue her unarmed strikes with a trickle of psionic power, allowing her to strike harder than most people. This ability functions even in antimagic fields and null psionics zones. When wielding a special monk weapon or weapon with the ki focus special ability, a psychic monk may deal her unarmed damage with that weapon. Starting at 1st level, a psychic monk deals 1d6 points of bludgeoning damage with her unarmed strikes. At 5th level, this improves to 1d8. At 10th level, she deals 1d10 points of damage, 2d6 at 15th, and 2d8 at 20th.
Unarmored AC Bonus (Ex): As the monk ability of the same name.
Unarmored Speed Bonus (Ex): As the monk ability of the same name.
Evasion (Ex): As the monk ability of the same name.
Style Training II: As the monk ability of the same name.
Style Training III: As the monk ability of the same name.
Improved Evasion (Ex): As the monk ability of the same name.
Style Training IV: As the monk ability of the same name.
Timeless Body (Ex): As the monk ability of the same name.
Style Training V: As the monk ability of the same name.
Perfect Self (Su): As the monk ability of the same name.
Powers: A psychic monk begins play knowing two 1st-level powers from the psychic monk power list. Wisdom determines how many bonus power points psychic monks receive and how hard their powers are to resist.

Lord Iames Osari
2007-02-11, 08:43 PM
Prestige Classes
Blademaster of Karan
Blademasters of Karan are selected from among her most devoted worshippers. They have no formal organization, but they share a general feeling of comradeship - after all, they are the hand-selected agents of their goddess.
Vitality Die: d8

REQUIREMENTS
BAB: +4
Alignment: Chaotic Good
Skills: Knowledge (religion) 9 ranks, Perform (dance) 4 ranks, Tumble 4 ranks
Spells: Ability to cast 3rd level divine spells
Feats: Dodge, Mobility
Special: Must be a worshipper of Karan.

Class Skills
The Blademaster of Karan's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (History) (Int), Perform (dance) (Cha), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
1st|+1|+2|+0|+2|Dance of death 1/day, forceknife|~
2nd|+2|+3|+0|+3|Smite evil 1/day|+1 level of spellcasting class
3rd|+3|+3|+1|+3|Dance of death 2/day, smiting spell|+1 level of spellcasting class
4th|+4|+4|+1|+4|Fast movement +5 ft.|~
5th|+5|+4|+1|+4|Dance of death 3/day, dance of the storm|+1 level of spellcasting class
6th|+6|+5|+2|+5|Smite evil 2/day|+1 level of spellcasting class
7th|+7|+5|+2|+5|Dance of death 4/day|~
8th|+8|+6|+2|+6|Fast movement +10 ft.|+1 level of spellcasting class
9th|+9|+6|+3|+6|Dance of death 5/day|+1 level of spellcasting class
10th|+10|+7|+3|+7|Smite evil 3/day, whirlwind strike|~[/table]

Class Features
Weapon and Armor Proficiency: A blademaster gains no proficiency in any weapons or armor.
Spells: At the indicated levels, levels of blademaster stack with divine casting class levels for the purposes of determining spells per day.
Dance of Death (Ex): A blademaster can make a full attack with her forceknife and still move up to her movement. She must move at least 5 feet between each attack, though she cannot move back to a square she just left. She gains a bonus to attack and damage rolls, and a dodge bonus to AC, equal to half her blademaster level. The dance of death lasts 1 round for every 2 ranks she possesses in Perform (dance). She is still subject to attacks of opportunity while moving, but she can use the Tumble skill to avoid them. The dance of death only works if the blademaster is wearing armor no heavier than light, and the effects of the dance of death do not stack with those of rage or frenzy. After the dance of death ends, the blademaster becomes fatigued for the duration of the encounter.
Forceknife (Su): As a move action, a blademmaster can create a semisolid blade composed of pure force. The blade is identical in all ways (except visually) to a greatsword of a size appropriate for its wielder. The wielder of a forceknife gains the usual benefits to her attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a blademaster can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates. A forceknife is considered a magic weapon for the purpose of overcoming damage reduction.

A blademaster’s forceknife improves as the character gains higher levels, gaining an equivalent +1 bonus at each level. These +1 bonuses can be as regular enhancements or as other equivalent forms of magical enhancement. For instance, a third-level blademaster can have a flaming forceknife +2, a forceknife +3, or a shocking burst forceknife +1, as long as the total bonus of the forceknife does not exceed the blademaster's class level.

Even in places where magic effects do not normally function (such as within an antimagic field), a blademaster can attempt to sustain her forceknife by making a DC 20 Will save. On a successful save, the blademmaster maintains her forceknife for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the forceknife vanishes. As a move action on her turn, the blademistress can attempt a new Will save to rematerialize her forceknife while she remains within the magic negating effect.

A blademaster can change the enchantments on her forceknife by meditating for four hours. Interrupting the process will cause the forceknife to revert to its preexisting state.
Smite Evil (Su): A blademaster can Smite Evil as a paladin, up to a number of times per day as indicated on the table.
Smiting Spell: At 3rd level, the blademaster gains the Smiting Spell metamagic feat.
Fast Movement (Ex): At 2nd level and higher, a blademaster gains an enhancement bonus to her land speed. This bonus does not function is the blademaster wears armor heavier than light or carries more than a light load.
Dance of the Storm (Su): Starting at 5th level, a blademaster adds her class level in electrical damage to all attacks made while in a dance of death.
Whirlwind Strike (Ex): At 10th level, the blademaster gains the ability to make a full attack against every target she threatens while using the dance of death. She cannot move between attacks while using this ability, and she can only use this ability once per dance of death. At the end of a dance of death in which she uses this ability, the blademaster becomes exhausted rather than fatigued.

City Watchman
Warriors who aren’t good enough to make the cut as adventurers, elite soldiers, or mercenaries, tend to gravitate to the position of City Watchman. They don’t get honor or glory, they don’t slay evil dragons with magic swords, and they’re lucky to have two meals a day. However, they are essential to life, for, without someone to guard the gates, catch the petty criminals, and file the paperwork, where we would be? They aren’t the best of the best, but they’ve got swords, badges, and numbers–and know how to use all of them.
Vitality Die: d8

REQUIREMENTS
BAB: +4
Feats: Combat Expertise or Power Attack
Skills: Knowledge (Local) 2 ranks, Search 2 ranks

Class Skills
The City Watchman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Take ‘Em Down
2nd|+2|+3|+0|+0|Protect And Serve
3rd|+3|+3|+1|+1|Strength in Numbers[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Take ‘Em Down (Ex): At 1st level, you gain the ability to deal nonlethal damage with any melee weapon without taking a penalty to your attack roll.
Protect and Serve (Ex): At 2nd level, whenever you use the Combat Expertise feat or fight defensively, you may choose to not receive the normal bonuses to AC. If you do, all adjacent allies gain those bonuses to AC as a circumstance bonus. In addition, whenever you and one or more adjacent allies all use the Combat Expertise feat or fight defensively, you become immune to flanking until the beginning of the next turn.
Strength In Numbers (Ex): At 3rd level, whenever you and an ally flank an opponent, you both receive a +4, rather than +2, bonus on attack rolls. If both of you are City Watchmen with the strength in numbers ability, then the bonus increases to +5.


Crimson Executioner
The Crimson Executioners are an elite band of warriors, renowned both for their cold, heartless expertise and their savage, unrelenting bloodlust. The Executioners all draw their martial techniques from an ancient manuscript of warfare known as the Crimson Protocol, and there is a certain sense of brotherhood among them–but that is all. There is no guild, organization, or hierarchy amongst the Executioners. They are utterly free agents, putting their swords and skills to whatever causes they see fit. A noble champion, a stern lawman, a self-serving mercenary, an evil assassin: a Crimson Executioner could be any of them.
Vitality Die: d10

REQUIREMENTS
BAB: +7
Feats: Death Blow, Improved Initiative, Power Attack
Special: Must acquire a copy of the Crimson Protocol, and spend at least a month studying it.

Class Skills
The Crimson Executioner’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Crimson Slash
2nd|+2|+3|+0|+0|Improved Death Blow
3rd|+3|+3|+1|+1|Bonus Feat
4th|+4|+4|+1|+1|Mettle
5th|+5|+4|+1|+1|Terrifying Execution
6th|+6|+5|+2|+2|Bonus Feat
7th|+7|+5|+2|+2|Improved Mettle
8th|+8|+6|+2|+2|Crimson Razor
9th|+9|+6|+3|+3|Bonus Feat
10th|+10|+7|+3|+3|Sudden Death[/table]

Class Features
Weapon and Armor Proficiency: You gain proficiency with all light and martial weapons, as well as the bastard sword. In addition, you gain proficiency with all armor and shields, except tower shields.
Crimson Slash (Ex): At 1st level, you gain the ability to maim foes with your blade. Once per day, you may declare one melee attack a crimson slash. You must do so before you make the attack roll; if the attack misses, you still lose that use. A creature hit by a crimson slash takes 1d4 points of Str damage. A critical hit does not affect the amount of ability damage dealt. At each odd level, you gain an additional daily use of the crimson slash ability. At 5th level, the ability damage dealt by the crimson slash ability increases to 1d6. At 9th level, you may deal Con damage, rather than Str damage with the crimson slash ability.
Improved Death Blow (Ex): At 2nd level, you become skilled at dispatching already wounded foes. You may make a coup de grace attack against a helpless defender as a swift action. In addition, as a full round action, you may make a single coup de grace attack against all helpless defenders within your reach.
Bonus Feat (Ex): At 3rd, 6th, and 9th levels, you gain a bonus feat, drawn from the list of Fighter bonus feats. You must still meet all the prerequisites of that feat.
Mettle (Ex): At 4th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Terrifying Execution (Ex): At 5th level, the bloody violence you are capable of can shake the hearts of lesser foes. Whenever you kill a creature with a melee attack, all enemies within 30 ft. of you that both saw the killing and have an amount of HD less than or equal to that of the killed creature are intimidated by your skill. They must make a Will save, DC 10 + your class level + your Strength modifier, or be panicked for as long as they remain within 30 ft. of you. Even if they save, they are shaken for one round. At 7th level, the range affected by this ability increases to 60 ft. Once a creature successfully saves against this ability, it is immune to it for 24 hours. This is a mind-affecting, fear effect.
Improved Mettle (Ex): At 7th level, your mind and body are impervious to harm. Even if you fail a Fortitude or Will save against an effect that allows a save for half or partial effect, you still only suffer the reduced effect.
Crimson Razor (Ex): At 8th level, you gain the ability to unerringly strike at the vitals of your foes. Once per day, you may declare one melee attack a crimson razor. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, than it is automatically a critical hit. You cannot declare an attack both a crimson slash and a crimson razor. You gain an additional daily use of the crimson razor ability at each subsequent level.
Sudden Death (Ex): At 10th level, you gain the ability to slay a foe before they even realize you’ve struck them. Once per day, you may declare one melee attack a sudden death attack. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, then the enemy you struck is automatically dazed for 1d4 rounds. At the end of those 1d4 rounds, it must make a Fortitude save, DC 10 + your class level + your Strength modifier. If it fails, then its hit points fall to -10, and it dies. Even creatures immune to dazing are subject to the latter part of this ability.

Eidolon Blade
Eidolon Blades are master Soulknives who have unlocked the secret of eidolons. They have learned to transform their mind blades into channels for their own subconscious–eidolons. By opening the mind blade as a psychic conduit, they can bestow it with sentience, a persona derived from their own subconscious, along with considerable power. Even master swordsmen are wary of crossing steel with an Eidolon Blade, for he never fights without an ally or a weapon–he has both in his eidolon.
Vitality Die: d10

REQUIREMENTS
To qualify to become an Eidolon Blade, you must fulfill all the following criteria.
BAB: +6
Feats: Psionic Meditation
Skills: Concentration 10 ranks, Knowledge (Psionics) 6 ranks
Special: Must be able to create a mind blade; must have the shape mind blade class feature.

Class Skills
The Eidolon Blade’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+2|Awaken Least Eidolon, Mind Blade Enhancement
2nd|+1|+0|+3|+3|Lesser Eidolon Power, Shape Eidolon
3rd|+2|+1|+3|+3|Aligned Eidolon, Awaken Lesser Eidolon
4th|+3|+1|+4|+4|Lesser Eidolon Power
5th|+3|+1|+4|+4|Eidolon Focus
6th|+4|+2|+5|+5|Awaken Greater Eidolon, Lesser Eidolon Power
7th|+5|+2|+5|+5|Adamant Eidolon
8th|+6|+2|+6|+6|Greater Eidolon Power
9th|+6|+3|+6|+6|Awaken Major Eidolon
10th|+7|+3|+7|+7|Eidolon Unbound, Greater Eidolon Power[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Awaken Least Eidolon (Su): At 1st level, your mind blade becomes an eidolon. It is treated as an intelligent object. Its alignment is decided by the DM, although it is always within one step of yours. It has two mental ability scores of 12 and one of 10. These scores are decided by you and, once determined, cannot be changed. It can communicate with you through empathy alone, and has 30 ft. vision and a sense of hearing. It has no powers, lesser or greater, and no dedicated purpose. When your mind blade is unformed, it can still communicate with you–and only you–as a voice in your head, though it cannot perceive the outside world. If you split your mind blade, then both are intelligent, though each of their mental scores is 2 less than normal.
Mind Blade Enhancement (Su): Eidolon Blade levels stack with Soulknife levels to determine the enhancement bonus of your mind blade, but not for purposes of psychic strike damage, mind blade special abilities, or any other Soulknife class features.
Lesser Eidolon Power (Ps or Su): At 2nd, 4th, and 6th levels, your mind blade gains a minor power. Rather than using the standard list of minor powers, choose powers from the list of below. Your mind blade cannot use its powers, minor or greater, while it is unformed or split into multiple blades. Powers limited to a certain number of uses per day can only be used that many times a day, regardless of how many times you form or dissipate the blade. Your mind blade’s manifester level is equal to your class level, and all psi-like abilities are fully augmented for its manifester level. The minor powers you may choose from are as follows:
{table=head]Power|Description
Concealing Amorpha|Mind blade can use concealing amorpha on you 1/day.
Detect Hostile Intent|Mind blade can use detect hostile intent 3/day.
Detect Psionics|Mind blade can use detect psionics at will.
Dispel Psionics|Mind blade can use dispel psionics 1 /day.
Eradicate Invisibility|Mind blade can use eradicate invisibility 1/day.
Know Direction|Mind blade can use know direction and location at will.
Precognition|Mind blade can use either defensive precognition or offensive precognition on you a total of 3/day.
Prevenom|Mind blade can use prevenom weapon on itself 3/day.
Psicraft|Mind blade has 10 ranks in Psicraft
Vigor|Mind blade can use vigor on you 3/day.[/table]
Shape Eidolon (Su): With sentience comes greater control over form. At 2nd level, you may shape your mind blade as a standard, rather than a full-round, action. In addition, you can change your mind blade into the form of any one-handed or light martial or simple weapon, or any one-handed exotic weapon you are proficient with. If you change it into a light weapon, you may split it as usual.
Aligned Eidolon (Su): At 3rd level, your mind blade becomes aligned, and is treated as a weapon of one aspect of its alignment, chosen by you, for overcoming damage reduction. If the mind blade’s alignment is different than your own, then you must choose the aspect of its alignment it shares with you. If either you or your mind blade is true neutral, or your mind blade has no non-neutral aspect of alignment in common with you, then you may align the blade with the alignment of your choice. Thus, the chaotic neutral mindblade of a chaotic good Eidolon Blade would be chaotically aligned, while the neutral evil mind blade of a true neutral Eidolon Blade could be aligned with any alignment of his choice.
Awaken Lesser Eidolon (Su): At 3rd level, your mind blade’s two ability scores of 12 increase to 14, though its ability score of 10 remains unchanged. It gains the power of speech, and the range of its vision increases to 120 ft.
Eidolon Focus (Su): At 5th level, you may store your psionic focus in your mind blade. You can spend a full-round action attempting to psionically focus your mind blade. At any time when you need to expend your psionic focus, you can expend your mind blade’s psionic focus instead. The mind blade cannot focus itself. If your mind blade dissipates, the stored focus is lost.
Awaken Greater Eidolon (Su): At 6th level, your mind blade’s two ability scores of 14 increase to 16, though its ability score of 10 remains unchanged. It gains the ability to read any languages it can speak, and it gains darkvision out to 60 ft.
Adamant Eidolon (Su): At 7th level, your mind blade is treated as an adamantine weapon for ignoring object’s hardness and for overcoming damage reduction.
Greater Eidolon Power (Ps or Su): At 8th and 10th levels, your mind blade gains a greater power. Rather than using the standard list of greater powers, choose powers from the list of below. Greater powers function exactly like minor powers do.
{table=head]Power|Description
Adapt Body|Mind blade can use adapt body on you 1/day.
Aura Sight|Mind blade can use aura sight at will.
Correspond|Mind blade can use correspond 3/day.
Energy Blade|Mind blade can use weapon of energy on itself 1/day.
Keen Edge|Mind blade can use psionic keen edge on itself 3/day.
Psychic Strike|Mind blade’s psychic strike damage increases by 1d8.
Second Chance|Mind blade can use second chance on you 1/day.
Truevenom|Mind blade can use truevenom weapon on itself 1/day.
True Seeing|Mind blade can use psionic true seeing 1/day.
Vampiric Blade|Mind blade can use vampiric blade on itself 3/day.[/table]
Awaken Major Eidolon (Su): At 9th level, your mind blade’s two ability scores of 16 increase to 18, though its ability score of 10 remains unchanged. It gains the ability to communicate telepathically and to read magic, and the range of its darkvision increases to 120 ft. It gains blindsense out to 30 ft.
Eidolon Unbound (Su): At 10th level, your mind blade gains the ability to move and attack foes of its own volition. As a swift action, you may release a held mind blade to act on its own. You cannot use this ability if your mind blade is split. The released mind blade functions as if it were a magic weapon with the dancing special ability. However, instead of fighting for four rounds after being released, instead, each round the mind blade is released, excluding the round you released it, you must make a Concentration check. The DC of the check is 20, plus 5 for each previous round the mind blade has been released. If you fail the check, the mind blade dissipates and reforms in your hand. Otherwise, it continues fighting on.

Firetamer
Firetamers are skilled craftsmen who have tamed elemental fire to do their bidding. Few ‘tamers are adventurers–instead, most are skilled craftsmen who have dabbled in magic, often as adepts or magewrights, and seek to harness its power to aid in their profession. Skilled Firetamers can imbue their forges, ovens, or hearths with radiant flames, and channel raw elemental power into their craft. The workplace of a Firetamer is always marked with the brass badge of the Firetamer’s Guild, a loose association of like-minded ‘tamers. It is not a formal guild, and has few restrictions–but any charlatan who poses as a Firetamer will find himself faced by both angry craftsmen with magic up their sleeves, as well as dissatisfied adventurer customers. Most Firetamers make a living selling masterwork goods to adventurers or military men, often using their prestige to secure lucrative subsidies or contracts.
Vitality Die: d6

REQUIREMENTS
Skills: Craft or Profession (Any) 8 ranks, Spellcraft 8 ranks
Spells: Must be able to cast at least one 1st level or higher spell with the [Fire] descriptor.

Class Skills
The Firetamer’s class skills are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+0|+0|+0|+2|Call Flame|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Flame of Forging|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Burning Companion|+1 level of existing spellcasting class[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Spellcasting: Whenever you gain a new Firetamer level, you gain new spells per day and spells known as if you had also gained a level in an arcane or divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Call Flame (Su): At 1st level, you may, as a swift action, summon a small globe of fire, which levitates a few inches above your hand. The ball of fire gives light as a torch, and you may light easily flammable materials–paper, logs, and so on–with it as a swift action. As a standard action, you may throw the globe at an enemy. Doing so requires a ranged touch attack to hit, and deals 1d3 fire damage. You cannot hold any other items with the hand that holds the globe, but you may, as a swift action, command the globe to orbit your head, like an ioun stone, or return to your hand. It still provides light while orbiting, but you must hold it in hand to light fires with it or throw it.
Flame of Forging (Su): At 2nd level, whenever you use a globe of fire created by the Call Flame ability to light a fire used as part of a Craft or Profession check you make, you gain an enhancement bonus on that check equal to your caster level. Craft and Profession skills that can potentially involve fire include Armorsmithing, Cooking, Glassblowing, Weaponsmithing, and similar.
Burning Companion (Su): At 3rd level, you gain the ability to summon a Small Fire Elemental to serve as your familiar, similarly to the Improved Familiar feat. If you already have a familiar, you must dismiss it before you can summon the elemental, but you do not incur any XP loss for doing so.

Master Craftsman
They aren’t heroes. They aren’t adventurers. No, Master Craftsmen are far more important than that. Master Craftsmen are paragons of artifice, skilled smithies and bowyers whose goods have saved the life of many an adventurer. Most masters are fairly wealthy, as they learn how to craft items both faster and more cheaply without losing quality, but they tend not to reduce their prices, letting them make a hefty profit. Most Master Craftsmen hold a high position in a trade or mercantile guild, further increasing their economic power. No badge or emblem is needed to distinguish one as a Master Craftsmen–anyone who see’s a master’s goods can tell they are worked with an immensely experienced wright.
Vitality Die: d6

REQUIREMENTS
Feats: Skill Focus (Craft)
Skills: Craft (Any) 10 ranks
Special: You must craft a masterwork item, and show it to another Master Craftsman. If he is satisfied with it, he will claim it as payment, and begin teaching you the art of the Master Craftsmen. Once you have trained under him for a week, you may then take a level in this class.

Class Skills
The Master Craftsman’s class skills are Appraise (Int), Craft (Int), Disable Device (Int), Gather Information (Cha), Knowledge (Local) (Int), Open Lock (Int), and Profession (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+0|Skilled Wright
2nd|+1|+3|+0|+0|Steady Hands
3rd|+2|+3|+1|+1|Efficient Production
4th|+3|+4|+1|+1|Master’s Craft
5th|+3|+4|+1|+1|Craft Magic Item[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Skilled Wright (Ex): At 1st level, you gain a competence bonus on Craft checks equal to twice your class level. In addition, you do not take penalties for using improvised artisan’s tools. These bonuses does not apply to untrained Craft checks.
Steady Hands (Ex): At 2nd level, whenever you fail a Craft check to make an item by 5 or more, you may immediately make a reroll against the same DC. If the reroll is successful, you do not make any further progress on the item, but no raw materials are ruined. Because of this, you may take 20 on Craft checks, though doing so increases the time required to make the check to 20 days, rather than a week.
Efficient Production (Ex): At 3rd level, the crafting time of items you create is halved. If you take 20 on a Craft check, then this reduction does not apply to that crafting time.
Master’s Craft (Ex): At 4th level, the crafting price of items you create is halved.
Craft Magic Item (Su): At 5th level, you may choose one type of magical item. You may, though sheer force of will, forge magic items of that type. The type of item you choose depends on which Craft skills you have access to. You must have at least 15 ranks in the Craft skill corresponding to an item type in order to choose it. If you choose wondrous items or magic weapons, you must choose a further subtype of items which you are limited to. It is up to the DM to determine if a given item fits within the subtype. Rings, wands, scrolls, rods, and staves cannot be created with this ability.

{table=head]Item Type|Subtype|Craft Skill
Magic Armor and Shields|–|Armorsmithing
Magic Weapons|Melee Weapons|Weaponsmithing
Magic Weapons|Ranged Weapons|Bowmaking
Potions|–|Alchemy
Wondrous Items|Books/Tomes|Bookbinding
Wondrous Items|Boots/Shoes|Cobbling
Wondrous Items|Bottles/Glass Objects|Glassblowing
Wondrous Items|Jewelry/Metal Objects|Metalworking
Wondrous Items|Vestments/Cloth Objects|Leatherworking
Wondrous Items|Wooden Objects|Woodworking[/table]

When crafting magic items in this way, it works just as normal, except that you may ignore the item creation feat requirements and spell requirements. However, for every spell requirement you ignore, you must make a Craft check, DC 20 + the spell’s level, at the end of the crafting process. If any of the checks are unsuccessful, the process is ruined and you must begin again. You cannot take 20 or reroll failures on these checks with the Steady Hands ability. You cannot create items with a value of 15,000 gp or greater with this ability.

Master of Styles
A master of styles is a skilled martial artist who has achieved the rank of "master" in a variety of different combat styles. While his skill in each individual style is often not the equal of a master who has dedicated himself to a single style exclusively, the combination of abilities make him a formidable opponent nonetheless.
Vitality Die: d8.

REQUIREMENTS
BAB: +5.
Skills: Knowledge (arcana or religion) 10 ranks.
Special: Must have acquired the 3rd-tier special ability of a monk style.

Class Skills
(Cha), (Cha), The master of styles' class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform, (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int mod.

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Continued training, style training I
2nd|+2|+3|+3|+3|Style training II
3rd|+3|+3|+3|+3|Monk training
4th|+4|+4|+4|+4|Style training III
5th|+5|+4|+4|+4|Monk training
6th|+6|+5|+5|+5|Style training I
7th|+7|+5|+5|+5|Style training II
8th|+8|+6|+6|+6|Monk training
9th|+9|+6|+6|+6|Style training III
10th|+10|+7|+7|+7|Style mastery[/table]

Class Features
Weapon and Armor Proficiency: A master of styles gains no proficiency in any weapons or armor.
Continued Training: A master of styles's class levels count as monk levels for the purpose of improving all monk class abilities he gained prior to entering this class, but he does not gain any new abilities of the monk class. Psychic monk levels count as monk levels for this purpose, but manifesting abilities are excluded.
Style Training I: At 1st level and 6th level, a master of styles selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style.
Monk Training: At 3rd, 5th, and 8th level, a master of styles gains new abilites as if he had advanced a level in the monk (or psychic monk) class. If the master of styles has levels in psychic monk, this excludes manifesting ability.
Style Training II: At 2nd level and 7th level, a master of styles learns the second-tier bonus feat of the style he selected at 1st level. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style.
Style Training III: At 4th level and 9th level, a master of styles learns the 3rd-tier bonus feat of the style she selected at first level. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style. If he meets the prerequisites, he also learns the bonus ability.
Style Mastery: At 10th level, a master of styles achieves greater mastery of all the styles he has learned according to the following list:
Cobra Strike: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#cobraStrike) A master of styles receives a +4 dodge bonus from his Dodge feat.
Denying Stance: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#denyingStance) When fighting defensively or using the Combat Expertise feat, you gain a +4 bonus on grapple checks and disarm attempts.
Hand and Foot: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#handandFoot) You gain a +4 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +8 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed.
Invisible Eye: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye) When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 4.
Kazejutsu: (http://www.giantitp.com/forums/showthread.php?t=34683#5) When using the Spring Attack feat, you provoke no attacks of opportunity and can make a full attack, and gain a +10 style bonus to damage when you do so.
Mind and Fist: (http://www.giantitp.com/forums/showthread.php?t=34683#5) You do not lose psionic focus by using Psionic Weapon, Greater Psionic Weapon, or Deep Impact until you successfully strike an opponent. In addition, you gain a +10 style bonus to damage when you do successfully strike an opponent while using Psionic Weapon, Greater Psionic Weapon, or Deep Impact.
Overwhelming Attack: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#overwhelmingAttack) If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +8 bonus on Strength checks made to bull rush or overrun that opponent.
Passive Way: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay) You gain a +8 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.
Rushing River: (http://www.giantitp.com/forums/showthread.php?t=34683#5) You gain a swim speed equal to your land speed and can hold your breath for a number of rounds equal to 10 times your Constitution score. Also, you gain the benefits of a freedom of movement effect, as the spell, but only when you are underwater.
Sleeping Tiger: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger) Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 4d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability.
Striking Viper: (http://www.giantitp.com/forums/showthread.php?t=34683#5) You gain the skirmish ability, as per the Scout base class (CAdv). Whenever you move at least ten feet in a round, all your attacks during that round deal an extra 1d6 points of damage, and you receive a +1 competence bonus to AC until the beginning of your next turn. At 12th and 18th monk levels, the extra damage increases by 1d6, and the competence bonus to AC increases by 1. This ability stacks with any skirmish abilities gained from other classes. Your master of styles levels count as monk levels for the purposes of this ability, and your skirmish ability improves by +1d6 and +1.
Undying Way: (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#undyingWay) When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2+X/-, where X is the penalty you are taking to your attack bonus.
Way of Fire: (http://www.giantitp.com/forums/showthread.php?t=34683#5) By spending 3 stun attempts, you can cast burning hands as a spell-like ability. The save DC for this effect is equal to 10 + 1/2 your HD + your Wisdom modifier, and your caster level equals the sum of your monk and master of styles class levels. Also, the damage cap no longer applies to this ability.
Way of the Giant: (http://www.giantitp.com/forums/showthread.php?t=34683#5) Your reach increases and you gain bonuses to bull rush, disarm, overrun, and trip attempts as if you were two size categories larger, but only when fighting unarmed.
Way of the Mountain: (http://www.giantitp.com/forums/showthread.php?t=34683#5) When overrunning opponents, you trample them, gaining two free unarmed attacks against each trampled opponent.
Way of the Poison Dart Frog: (http://www.giantitp.com/forums/showthread.php?t=34683#5) You treat the light crossbow as a special monk weapon. Also, you gain the ability to deflect or catch a number of projectiles per round equal to double your Wisdom modifier. You can immediately load a light crossbow and fire it when you catch a crossbow bolt.These abilities replace the normal 3rd-tier bonus abilities granted by each style.
Multiclass Note: Monks who take levels in this class may continue to advance as monks.

Merciful Confessor
Merciful Confessors are pious folk who have taken it upon themselves to redeem their fellow man. Few are adventurers, and their deeds are not remembered in stories. Instead, they are humble village priests or wise men, whose true skill lies in helping others overcome their sin and regret. Though they do not slay dragons, Merciful Confessors help the people around them move on in life without being burdened by a guilty conscience–and in the end, which is greater?
Vitality Die: d6

REQUIREMENTS
Alignment: Any Non-Evil
Skills: Knowledge (Religion) 8 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks
Spells: Must be able to cast 2nd-level divine spells.

Class Skills
The Merciful Confessor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+0|+0|+0|+2|Sinsight|+1 level of existing divine spellcasting class
2nd|+1|+0|+0|+3|Reveal the Lie|+1 level of existing divine spellcasting class
3rd|+1|+1|+1|+3|Rites of Absolution|+1 level of existing divine spellcasting class[/table]

Class Features
Sinsight (Su): At 1st level, you can peer into the minds of those around you, and discern what weighs on their consciousness. As a standard action, you may sense the sin of a single creature within 30 ft. of you. If the creature is unwilling, it may attempt a Will save, DC 10 + ½ your caster level + your Cha modifier, to resist it. If it fails the save, or is willing, then you find out the creature’s alignment, the strength of its alignment aura, and get a vague impression of any deeds weighing on its conscience. You only get a general description of such deeds, and the creature must have at least some trace of regret in order for you to sense the deeds. At 3rd level, when you use this ability, you may also read the creature’s surface thoughts. A creature that successfully saves against this ability is immune to it for 24 hours.
Reveal the Lie (Su): At 2nd level, lying to you becomes very difficult. You gain a +5 insight bonus on all Sense Motive checks. In addition, you may use zone of truth once per day as a spell-like ability, with caster level equal to your class level.
Rites of Absolution (Su): At 3rd level, you gain the power to reconcile a repentant sinner with his god. Once per day, you may spend an hour in meditation to intercede with the divine. This works as the atonement spell. Even if the transgression atoned for was the result of deliberate action, you do not need to spend any XP.

Mind Diver
Some psions specialize in reaching into the minds of others. These talented telepaths can learn any secret, uncover any fear, and break even the strongest of minds. They do not simply read thoughts–they immerse themselves in the minds of others, diving deep into their subconscious. Against such a Mind Diver, there can be no defense but a strong mind–and even that falls before their probing reach.
Vitality Die: d4

REQUIREMENTS
Skills: Psicraft 8 ranks, Sense Motive 8 ranks
Manifesting: Must be able to manifest 3rd level psionic powers. Must know the read thoughts power.

Class Skills
The Mind Diver’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Psionics) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Manifesting
1st|+0|+0|+0|+2|Telepathy|–
2nd|+1|+0|+0|+3|Mind Dive|+1 level of manifesting class
3rd|+1|+1|+1|+3|Defensive Dive|+1 level of manifesting class
4th|+2|+1|+1|+4|Fear Dive|+1 level of manifesting class
5th|+2|+1|+1|+4|Memory Dive|+1 level of manifesting class
6th|+3|+2|+2|+5|Perception Dive|+1 level of manifesting class
7th|+3|+2|+2|+5|Mass Mind Dive|+1 level of manifesting class
8th|+4|+2|+2|+6|Sanity Dive|+1 level of manifesting class
9th|+4|+3|+3|+6|Shattering Dive|+1 level of manifesting class
10th|+5|+3|+3|+7|Ego Dive|–[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Manifesting: Whenever you gain a new Mind Diver level, except at 1st and 10th, you gain new power points per day and powers known as if you had also gained a level in a manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Telepathy (Su): At 1st level, you gain the ability to telepathically communicate with any creature that has a language within 10 ft. of you. At each subsequent level, the range of your telepathy increases by 10 ft. As a move action, you may expend your psionic focus to double the range of your telepathy until the beginning of your next round.
Mind Dive (Ps): At 2nd level, you gain the ability to pry into the thoughts of others. At will as a standard action, you may attempt to read the thoughts of any creature within the range of your telepathy. That creature must make a Will save, DC 10 + your class level + your primary manifesting attribute. If it saves, you immediately learn its surface thoughts, as the read thoughts power. In addition, you perceive its past actions, seeing everything it has done from a number of minutes into the past equal to your manifester level to the present. This is a mind-affecting ability.
Defensive Dive (Su): At 3rd level, you gain the ability to telepathically sense your foes’ intent to attack you, and to use this information to dodge their blows. Once per encounter, when you have successfully read an enemy’s thoughts with your mind dive ability, you gain a +1 insight bonus to AC against all attacks made by that enemy for the remainder of the encounter. This bonus increases to +2 at 7th level, and to +3 at 10th level.
Fear Dive (Ps): At 4th level, you gain the ability to awaken a creature’s deepest fears. Once per day, you may telepathically project a wave of dread. All creatures within the range of your telepathy must make a Will save, DC 10 + your class level + your primary manifesting attribute, or be shaken for 2d4 rounds. Even if they succeed on their save, they are shaken for 1 round. If a creature fails its save by 5 or more, it is also nauseated for 1d4 rounds, disgusted by the images it has seen. You cannot spare any creatures other than your self from this–even your own allies fall prey to this dread. You may use this ability two times per day at 7th level, and three times per day at 10th level. This is a mind affecting, fear ability.
Memory Dive (Ps): At 5th level, once per day, when a creature fails its save against your mind dive ability, you may either alter its memories, as the psionic modify memory power, or examine its memories, as the probe thoughts power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist this ability. You may use this ability twice per day at 7th level, and three times per day at 9th level. This is a mind-affecting, compulsion ability.
Perception Dive (Ps): At 6th level, you gain the ability to telepathically alter the perception of those around you, masking your presence. Once per day, as a standard action, you may attempt to cloud the perception of all creatures within the range of your telepathy, as the mass cloud mind power, with manifester level equal to your own. All targets may attempt a Will save, DC 10 + your class level + your primary manifesting attribute, to resist having their minds clouded. If a creature whose mind has been clouded leaves the range of your telepathy, the effect is lifted. However, new creatures entering into your telepathy’s range are not affected. You may use this ability twice per day at 8th level, and three times per day at 10th level. This is a mind-affecting ability.
Mass Mind Dive (Ps): At 7th level, whenever you use your mind dive ability, you may target all creatures within the range of your telepathy, instead of only one.
Sanity Dive (Ps): At 8th level, once per day, when a creature fails its save against your mind dive ability, you may render it insane, as the psionic insanity power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist this ability. This is a mind-affecting, compulsion ability.
Shattering Dive (Ps): At 9th level, any of your class abilities from this class that are mind-affecting ignore the effects of psionic mind block or similar effects.
Ego Dive (Ps): At 10th level, whenever a creature of any type fails its save against your mind dive ability, you may choose to take control of it, as the psionic dominate power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist the control. If it fails its save, it becomes dominated. Although you must concentrate to maintain the duration of this ability, as long as the controlled creature is within the range of your telepathy, you need only take a swift action to maintain concentration. You may only control one creature at a time with this ability. This is a mind-affecting, compulsion ability.

Lord Iames Osari
2007-02-11, 08:44 PM
The Neo-Penumbran Guard
Neo-Penumbran Guards are a group of elite dark elves who protect their illithid masters with the utmost devotion. They undergo a special ritual involving the implantation of a special, slow-growing variety of illithid tadpole that grants them abilities and traits as they grow in power, making them more and more like their masters. The greatest guards are entrusted as their masters' heirs, transforming fully into illithids upon their deaths, or the deaths of their master.
Vitality Die: d10

REQUIREMENTS
Race: Dark elf.
Alignment: Lawful evil or lawful neutral.
BAB: +5.
Skills: Intimidate 4 ranks, Knowledge (psionics) 4 ranks, Sense Motive 4 ranks.
Feats: Combat Expertise, Weapon Focus (Penumbran Spear).
Special: Sworn allegiance to an illithid noble of Neo-Penumbra, must willingly undergo a ritual in which a special illithid tadpole is implanted.

Class Skills
The Neo-Penumbran Guard's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|PP/day|Powers Known|Highest Level Power Known
1st|+1|+2|+0|+0|Penumbra's favor|1|1|1st
2nd|+2|+3|+0|+0|Claim the blow|2|2|1st
3rd|+3|+3|+1|+1|Transformation|3|3|2nd
4th|+4|+4|+1|+1|Penumbra's defender|4|4|2nd
5th|+5|+4|+1|+1|Transformation|5|5|3rd
6th|+6|+5|+2|+2|Transformation|6|6|3rd
7th|+7|+5|+2|+2|Transformation|7|7|4th
8th|+8|+6|+2|+2|Final stand|8|8|4th
9th|+9|+6|+3|+3|Transformation|9|9|5th
10th|+10|+7|+3|+3|Bonus feat, illithid heir|10|10|5th[/table]

Class Features
Weapon and Armor Proficiency: A Neo-Penumbran Guard gains no proficiency in any weapons or armor.
Powers: Wisdom determines the number of bonus power points a Neo-Penumbran Guard has, and Charisma determines how hard those powers are to resist. The NPG selects his powers known from the psychic warrior list.
Penumbra's Favor (Su): At 1st level, the Neo-Penumbran Guard undergoes a long and painful ritual during which a special illithid tadpole is implanted in her brain by his illithid master. The nascent psionic power of the tadpole creates a continuous mindlink effect between the Guard, the illithid master, and all other Guards who share the same master. The Guard also receives a +2 on all Search, Sense Motive, and Spot checks made to detect threats to the master. The Guard automatically fails all saving throws against mind-affecting spells, powers, spell-like abilities, and psi-like abilities cast, manifested, or activated by the illithid master. Additionally, the Guard gains the Illithid Heritage feat from Complete Psionic.
Claim the Blow (Ex): At 2nd level, the Neo-Penumbran Guard gains the ability to interpose herself between an attacker and her illithid master. Any time that the Guard is within 5 feet of her master and her master is the target of an attack, the Guard may switch places with her master and suffer the attack herself. The Neo-Penumbran Guard must declare that she is using this ability after the attack roll is made, but before she knows whether or not it has hit.
Transformation (Ex): At the 3rd, 5th, 6th, 7th, 9th, and 10th levels, the tadpole implanted in the Neo-Penumbran Guard slowly matures, granting the Guard one of the Illithid Heritage feats from Complete Psionic. The Neo-Penumbran Guard must still meet all the prerequisites of a feat in order to select it.
Penumbra's Defender (Ex): Beginning at 4th level, the NPG gains a +2 morale bonus on attack and damage rolls against creatures she has observed attacking her or her illithid master. At 8th level, this morale bonus increases to +4, but the NPG takes a -2 penalty to her AC.
Final Stand (Su): Once per day as a standard action, a NPG of at least 8th level can inspire herself and her troops to greater efforts. Allies within 10 feet of the Guard, including the Guard herself, gain 2d10 temporary vitality points. This ability affects a number of creatures, and lasts a number of rounds, equal to the Guard's class level + Cha modifier. Closer allies are affected first. This is a mind-affecting ability.
Illithid Heir (Ex): At 10th level, the illithid tadpole has grown so much that if either the Guard or her master dies, the Guard will spontaneously transform into a brand new illithid after 24 hours.

Rage Mage
While for most spellcasters, powerful emotions like rage are disruptive to the concentration necessary to complete the ritual of spellcasting, there are certain individuals who learn to turn their rage into a ritual in and of itself. These are the rage mages, and they are individuals to be greatly feared. While the majority are arcanists, there are a few divine casters who have unlocked the secrets of enraged spellcasting.
Hit Die: d6.

REQUIREMENTS
Alignment: Any nonlawful.
Base Attack Bonus: +3.
Feats: Combat Casting.
Spells: Must be able to cast 2nd-level arcane spells.
Special: Rage or frenzy ability.

Class Skills
The rage mage’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int mod.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells per day
1st|+1|+2|+0|+0|Spell rage +0|~
2nd|+2|+3|+0|+0|Enraged smiting|+1 level of spellcasting class
3rd|+3|+3|+1|+1|Spell rage +1|+1 level of spellcasting class
4th|+4|+4|+1|+1|Enraged empower|+1 level of spellcasting class
5th|+5|+4|+1|+1|Break limits|~
6th|+6|+5|+2|+2|Enraged maximize, spell rage +2|~
7th|+7|+5|+2|+2|Greater rage|+1 level of spellcasting class
8th|+8|+6|+2|+2|Enraged quicken|+1 level of spellcasting class
9th|+9|+6|+3|+3|Spell rage +3|+1 level of spellcasting class
10th|+10|+7|+3|+3|Perfect rage|~[/table]

Class Features
Weapon and Armor Proficiency: Rage mages gain proficiency in light armor, and also learn how to ignore the arcane spell failure chance imposed by light armor.
Spells Per Day: At every level except 1st, 5th, 6th, and 10th, the rage mage's spellcasting ability improves as if he had gained a level in whichever spellcasting class he previously belonged to. He gains no other benefits of going up a level in that class.
Spell Rage (Ex): A rage mage can cast spells while in a rage or frenzy, although other activities requiring patience and concentration are still prohibited. Only spells with casting times of 1 full-round action or less and that damage or kill one’s foes, or increase one’s own ability to damage one’s foes, may be cast. This includes healing and defensive spells, since one cannot kill one’s enemy if one is dead.

During a rage, the caster level and save DCs of the rage mage's spells increase by +1 for every three rage mage levels he posesses, beginning at +0 at 1st level and progressing up to +3 at 9th level. In addition to being fatigued at the end of his rage, the rage mage also becomes mentally fatigued for the duration of the current encounter.

Rage mage levels count as and stack with barbarian levels for the purpose of determining how many times a rage mage can rage per day.
Enraged Smiting (Ex): At 2nd level, a rage mage learns to harness his rage to channel his spells through his weapon. Once per rage, a rage mage can apply the Smiting Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Enraged Empower (Ex): At 4th level, a rage mage learns to harness his rage to make his spells more damaging. Once per rage, a rage mage can apply the Empower Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Break Limits (Ex): Beginning at 5th level, the increase in CL granted by the rage mage's spell rage can cause a spell's damage dice to exceed the damage cap of the spell.
Enraged Maximize (Ex): At 6th level, a rage mage learns to harness his rage to draw out his spells' full destructive potential. Once per rage, a rage mage can apply the Maximize Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Greater Rage (Ex): At 7th level, a rage mage’s bonuses to Strength and Constitution during his rage each increase by +2, and his morale bonus on Will saves increases by +1. The penalty to AC remains at -2.
Enraged Quicken (Ex): At 8th level, a rage mage learns to harness his rage to make his spells take less time. Once per rage, a rage mage can apply the Quicken Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Perfect Rage (Ex): At 10th level, a rage mage no longer becomes fatigued and mentally fatigued at the end of his rage and has no chance of losing spellcasting ability after a rage. Also, the restrictions on what spells can be used in a rage is lifted.

Mentally Fatigued
A mentally fatigued character takes a -2 penalty to all mental ablity scores. This penalty can cause a character to be unable to cast spells for which he no longer has the prerequisite ability score (10 + spell level) and bonus spells gained from a high ability score while the penalty lasts. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat. After 8 hours of complete rest, mentally fatigued characters are no longer mentally fatigued.

Mentally Exhausted
A mentally exhausted character cannot cast any spells or manifest any powers with a casting/manifesting time of a swift or immediate action, or with a casting/manifesting time of more than 1 full round action. A mentally exhausted character casts spells and powers with casting/manifesting times of 1 standard action as a full-round action. If a spontaneous caster, the character cannot apply any metamagic feats to spells. A psionic character cannot become psionically focused or apply metapsionic feats to his powers. A mentally exhausted character takes a -6 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. After 1 hour of complete rest, a mentally exhausted character becomes mentally fatigued. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat.

The Soulfire Guardian
Soulfire Guardians are those chosen to wield Vala's soulfire with its greatest potency. Most of them are members of the Soulfire Knights organization, but occasionally Vala will single out a worshipper from outside the organization to take on this mantle.
Vitality Die: d8.

REQUIREMENTS
Alignment: Lawful good.
BAB: +3.
Skills: Knowledge (the planes) 3 ranks, Knowledge (religion) 8 ranks.
Feats: Soulfire Spell*.
Spells: Ability to cast 1st-level divine spells.
Special: Must be a worshipper of Vala.

Class Skills
The Soulfire Guardian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
1st|+1|+2|+0|+2|Aura of good, smite evil 1/day, soulfire weapon|~
2nd|+2|+3|+0|+3|~|+1 level of spellcasting class
3rd|+3|+3|+1|+3|Smite evil 2/day|+1 level of spellcasting class
4th|+4|+4|+1|+4|Improved soulfire spell|~
5th|+5|+4|+1|+4|Smite evil 3/day|+1 level of spellcasting class
6th|+6|+5|+2|+5|Soulfire aura|+1 level of spellcasting class
7th|+7|+5|+2|+5|Soulfire blast, smite evil 4/day|~
8th|+8|+6|+2|+6|~|+1 level of spellcasting class
9th|+9|+6|+3|+6|Smite evil 5/day|+1 level of spellcasting class
10th|+10|+7|+3|+7|Soulfire ward|~[/table]

Class Features
Weapon and Armor Proficiency: A Soulfire Guardian gains no proficiency in any weapons or armor.
Spells: At the indicated levels, a Soulfire Guardian's spellcasting ability improves as if she had gained a level in the spellcasting class she previously possessed. If the Soulfire Guardian possesses multiple spellcasting classes, she must choose which class to apply this ability to. The Soulfire Guardian gains no other benefits of having gone up a level in whichever spellcasting class she chooses.
Aura of Good: A Soulfire Guardian's class levels stack with her paladin and cleric levels to determine the strength of her aura of good.
Smite Evil (Su): At 1st level, the Soulfire Guardian gains the ability to smite evil 1/day. This ability functions like the paladin ability of the same name. Paladin, cleric, and Soulfire Guardian levels stack to determine the power of the Soulfire Guardian's smite attack. At 5th and 9th levels, the Soulfire Guardian can smite evil an additional time per day.
Soulfire Weapon (Su): At 1st level, the Soulfire Guardian chooses a weapon with which to exercise Vala's will. The SG must be proficient with this weapon, and it must have been in her possession for the last 24 hours. This can be any weapon that meets the above requirements, magical or mundane. While wielding this weapon, the Soulfire Guardian has a +1 sacred bonus on attack rolls, and the weapon counts as magic for the purpose of overcoming damage reduction. A Soulfire Guardian may only have one soulfire weapon at a time.

Starting at 2nd level, the Soulfire Guardian's chosen weapon counts as silver as well as magic for the purpose of overcoming damage reduction.

Starting at 4th level, the Soulfire Guardian's chosen weapon is treated as good-aligned.

Starting at 6th level, the Soulfire Guardian's chosen weapon deals an additional 1d6 points of soulfire damage.

Starting at 8th level, the Soulfire Guardian's chosen weapon is treated as lawful-aligned.
Improved Soulfire Spell (Ex): Starting at 4th level, spells a Soulfire Guardian prepares and/or casts with the Soulfire Spell metamagic feat use a spell slot one level higher than the unmodified spell.
Soulfire Aura (Su): Beginning at 6th level, a Soulfire Guardian can activate this ability as a move-equivalent action. Silver flames that harm neither the Soulfire Guardian 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 soulfire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of soulfire damage. This ability lasts for up to 5 rounds per Soulfire Guardian level and is usable once per day. The Soulfire Guardian gains additional daily uses at 8th and 10th levels.
Soulfire Blast: Starting at 7th level, while her Soulfire Aura is activated, the Soulfire Guardian can lose one of her prepared spells to gain a number of power points equal to (spell level x 2) - 1 as a free action. 0-level spells grant 1 power point for this purpose, and the Soulfire Guardian gains bonus power points based on her Wisdom modifier. The Soulfire Guardian then gains the ability to manifest both of the following psionic powers: energy burst (http://www.d20srd.org/srd/psionic/powers/energyBurst.htm) or energy missile (http://www.d20srd.org/srd/psionic/powers/energyMissile.htm). These powers can deal only fire damage and are treated as if they were modified by the Soulfire Spell metamagic feat. They otherwise follow all the normal rules for manifesting psionic powers. Her Charisma modifier determines how hard these powers are to resist, and her manifester level is equal to her divine caster level. Any power points gained with this ability disappear at the end of the day.
Soulfire Ward: Starting at 10th level, the Soulfire Guardian can spend the power points gained by her Soulfire Blast ability to manifest the energy wall (http://www.d20srd.org/srd/psionic/powers/energyWall.htm) power. This power can deal only fire damage and is treated as if it was modified by the Soulfire Spell metamagic feat. It otherwise follows all the normal rules for manifesting psionic powers. Her Charisma modifier determines how hard these powers are to resist, and her manifester level is equal to her divine caster level.
Multiclass Note: Paladins who take levels in this class may continue to advance as paladins.

*This is a new feat described in Chapter 5.

Lord Iames Osari
2007-02-11, 08:44 PM
Chapter 4: Skills
Tyrath uses Rich Burlew's rules for Diplomacy (http://www.giantitp.com/forums/../articles/jFppYwv7OUkegKhONNF.html) and Knowledge (http://www.giantitp.com/forums/../articles/paBcfg1YaEccDMQACfu.html) skills.

Knowledge (war) (Int, trained only)
This skill covers military history, rules of war, battle tactics and strategies, and can provide a synergy bonus on Profession (siege engineer) checks.

Speak Language
Tyrath uses different languages than standard D&D. Mercaani is the Common-equivalent. The alphabet used by each language is indicated in parentheses.
Arcanic (Arcanic)
Aquan (Aquan)
Auran (Auran)
Axiomic (Axiomic)
Chaic (Chaic)
Court Elven (Elven): Court Elven is a dead language in the Mehrune region. It is only spoken by the elven nobles on the Isle of the Craven.
Daemic (Daemic)
Dwarven (Dwarven)
Emorian (Mercaani)
Giant (Dwarven)
Gnomish (Dwarven)
Goblin (Dwarven)
Holy Tongue (Holy Tongue)
Ignan (Ignan)
Low Elven (Elven)
Mercaani (Mercaani)
Northron (Northron Runes)
Orc (Elven)
Penumbran (Dwarven)
Sylvan (Elven)
Telcan (Telcan Runes)
Terran (Terran)
Unholy Tongue (Holy Tongue)
Yuan-ti (pictographic)Chapter 5: Feats, Flaws, and Styles

Feats

Accuracy [General]
The accuracy of your shots is uncanny.
Prerequisites: Point Blank Shot, Precise Shot, Dex 15, BAB +8.
Benefit: When wielding a ranged weapon with which you are proficient, you may add your Dexterity modifier to damage.
Special: A fighter may select this feat as a one of his bonus feats.

Aim [General]
When you take the time to aim carefully, you intuitively know when best to release your shot.
Prerequisites: Point Blank Shot, Far Shot, Dex 13, Wis 15.
Benefit: By taking a full-round action to make a single ranged attack, you can add your Wisdom modifier to your ranged attack roll, in addition to your Dexterity modifier.
Special: A fighter can select this feat as one of his bonus feats.

Ambidexterity [General]
You can use both hands in combat equally well.
Prerequisites: Str 15, Dex 15.
Benefit: Your off hand is treated as your on hand when fighting with two weapons. That is, you take -6 to attack rolls made with either hand when fighting with two weapons. If you have the Two Weapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
Attacks made with your off hand add your full strength bonus to damage rolls.
Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the PHB.
Special: A character need not have this feat to be able to write with both hands.
A 6th level ranger who has selected the two-weapon combat style is treated as having Ambidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may take this feat as a fighter bonus feat.

Arcane Blades [Style]
The movements of your blades can channel arcane power.
Prerequisites: BAB +3, Combat Casting, TWF, Slashing Blades, ability to cast arcane spells.
Benefit: While wielding two scimitars, you can cast spells with somatic components without requiring a free hand. You do not provoke attacks of opportunity for casting a spell while wielding two scimitars in this way.
Normal: You must have at least one hand free to cast a spell with a somatic component, and casting a spell while threatened provokes attacks of opportunity.

Augment Critical [General]
You swing your weapon with such great force that you deal much more damage when your blows strike true.
Prerequisites: BAB +8, Weapon Focus.
Benefit: Choose a weapon for which you have taken the Weapon Focus feat. When wielding that weapon, its critical multiplier doubles (keep in mind that a doubled doubling is a tripling, and so on).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, choose a new weapon with which you also have the Weapon Focus feat. A fighter may take this as a bonus feat.

Blood Magic [General]
By drawing on the magical power in your blood, you can ignore most material components.
Prerequisites: Eschew Materials, Cha 13.
Benefit: You can take Constitution burn to ignore material components of up to the given gp limit for 1 minute:
0 Con = 250 gp
1 Con = 500 gp
2 Con = 750 gp
3 Con = 1000 gp
4 Con = 1250 gp
etc. = etc.Normal: You must provide material components with a listed cost over 1 gp, even if you have the Eschew Materials feat.
Special: If a material component is indispensable to the function of a spell (i.e., the gem for trap the soul), you must include it in your spell no matter how expensive it is or how much Con burn you take. It is up to the DM what material components qualify as "indispensable".

Dancing Blades [Tactical]
You twirl your scimitars like the dancing breeze, dancing on the edge of sunlight, directing it into your opponents eyes as you attack him.
Prerequisites: Dex 13, Int 13, Weapon Finesse, Weapon Focus (Scimitar), Slashing Blades, Combat Expertise, Two-Weapon Fighting, BAB +6.
Benefit: You can use all three of the following tactical maneuvers.
Flashing Blades: When you make a full attack against a single opponent while wielding two scimitars, you may reflect light into his eyes. He must make a Reflex Save (DC 10 + 1/2 your BAB + your Dex modifier + any bonuses to your AC from Combat Expertise or defensive fighting) or be flat-footed against your attacks for this round.
Dancing Leaves: When you are wielding two scimitars, you may make a Perform (dance) check, adding your Dex modifier and half of your BAB instead of your Cha modifier. This duplicates the fascinate bardic music ability, except that drawing weapons does not release the creature from the effect. This is an extraordinary ability which produces a mind-affecting pattern effect.
Falling Leaves Cut: When you draw two scimitars and then make an attack or full attack, you gain 1 extra attack with each scimitar, each at a -2 penalty.

Darkfire Channeler [Divine]
You can channel the power of darkfire to enhance your spells.
Prerequisites: Darkfire Spell, Divine Metamagic (Darkfire Spell), ability to turn water creatures and rebuke fire creatures, patron god Maleth.
Benefit: You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

Darkfire Spell [Metamagic]
You can call upon Maleth's power and channel His power into your fire-based spells.
Prerequisites: Ability to cast spells from the Fire domain, patron god Maleth, alignment lawful evil, neutral evil, or lawful neutral.
Benefit: A darkfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat deal darkfire damage, which ignores resistance to fire and immunity to fire but for all other purposes is treated as fire damage. Spells modified by this metamagic feat take up a slot two levels higher than normal and gain the Evil descriptor, and the flames produced by the modified spell are black.
Special: Lawful evil and some lawful neutral monks studying the Way of Fire gain this feat for free at 12th level, and can spend 2 additional stun attempts to apply it to their burning hands spell-like ability.

Devout Ascetic [General]
You blend monastic life with devout prayer.
Prerequisites: Improved Unarmed Strike, ability to turn or rebuke undead.
Benefit: Your monk and cleric levels stack for the purposes of determining your enhanced strike damage, unarmored Armor Class bonus, and the power of your turn/rebuke attempts.

Double Focus [Psionic]
You can achieve an even deeper psionic focus than normal.
Prerequisites: Concentration 15 ranks, two other psionic feats.
Benefits: While psionically focused, you can attempt a DC 25 Concentration check in order to gain a second psionic focus. You can expend them one at a time or simultaneously, but if you choose the expend both at once, they must be used for separate abilities rather than the same ability twice.
Normal: You can have only one psionic focus.

Elven Blood [General]
The blood of the elves flows in your veins.
Prerequisites: Non-elf, 1st level only.
Benefit: You gain the following traits:
+2 racial bonus on saving throws against enchantment spells or effects, and an additional +2 bonus to saving throws against sleep spells and similar magic effects.
+1 racial bonus on Listen, Search, and Spot checks.
For all effects related to race except this feat, you are considered an elf in addition to whatever your actual race is.
Low Elven is added to your list of bonus languages.Elven Fighting Style [Style]
You are trained in the graceful fighting techniques of the elves.
Prerequisites: BAB +8, Dex 15, Weapon Finesse, Slashing Blades, proficiency with either or both the lesser elven warblade or the greater elven warblade.
Benefit: When wielding a lesser elven warblade or a greater elven warblade, you may apply your Dexterity bonus to attack rolls instead of your Strength bonus.
Special: A fighter may select this feat as one of his bonus feats. An elf or half-elf wishing to select this feat may do so when they attain a BAB of +4 rather than +8.

Extend Stun [General]
When you stun opponents, they stay stunned longer.
Prerequisites: BAB +12, Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist.
Benefit: On a successful stunning attack, your target is stunned for 2 rounds.
Normal: A successful stunning attack stuns the target for 1 round.

Graceful Edge [General]
You can wield a specific single-handed weapon with almost unnatural grace.
Prerequisites: Weapon Finesse, Weapon Focus (any one-handed slashing weapon), BAB +1.
Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon. If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to your AC when wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A fighter may select Graceful Edge as one of his bonus feats. You may take this feat more than once; each time, it applies to a different one-handed slashing weapon that you have Weapon Focus in.

Greater Mad Resistance [Insanity, Psionic]
Your madness can grant you immunity to energy of a certain type.
Prerequisites: Madness, Mad Resistance, Improved Mad Resistance.
Benefit: While you have your psionic focus, you gain immunity to energy damage of a type for which you have taken the Improved Mad Resistance feat. This is a supernatural ability. If you have the Mad Resistance and Improved Mad Resistance feats for more than one energy type, this feat can only apply to one energy type at a time.
Special: If you take this feat, you may not take the Mad Symbiosis feat.

Greater Surging Madness [Insanity, Psionic]
Your madness sometimes gives you even greater power.
Prerequisites: Madness, Surging Madness or wild surge class ability, one mental ability score 17.
Benefit: When you activate your wild surge ability, you can choose to spend an action point. If you do, roll a number of d6s (or d8s, if you have the Action Boost feat) equal to the bonus wild surge would normally give you. The result of the highest single die roll is added to your normal wild surge bonus for this round. Add the number of dice you rolled to your character level for the purpose of psychic enervation. If you become psychically enervated, you are dazed for an additional number of rounds equal to your (improved) wild surge bonus.
Special: You must use your wild surge ability at its maximum power.

Illithid Blast [Heritage, Psionic]
You can convert your psionic energy into a mind blast.
Prerequisites: Illithid Heritage, two other illithid feats, ML 5th.
Benefit: As a standard action, you can expend your psionic focus and 3 power points to produce a mind blast in a 15-foot cone. Creatures within this cone must make Will saves vs. DC 10 + 1/2 your VD + your Cha modifier or be stunned for 1d4 rounds. This is a psi-like ability equivalent to a 2nd-level power.
Special: This feat replaces the version of Illithid Blast that appears on page 61 of Complete Psionic.

Immediate Recovery [Psionic]
You can recover your center with incredible speed.
Prerequisites: Concentration 18 ranks, Psionic Meditation, one other psionic feat.
Benefit: After you expend your psionic focus for any reason, you can attempt a DC 35 Concentration check to regain your psionic focus as an immediate action.
Normal: Regaining your psionic focus requires a full-round action.

Improved Mad Resistance [Insanity, Psionic]
Your madness grants you greater resistance to energy of a certain type.
Prerequisites: Madness, Mad Resistance.
Benefit: You gain energy resistance equal to your highest mental ability score to the energy type for which you have taken Mad Resistance. The energy resistance granted by this feat does not stack with that granted by the Mad Resistance feat. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

Mad Clarity [Insanity, Psionic]
Your madness sometimes makes you difficult to control, but other times you are easily manipulated.
Prerequisites: Madness.
Benefit: Every time you must make a Will save, you receive a +1d20-11 insanity bonus on your saving throw. For each insanity feat you possess, including this one, your insanity bonus to Will saves increases by 1.

Mad Insight [General, Insanity]
Though your sanity is lacking, you occasionally have brilliant insights.
Prerequisites: Wis 7 or lower.
Benefit: Once per day, you may apply a +5 insanity bonus to an Intelligence check or Intelligence-based skill check.

Madness [Insanity, Psionic]
Your mind has snapped under the strain of your psionic powers.
Prerequisites: Any chaotic alignment, ability to manifest psionic powers or the phrenic template.
Benefit: You gain immunity to all effects that cause confusion or insanity, but take a -2 penalty on interaction skills (Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive). This penalty worsens by 1 for each additional insanity feat you possess.

Mad Resilience [Insanity, Psionic]
In your madness, you are harder to kill.
Prerequisites: Madness, Psionic Body, one mental ability score 15.
Benefit: You gain damage reduction equal to the number of Insanity feats you possess, including this one. This damage reduction cannot be overcome. This is a supernatural ability.

Mad Resistance [Insanity, Psionic]
Your madness grants you resistance to energy of a certain type.
Prerequisites: Madness.
Benefit: Choose an energy type (acid, cold, electricity, fire, sonic). You gain energy resistance 5 to that energy type. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

Mad Symbiosis [Insanity, Psionic]
You have a special affinity for a particular type of energy.
Prerequisites: Improved Mad Resistance, Madness, Mad Resistance, Privileged Energy.
Benefit: While you have your psionic focus, you lose the energy resistance granted by your Mad Resistance and Improved Mad Resistance feats, and whenever you would take energy damage of that type, you take no damage but are instead healed a number of hit points equal to the energy damage that would have been done. This is a supernatural ability.
Special: You may only take this feat if the energy type selected for Privileged Energy matches the one you selected for Mad Resistance and Improved Mad Resistance. If you have this feat, you may not take the Greater Mad Resistance feat.

Multidexterity [General]
You can use all your hands in combat equally well.
Prerequisites: Str 15, Dex 19, three or more hands.
Benefit: Your off hands are treated as on hands when fighting with multiple weapons. That is, you take -6 to attack rolls made with all hands when fighting with multiple weapons. If you have the Multiweapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
Attacks made with your off hands add your full strength bonus to damage rolls.
Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the Players Handbook.
Special: A character need not have this feat to be able to write with multiple hands.
A 6th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may take this feat as a fighter bonus feat.

Multiweapon Defense [General]
Prerequisites: Dex 15, Multiweapon Fighting, three or more hands.
Benefit: While fighting with multiple weapons, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
Special: This feat replaces Two-Weapon Defense for creatures with more than two hands. The bonus provided by this feat stacks with other shield bonuses.

Multiweapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the secondary weapons.
Prerequisite: Dex 15, three or more hands.
Benefit: Your penalties on attack rolls for fighting with multiple weapons are reduced by 2 with the primary hand and by 6 with off hands. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with each of your off-hand weapons, suffering an additional -5 penalty for every off-hand attack after the first.
Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty with its off hands. (It has one primary hand, and all the rest are off hands.) See Two-Weapon Fighting, page 160 of the Player's Handbook.
Special: This feat replaces Two-Weapon Fighting for creatures with more than two hands.

Multiple Threat [General]
You have honed your natural multidexterity to the point where you can fight with multiple one-handed weapons.
Prerequisites: BAB +8, Str 17, Dex 23, Multidexterity, Power Attack, Multiweapon Fighting, Oversized Multiweapon Fighting, three or more hands.
Benefit: You take no penalty on attack rolls when fighting with two weapons or a double weapon.
Special: An 11th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multiple Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may select Multiple Threat as one of his fighter bonus feats.

Nexus of Power [Psionic]
You can draw on your psionic ability to power your spells, and vice versa.
Prerequisites: Knowledge (arcana) or Knowledge (religion) 8 ranks, Knowledge (psionics) 8 ranks, Psicraft 8 ranks, Spellcraft 8 ranks, ability to cast 3rd-level spells, ability to manifest 3rd-level powers.
Benefit: As a free action, you can convert power points into spell slots and vice versa. To gain an extra spell slot, you must pay 2 x the level of the spell slot to be gained + 1 power points. To gain extra power points, one must expend a spell slot in order to gain 2 x the level of the spell slot expended - 2 power points.
Special: If you prepare your spells rather than casting them spontaneously, you may convert power points into spell slots at any time, but the extra spell slots can only be used to cast a spell that you have currently prepared.

Orc Blood [General]
The blood of orcs runs in your veins.
Prerequisites: Non-orc, 1st level only.
Benefit: You gain the following traits:
Low-light vision.
For all effects related to race except this feat, you are considered an orc in addition to whatever your actual race is.
Orc is added to your list of bonus languages.Oversized Multiweapon Fighting [General]
You can wield larger weapons than normal in your off hands.
Prerequisites: Str 13, Multiweapon Fighting, three or more hands.
Benefit: You treat any one handed weapons in your off hand as light weapons for the purpose of determining penalties for fighting with multiple weapons.
Special: This feat replaces Oversized Two weapon fighting for creatures with more than two hands.

Personal Focus [General]
You can cast spells using an item of high personal significance as a focus, but your spells are less potent if you must use the standard focus item instead.
Prerequisites: Cha 15, ability to spontaneously cast arcane spells.
Benefit: Choose an item you possess which has great personal significance to you. For all purposes related to spellcasting, that item is now your arcane focus component. The DCs of your spells involving focus components increase by 2, and you gain a +2 morale bonus on caster level checks involving spells with a focus component. No one else can use the item in this way, even if they also possess this feat. The benefits of this feat apply only for that particular item, not items of the same kind or which otherwise have the same game effects.
Special: If you are forced to cast a spell with an arcane focus component, substituting the standard focus item for your personal focus item, you lose all bonuses associated with using your personal focus, that spell has a save DC of 10 + spell level + Charisma modifier - 2, and you take a -2 morale penalty on caster level checks related to that spell.

Shifting Madness [Insanity, Psionic]
The mercurial nature of your madness makes you difficult to control.
Prerequisites: Madness, Mad Clarity, one mental ability score 15.
Benefit: You gain the slippery mind trait, but take a -2 penalty on Concentration checks.

Slashing Blades [General]
You can wield scimitars with fluid grace.
Prerequisites: Str 13, Dex 13, Weapon Finesse, proficency with the scimitar.
Benefit: You treat the scimitar as a light weapon for purposes related to two-weapon fighting and the Weapon Finesse feat.
Normal: Scimitars are one-handed weapons.
Special: A fighter may select this feat as one of his bonus feats.

Soulfire Channeler [Divine]
You can channel the power of soulfire to enhance your spells.
Prerequisites: Soulfire Spell, Divine Metamagic (Soulfire Spell), ability to turn water creatures and rebuke fire creatures, patron goddess Vala.
Benefit: You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

Soulfire Spell [Metamagic]
You can call upon Vala's power and channel Her power into your fire-based spells.
Prerequisites: Ability to cast spells from the Fire domain, patron goddess Vala, alignment lawful good, neutral good, or lawful neutral.
Benefit: A soulfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat deal soulfire damage, which ignores resistance to fire and immunity to fire but for all other purposes is treated as fire damage. Spells modified by this metamagic feat take up a slot two levels higher than normal and gain the Good descriptor, and the flames produced by the modified spell are silver.
Special: Lawful good and some lawful neutral monks studying the Way of Fire gain this feat for free at 12th level, and can spend 2 additional stun attempts to apply it to their burning hands spell-like ability.

Surging Madness [Insanity, Psionic]
Your madness sometimes gives you great power.
Prerequisites: Madness, one mental ability score 15, non-wilder or wilder level 4th.
Benefit: You gain the surge ability of a 1st-level wilder, except that it applies to whatever your primary manifesting ability score is.
Special: You may take this feat multiple times. Each time you do, your surge ability improves as if you had gained 3 levels in the wilder class. If you are already a wilder, your surge ability improves as if you had gained 3 class levels.

Twin Threat [General]
You have honed your skills at fighting with two weapons to the point where you no longer suffer from a decrease in accuracy.
Prerequisites: BAB +10, Str 15, Dex 19, Ambidexterity, Power Attack, Two-Weapon Fighting, Oversized Two-Weapon Fighting.
Benefit: You take no penalty on attack rolls when fighting with two weapons or a double weapon.
Special: An 11th level ranger who has selected the two-weapon combat style is treated as having Twin Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may select Twin Threat as one of his fighter bonus feats.

Two As One [General]
When you are using two light weapons, you can make a single powerful strike with both weapons at once.
Prerequisites: BAB +3, Str 13, Dex 15, Power Attack, Two-Weapon Fighting.
Benefit: When you are wielding two identical light weapons, you may forego your normal full attack routine in order to make a single powerful attack. This attack, which is treated as a two-handed weapon, deals damage equal to the sum of the damage dice of both of your weapons. Your Strength modifier is applied to this damage as if you were wielding a single two-handed weapon. For example, a fighter with Str 14 who used this feat with two shortwords would deal 2d6+3 points of peircing damage.

Two-Weapon Defense [General]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: While fighting with two weapons or a double weapon, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Defense found in the PHB. The bonus provided by this feat stacks with other shield bonuses.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with your off-hand weapon, suffering an additional -5 penalty for every off-hand attack after the first.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Fighting found in the PHB.

Flaws
By taking up to two flaws at first level, you can take two extra feats (one per flaw). Below are some flaws available in Tyrath.

Addiction [General]
You are addicted to some kind of drug.
Disadvantage: You are addicted to a substance. An addictive substance is any substance which alters your brain chemistry in such a way as to cause you to crave that substance; in game terms, this would often be represented by a poison. It is the DM’s call whether or not any particular substance is addictive. A character may indulge in a single dose of an addictive poison up to once a week without risk of becoming addicted. If a character has taken multiple doses of an addictive poison in the same week and still suffers ability damage as a result by one week after the initial dose, 1 point of his ability damage is converted to permanent ability drain in each of his damaged ability scores, and the character becomes addicted to the substance.

An addicted character can go for a number of hours without a dose equal to 2 x his Con mod (minimum 1 hour), not including time spent sleeping, in trance, or the like. For each half-hour he forgoes his substance over this time limit, the character must make a Will save against a DC of 20 - his Con mod + 1 for each previous save. If the save succeeds, the character takes 1d2 points of Con damage, but does not have to make a save for another half-hour. If the save fails, you succumb to your cravings and must seek a dose immediately. You may pause to eat, drink, or fight, but only as long as such pauses are necessary to your acquisition of your dose.

As time goes by, you begin to become inured to the effects of your substance. To achieve the same high, you must take ever increasing amounts of your substance. After the first year you spend as an addict, you are required to take twice as many doses as the previous year. While each of these double-doses affects you as only one dose would in terms of ability damage, use the full number of doses to calculate all other relevant effects. After the second year, you need three doses to produce the high that one dose used to give you; after the third year, four doses, and so on. Every time you suffer ability score damage as from a standard dose of your substance, you must make a Fort save against a DC of 0 + 1 for every dose you’ve taken in the past week or take 1d2 points of permanent Con drain. You are considered to be in the first year of your addiction.
Special: You can take this flaw multiple times. Its effects do not stack. Each time you take this flaw, you must select a different substance to be addicted to. You can acquire this flaw after first level, but it does not grant you an extra feat.

Allergy [General]
You are allergic to something.
Disadvantage: Choose a common substance that you are allergic to. Whenever the DM determines that you come into contact with your allergen, you must make a Fort save against DC 15 or become sickened for as long as contact persists, plus 1d6 days.

Dyslexia [General]
You have severe, debilitating dyslexia. Lesser, non-debilitating forms of dyslexia should be roleplayed.
Disadvantage: You must make a DC 20 Intelligence check to comprehend any and all messages written in a language you know. You take -4 to all Decipher Script checks, and cannot decipher scrolls in advance.
Special: You fail to comprehend any and all messages written in a language you do not know normally. Barbarians with this flaw cannot become literate. A character under the effects of a comprehend languages spell must still attempt the Int check to decipher written messages.

Fumble-Fingered [General]
Though you may be quite coordinated in other ways, you constantly have trouble with delicate manipulation.
Prerequisites: Either Open Lock or Sleight of Hand must be on your list of class skills.
Disadvantage: Treat your Dexterity as being 10 points lower (minimum 1) for the purpose of the Open Lock and Sleight of Hand skills. Furthermore, you take a -4 penalty on Disable Device checks, and arcane spells with somatic components that you cast have a 10% chance of failure.
Special: A character may not have both this flaw and the Nimble Fingers or Deft Hands feats.

Illiteracy [General]
You do not and cannot understand the connection between writing and language, and thus are unable to read.
Disadvantage: You cannot read or write, and can never learn to do either. This means, among other things, that you cannot use scrolls.
Special: Wizards cannot take this flaw. This flaw is incompatible with Dyslexia. Barbarians receive this flaw for free at first level, replacing their illiteracy class feature; they can spend a feat slot to negate this flaw.

Illogical [General]
You find it difficult to draw information to its logical conclusion (i.e., "connect the dots").
Disadvantage: You take a -4 penalty on all Sense Motive and Intelligence-based checks.

Styles
Styles are a way of customizing the abilities of a monk (or a psychic monk). At first level, a monk (or psychic monk) must choose a style to learn. He gains a +2 style bonus to the listed skill and receives the listed feat as a bonus feat. He gains additional bonus feats and abilities as he increases in level. Also, if he meets the listed prerequisites for the 3rd-tier bonus ability, a monk who has followed the style gains that ability when he gains the 3rd-tier bonus feat. If the monk does not meet the prerequisites when he gains the 3rd-tier bonus feat, he can never gain the bonus ability.

Cobra Strike
Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.
1st-Tier Skill Bonus: Escape Artist
1st-Tier Bonus Feat: Dodge
2nd-Tier Bonus Feat: Mobility
3rd-Tier Bonus Feat: Spring Attack
3rd-Tier Bonus Ability: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4 ranks, Escape Artist 9 ranks.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Denying Stance
The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.
1st-Tier Skill Bonus: Tumble
1st-Tier Bonus Feat: Improved Grapple
2nd-Tier Bonus Feat: Combat Reflexes
3rd-Tier Bonus Feat: Improved Disarm
3rd-Tier Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Tumble 9 ranks, Combat Expertise.
4th-Tier Bonus Feat: Defensive Strike
5th-Tier Bonus Feat: Improved Combat Expertise

Hand and Foot
Students of the Hand and Foot style learn to use their appendages for both offense and defense.
1st-Tier Skill Bonus: Balance
1st-Tier Bonus Feat: Stunning Fist
2nd-Tier Bonus Feat: Deflect Arrows
3rd-Tier Bonus Feat: Improved Trip
3rd-Tier Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9 ranks, Tumble 4 ranks.
4th-Tier Bonus Feat: Extended Stun
5th-Tier Bonus Feat: Combat Expertise

Invisible Eye
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
1st-Level Skill Bonus: Listen
1st-Level Bonus Feat: Combat Reflexes
2nd-Level Bonus Feat: Lightning Reflexes
3rd-Level Bonus Feat: Blind-Fight
3rd-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Listen 9 ranks, Agile.
4th-Tier Bonus Ability: You gain blindsight with a range of 5 ft.
5th-Tier Bonus Ability: You gain blindsight with a range of 30 ft.

Kazejutsu, the Way of the Wind
Developed by the elves, kazejutsu's techniques are mostly defensive, but the style has powerful offensive capabilities as well. Monks who practice kazejutsu attempt to emulate the wind, evading an opponent's attacks, always just out of reach, until the proper moment and then delivering a crushing blow, or gradually wearing down an opponent with lesser strikes as the situation demands. Grappling is anathema to kazejutsu, unlike many other martial arts styles. The key to kazejutsu's effectiveness is unhindered mobility.
1st-Tier Skill Bonus: Jump
1st-Tier Bonus Feat: Combat Reflexes
2nd-Tier Bonus Feat: Combat Expertise
3rd-Tier Bonus Feat: Defensive Strike
3rd-Tier Bonus Ability: When using the Spring Attack feat, you provoke no attacks of opportunity and gain the ability to make a full attack rather than a single attack. All attacks you make while full attacking in a Spring Attack suffer a -2 penalty to attack rolls. This penalty becomes -1 at 10th level, and disappears at 14th level. Prerequisites: Jump 9 ranks, Tumble 9 ranks, Spring Attack.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Mind and Fist
Invented by githzerai, this style can be learned by anyone who has psionic potential (at least 1 power point). Those without psionic potential cannot learn this style.
1st-Tier Skill Bonus: Autohypnosis
1st-Tier Bonus Feat: Psionic Weapon
2nd-Tier Bonus Feat: Speed of Thought
3rd-Tier Bonus Feat: Deep Impact
3rd-Tier Bonus Ability: You do not lose psionic focus by using Psionic Weapon, Greater Psionic Weapon, or Deep Impact until you successfully strike an opponent. Prerequisites: Autohypnosis 9 ranks, Concentration 9 ranks, Psionic Meditation.
4th-Tier Bonus Feat: Double Focus
5th-Tier Bonus Feat: Immediate Recovery

Overwhelming Attack
A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.
1st-Tier Skill Bonus: Intimidate.
1st-Tier Bonus Feat: Power Attack.
2nd-Tier Bonus Feat: Improved Bull Rush.
3rd-Tier Bonus Feat: Improved Overrun.
3rd-Tier Bonus Ability: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4 ranks, Perform (dance) 4 ranks.
4th-Tier Bonus Feat: Shock Trooper
5th-Tier Bonus Feat: Leap Attack

Passive Way
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
1st-Tier Skill Bonus: Bluff.
1st-Tier Bonus Feat: Combat Expertise.
2nd-Tier Bonus Feat: Improved Trip.
3rd-Tier Bonus Feat: Improved Feint.
3rd-Tier Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Bluff 4 ranks, Sense Motive 4 ranks, Skill Focus (Bluff).
4th-Tier Bonus Feat: Defensive Strike
5th-Tier Bonus Feat: Improved Combat Expertise

Rushing River
This style was created by humans who dwelled alongside the rivers of the Mehrune Kingdom, who used it to defend themselves against river pirates and monsters. The style focuses on aquatic combat, particularly on forcing land-based opponents into the water and holding them there, where the martial artist has the advantage.
1st-Tier Skill Bonus: Swim
1st-Tier Bonus Feat: Improved Grapple
2nd-Tier Bonus Feat: Stunning Fist
3rd-Tier Bonus Feat: Weakening Touch
3rd-Tier Bonus Ability: You gain a swim speed equal to your land speed and can hold your breath for a number of rounds equal to 5 times your Constitution score. Also, you gain the benefits of a freedom of movement effect, but only when you are underwater. Prerequisites: Endurance, Skill Focus (Swim), Swim 9 ranks.
4th-Tier Bonus Feat: Freezing The Lifeblood
5th-Tier Bonus Feat: Extra Stunning

Sleeping Tiger
The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first strike approach, preferably from a position of ambush.
1st-Tier Skill Bonus: Hide
1st-Tier Bonus Feat: Weapon Finesse
2nd-Tier Bonus Feat: Improved Initiative
3rd-Tier Bonus Feat: Improved Sunder
3rd-Level Bonus Ability: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Hide 9 ranks, Power Attack.
4th-Tier Bonus Ability: The monk's extra damage increases to 2d6.
5th-Tier Bonus Ability: The monk's extra damage increases to 3d6.

Striking Viper
The Striking Viper school was invented by the yuan-ti, but it has spread from their lands to the rest of the world. The style focuses on stealth, ambush, and the use of the siangham.
1st-Tier Skill Bonus: Move Silently
1st-Tier Bonus Feat: Quick Draw
2nd-Tier Bonus Feat: Two As One
3rd-Tier Bonus Feat: Spring Attack
3rd-Tier Bonus Ability: You gain the skirmish ability, as per the Scout base class (CAdv). Whenever you move at least ten feet in a round, all your attacks during that round deal an extra 1d6 points of damage, and you receive a +1 competence bonus to AC until the beginning of your next turn. At 12th and 18th monk levels, the extra damage increases by 1d6, and the competence bonus to AC increases by 1. This ability stacks with any skirmish abilities gained from other classes. Prerequisites: Hide 9 ranks, Move Silently 9 ranks.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Undying Way
Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.
1st-Tier Skill Bonus: Concentration
1st-Tier Feat: Toughness
2nd-Tier Feat: Endurance
3rd-Tier Feat: Diehard
3rd-Tier Bonus Ability: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-. Prerequisites: Concentration 9 ranks.
4th-Tier Bonus Feat: Improved Toughness
5th-Tier Bonus Feat: Greater Resiliency

The Way of Fire
The Way of Fire was created by monks who worshipped Vala and sought to wield the power of Her soulfire. The style was then copied by the followers of Vala's rival, Maleth.
1st-Tier Skill Bonus: Concentration
1st-Tier Bonus Feat: Stunning Fist
2nd-Tier Bonus Feat: Fiery Fist
3rd-Tier Bonus Feat: Fiery Ki Defense
3rd-Tier Bonus Ability: By spending 3 stun attempts, you can cast burning hands as a spell-like ability. The save DC for this effect is equal to 10 + 1/2 your VD + your Wisdom modifier, and your caster level equals your monk class level. Prerequisite: Concentration 9 ranks, Knowledge (arcana or religion) 9 ranks.
4th-Tier Bonus Ability: By spending an additional 2 stun attempts, you can apply the effects of the Soulfire Spell (if good) or Darkfire Spell (if evil) metamagic feats to your burning hands spell-like ability. If neutral, you may choose which feat's effects to apply when you gain this ability; you may not change that choice later.
5th-Tier Bonus Feat: Extra Stunning

The Way of the Giant
This style was developed to counter the advantages that larger opponents have in battle.
1st-Tier Skill Bonus: Intimidate
1st-Tier Bonus Feat: Improved Natural Attack
2nd-Tier Bonus Feat: Lunging Strike
3rd-Tier Level Bonus Feat: Improved Critical (unarmed strike)
3rd-Tier Bonus Ability: Your reach increases and you gain bonuses to bull rush, disarm, overrun, and trip attempts as if you were one size category larger, but only when fighting unarmed. Prerequisites: Intimidate 9 ranks, Power Attack.
4th-Tier Bonus Feat: Augment Critical (unarmed strike)
5th-Tier Bonus Feat: Awesome Blow

The Way of the Mountain
Invented by the dwarves, the way of the mountain emphasizes patience and endurance, waiting for the perfect moment to end a battle with a single, devastating charge inspired by the avalanche.
1st-Tier Skill Bonus: Concentration
1st-Tier Bonus Feat: Improved Toughness
2nd-Tier Bonus Feat: Power Attack
3rd-Tier Bonus Feat: Improved Bull Rush
3rd-Tier Bonus Ability: When overrunning opponents, you trample them, gaining a free unarmed attack against each trampled opponent. Prerequisites: Concentration 9 ranks, Improved Overrun.
4th-Tier Bonus Feat: Shock Trooper
5th-Tier Bonus Feat: Fleet of Foot

The Way of the Poison Dart Frog
1st-Tier Skill Bonus: Spot
1st-Tier Bonus Feat: Rapid Reload (light crossbow)
2nd-Tier Bonus Feat: Deflect Arrows
3rd-Tier Bonus Feat: Improved Critical (light crossbow)
Bonus Ability: You treat the light crossbow as a special monk weapon. Also, you gain the ability to deflect or catch a number of projectiles per round equal to 1 + your Wisdom modifier. You can immediately load a light crossbow and fire it when you catch a crossbow bolt. Prerequisites: Spot 9 ranks, Snatch Arrows.
4th-Tier Bonus Feat: Accuracy
5th-Tier Bonus Feat: Aim

Lord Iames Osari
2007-02-11, 08:46 PM
Chapter 6: Equipment
Weapons
Weapons in Tyrath follow slightly different rules from standard D&D when dealing with critical hit multipliers. Unlike the standard variant, weapons in Tyrath retainn their threat ranges unchanged, and they still have multipliers. To determine the critical multiplier of a weapon in Tyrath, use the following table.
{table="head"]Normal Multiplier|Tyrath Multiplier
x2|x1
x3|x2
x4|x3
etc.|etc.[/table]
Critical hits go directly to Wound Points and bypass damage reduction from armor.

{table="head"]Exotic Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
One-Handed Melee Weapons| | | | | | |
Elven warblade, lesser|150 gp|1d6|2d4|18-20|~|6 lb.|Slashing
Mehrune fighting shield, light|20gp|1d4|1d6|x2|~|6 lb.|Bludgeoning or slashing
Mehrune fighting shield, heavy|30gp|1d6|1d8|x2|~|15 lb.|Bludgeoning or slashing
Two-Handed Melee Weapons| | | | | | |
Elven warblade, greater|500 gp|1d10|2d6|18-20|~|8 lb.|Slashing
Enkiduan glaive|13 gp|1d8|1d10|20/x2|~|10 lb.|Slashing or piercing
Penumbran Spear|35 gp|1d6|1d8|20/x2|~|11 lb.|Piercing
One-Handed Ranged Weapons| | | | | | |
Pistol, flintlock|250 gp|1d8|1d10|20/x2|50 ft.|3 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
Two-Handed Ranged Weapons| | | | | | |
Carbine|300 gp|1d10|1d12|20/x2|100 ft.|7 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
Musket|500 gp|1d10|1d12|20/x2|150 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|
Rifle, muzzle-loading|600 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|
Rifle, breachloading|650 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|[/table]
Bayonet, Ring: This weapon attachment turns any two-handed firearm it is attached to into a shortspear sized appropriately for the wielder. The firearm can still be fired, but at a -2 penalty.
Carbine: This weapon is similar to a cut-down musket, and is designed to be used while mounted. A character firing this weapon while mounted halves all attack penalties associated with a moving mount.
Elven Warblade, Greater: If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
Elven Warblade, Lesser: You can wield the lesser elven warblade in two hands as a martial weapon. If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
Enkiduan Glaive: The Enkiduan glaive is a reach weapon. If you use a ready action to set it it against a charge, you deal double damage on a successful hit against a charging character.
Mehrune Fighting Shield: These steel shields have sharpened edges and can be used to make slashing attacks as well as the usual bashing. They provide shield bonuses to AC as usual.
Penumbran Spear: The Penumbran spear is a weapon with 10-foot reach that resembles a longspear. Unlike a normal longspear, an Penumbran spear has two sharpened metal prongs that project back toward the wielder on either side of the haft, allowing the wielder attack adjacent foes. A wielder proficient with the Penumbran spear who makes a full attack and hits an enemy 10 feet away gains an additional attack against an adjacent enemy at the same attack bonus with a -4 penalty.
Musket: This smoothbore longarm holds a single shot and requires a standard action to reload.
Pistol, flintlock: This smoothbore sidearm holds a single shot and requires a standard action to reload.
Rifle, breachloading: This rifled longarm holds a single shot and can be reloaded as a move action.
Rifle, muzzle-loading: This rifled longarm holds a single shot and requires a standard action to reload.
Armor
Armor in Tyrath grants DR X/adamantine equal to the armor bonus it provides in standard D&D. Adamantine armor adds to this DR and provides DR X/-.

Shields
Enkiduan Tower Shield
35gp; +4 shield bonus; +2 Max Dex; -10 check penalty; 50% spell failure

This specially constructed tower shield counts as a heavy shield for the purposes of the Phalanx Fighting feat (CW) and as a light shield for the Shield and Pike feat (Dragon 338).

Adventuring Gear
Adventurer's Pack, Basic
This item contains basic equipment for just about anyone traveling, really. It includes:
1 backpack [2 lb. (1/2 lb. for small characters)]
Bedroll [5 lb. (1 1/4 lb.)]
5 days trail rations [5 lb. (1 1/4 lb.)]
Rope, hemp, 50ft. [10 lb.]
10 torches [10 lb.]
Flint and steel [No appreciable weight]
Waterskin [4 lb. (1 lb.)]
Total cost and weight: 7gp, 7sp [36 lb. (24 lb.)]Adventurer's Pack, Superior
This item contains superior equipment for adventurers. It includes:
1 backpack [2 lb. (1/2 lb. for small characters)]
Bedroll [5 lb. (1 1/4 lb.)]
5 days trail rations [5 lb. (1 1/4 lb.)]
Rope, silk, 50 ft. [5 lb.]
4 sunrods [4 lb.]
Waterskin [4 lb. (1 lb.)]
Total cost and weight: 18gp, 6sp [25 lb. (13 lb.)]Chequebook
This is a packet of 50 cheques, which can be used to purchase items instead of cash. Security-conscious individuals are advised to purchae a ring of arcane signing to prevent forged cheques from draining their funds. While one can theoretically write out one's own cheques on a blank sheet of paper, banks discourage this practice and often charge a fee for using nonstandard cheques. A chequebook costs 30gp and its weight is negligible.

Powderhorn
This hollowed horn or leather flask is filled with 2 pounds of gunpowder, enough to provide powder for 32 shots from any personal firearm. Drawing power from a powderhorn to reload a weapon is a free action. It costs 35 gp and weighs 2 lb.

Gunman's Bandolier
This is a wide belt worn diagonally across the chest. it has space for 5 items the size of a potion, powderhorn, or bayonet. Items stored on the bandolier can be retrieved as a move action which does not provoke attacks of opportunity. It costs 2 gp and weighs 1 lb.

Spell Component Pouch
When you buy a spell component pouch, it contains 100 "charges". When casting a spell with a costless material component, you use up 1 charge per level of the spell.

When your spell component pouch runs out of charges, you can't cast spells with material components anymore until you get it refilled or buy a new one. Full spell component pouches cost 5gp, and having one refilled costs 4 gp. A full spell component pouch weighs 2 lb.

Poisons
Bliss Poisons
The assassin vine is greatly feared for its carnivorous nature, but few know of its more insidious cousin, the bliss vine. The bliss vine lures its victims to it by exuding a sweet-smelling aroma from its blossoms. This smell is actually a narcotic, causing the inhaler to go into a blissful daze while the vine kills its victim.

The seeds of the bliss vine, when harvested in the autumn, can be made into a drug by crushing and dissolving them to make a perfume, or simply by eating the seeds themselves. The seeds can also be crushed and mixed with food and drink to create an ingested poison. The below products are all higly addictive; an character with the flaw Addiction (Bliss Seed) can go only half the normal time between doses (calculate time between doses as normal, then divide by 2, to a minimum time of half an hour).

Bliss perfume: plant narcotic; inhaled; Fort DC 15; dazed and charmed; stunned and charmed for 1d10 rounds; Craft DC 24; 450 gp per dose.

Bliss seed, whole or crushed: plant narcotic; ingested; Fort DC 20; 1d4 Dex, 1d6 Int, 1d6 Wis, and charmed; unconscious and charmed for 1 hour; Craft DC ~; 540 gp per dose.

Note: The effects induced by bliss seed and bliss perfume are unique in a couple of ways. Firstly, characters suffering the secondary effects of bliss seed are not truly unconscious, but in a foggy state of semi-consciousness. The character remains vaguely aware of his surroundings, but cannot perceive anything clearly. The character has no sense of time flow. The character is totally limp and unable to take any deliberate physical or mental action. Secondly, the charm effect which gives the bliss vine and its derivatives their names causes the affected character to view as friendly everyone he encounters, regardless of their actions. He may change his opinion of them after the effect has worn off. This charm effect is an extraordinary mind-affecting effect.

Magic and Psionic Items
Book of Ascension
Major Artifact
The Book of Ascension describes the rites by which a mortal can become a god. It always appears to be some other book, or even a blank book. The actual contents of the Book, the Rites of Ascension, are concealed (even from divination magic, clairsentience powers, and spells and powers such as wish, miracle, or reality revision) until a reader speaks the phrase, “To stand amongst the Gods, Their Equal,” in Daemic, the Holy Tongue, or the Unholy Tongue. Once this phrase has been spoken, the Book reveals its true nature until it is closed, at which time it reverts to showing the decoy text. Only one who speaks the phrase can read the Rites contained within the Book.
There are many Rites of Ascension. The exact number and details of the Rites are left to the discretion and imaginations of individual DMs.
Each Rite has an alignment, and only those whose alignment matches that of a Rite can perform that Rite. If someone attempts to perform a Rite with a different alignment from his own, he must make a DC 40 Will save. If he succeeds, his alignment changes to match the alignment of the Rite. If he fails, he is reduced to gibbering, incoherent madness and all his mental ability scores are reduced to 3. If he fails by 10 or more, he is destroyed utterly and cannot be resurrected. Likewise, if a Rite is attempted by someone with less than 20 Vitality Dice and without at least one mental ability score of 20 or more, he must make a DC 20 Will save. Success indicates that the Rite has failed but the performer is unharmed, while failure results in madness as described above. If a Rite is interrupted for any reason, it automatically fails and must be restarted from the beginning.
Upon successfully completing a Rite, the performer becomes a god of the appropriate alignment and with appropriate powers, including the ability to grant spells to worshippers, etc.
Here is an example Rite of Ascension:


The Rite of Transcendental Malevolence
Alignment: Neutral evil.
Requirements: Manifester level 20th, arcane caster level 20th, Spellcraft 20 ranks, Psicraft 20 ranks.
Special: Both demons and devils must owe you allegiance, and you must be feared by an entire world.

Rite: Sacrifice two separate groups of at least 500 of your worshippers and an equal number of unwilling participants to yourself in a ceremony lasting 1 hour, using both arcane spells and psionic powers to kill your victims, and bind the power of their souls to yours. Before performing this ceremony, you must prepare a ring in which your victims will be sacrificed. The ring must be large enough for a third of all your sacrifices to stand in it at once. For the ring to function properly, soul bind must be cast for every 500 feet of the ring’s circumference. At the center of the ring should be a dais, upon which you will stand during the ceremony. The sides and rim of this dais must be engraved with complex arcane and psionic symbols and sigils which must be drawn by you personally, requiring DC 45 Spellcraft and Psicraft checks. The first stage of the ceremony involves the ritual sacrifice of your unwilling victims by the first group of your worshippers. Then, in the second stage, they must sacrifice themselves to you, commiting mass ritual suicide. In the third portion of the ceremony, you must personally slay the second group of your worshippers without ever leaving your dais. Once you have done this, the accumulated energy of their souls will be transferred to you, making you a deity.

(Note to DMs:) Never, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever, ever let your players get their hands on this book. If they do get their hands on it, never let them find out what it really is. If they find out what it really is, don’t let them find out how to use it. If they find out how to use it, steal it before they do. If, despite all your efforts to prevent it, one of them [or, horror of horrors, more than one of them, even all of them] performs a Rite and becomes a deity, make them minor Gods of something unpleasant yet ordinary, like acne, itches in the middle of the back, stains on clothing, etc.

Cloak of Elemental Endurance
This cloak offers the wearer protection from extreme heat and cold. Any character who dons a cloak of elemental endurance immediately and continuously gains the benefits of the endure elements spell for as long as the cloak is worn.

Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price 3,000gp; Weight 2lb.

Headmaster’s Circlet
circlet of blasting, major

AL NG; Int 16, Wis 18, Cha 14; speech (Holy Tongue, Low Elven, Mercaani, Sylvan), telepathy, 120 ft. darkvision, hearing, blindsense, read magic, read languages; Ego 24.

Lesser Powers: Zone of truth 3/day. Item has 10 ranks in Knowledge (history) (total modifier +13) and Sense Motive (total modifier +14).

Greater Powers: Detect chaos/evil/good/law at will.

Dedicated Power: Designate any creature able to enter the extradimensional Academy complex at will.

Personality: This circlet was created to help select and admit students to Seven Paths. It views all Headmasters and Headmistresses as inferior compared to Headmaster Kenji Hitomi and the rest of the Seven (admittedly, most of them have been), but it performs the duty it was created for. It often offers advice, solicited or not, to the sitting Headmaster, though it does so in a condescending manner.

Strong conjuration, divination, and evocation; CL 20th; Craft Wondrous Item, Maximize Spell, detect chaos, detect evil, detect good, detect law, magnificent mansion, searing light, zone of truth; Market Price: Not for sale.

Quicksilver Ring
This simple band of soft silver is coated with a substance that becomes poisonous whenever its wearer spontaneouly casts an arcane spell. Prized by bards and sorcerers, this ring allows them to cast their spells as if they were affected by the Quicken Spell metamagic feat with no increase in casting time. The usual restriction of one quickened spell per round still applies. Every time the wearer of a quicksilver ring spontaneously casts an arcane spell, she must make a Fortitude save or take 1 point of Constitution damage. The DC for the Fortitude save is 10 + the level of the quickened spell + the caster’s casting modifier. Any Constitution damage still present 72 hours later becomes permanent.

Moderate necromancy; CL 12th; Forge Ring, Quicken Spell, poison; Market Price: 5,600gp.

Ring of Arcane Signing
This ring is used to put one's seal on a cheque. When it is pressed to a surface with the intent of activating its power, it casts a unique, invisible arcane mark. The arcane mark produced is different for every individual that uses the ring, and the same individual always creates the same mark, even if wearing a different ring. The arcane mark appears when viewed by detect magic or similar effects, as per the spell.

Faint universal; CL 1st; Forge Ring, arcane mark; Market Price: 1,000gp.

Ring of Self-Sacrifice
This ring allows the wearer to help others, but at the cost of some of their own life energy. The wearer of a ring of self-sacrifice can cast the spells restoration and cure critical wounds at will, but they automatically receive a negative level each time they do so. These negative levels remain in effect for 7 hours before disappearing.

Moderate conjuration and necromancy; CL 12th; Forge Ring, cure critical wounds, enervate, restoration; Market Price: 20,000gp.

New Weapon Abilities
Augmented: The critical multiplier for this weapon is doubled (keep in mind that a doubled boubling is a tripling, and so on). This effect dose not stack with similar effects, such as the Augment Critical feat, or the augment weapon spell. This effect can only be placed on a bludgeoning or slashing weapon. If this ability is on or is being added to a weapon that has or is gaining the keen or impact ability, this ability is equivalent to a +2 bonus.
Moderate Transmutation; CL 10th; Craft Magic Arms and Armor, augment weapon; Price +1 or +2 bonus.
Darkfire: As flaming, but dealing darkfire damage instead. This ability will not function if the weapon is wielded by a good or chaotic creature.
Strong evocation; CL 10th; Craft Magic Arms and Armor, Darkfire Spell, flame blade, flame strike, or fireball; Price +2 bonus.
Darkfire Burst: As flaming burst, but dealing darkfire damage instead. This ability will not function if the weapon is wielded by a good or chaotic creature.
Strong evocation; CL 12th; Craft Magic Arms and Armor, Darkfire Spell, flame blade, flame strike, or fireball; Price +3 bonus.
Soulfire: As flaming, but dealing soulfire damage instead. This ability will not function if the weapon is wielded by an evil or chaotic creature.
Strong evocation; CL 10th; Craft Magic Arms and Armor, Soulfire Spell, flame blade, flame strike, or fireball; Price +2 bonus.
Soulfire Burst: As flaming burst, but dealing soulfire damage instead. This ability will not function if the weapon is wielded by an evil or chaotic creature.
Strong evocation; CL 12th; Craft Magic Arms and Armor, Soulfire Spell, flame blade, flame strike, or fireball; Price +3 bonus.

Lord Iames Osari
2007-02-11, 08:46 PM
Chapter 7: Deities, Magic, and Psionics

All of Tyrath worships the deities described in this chapter. There are no other true deities, but certain other powerful entites may have worshippers to whom they grant spells or who wield magical power through the strength of their faith.

Vala/Bella
Intermediate Goddess (Lawful Good, DvR 12)
Called Bella by the dwarves and Vala by all others, She is the patron goddess
of the righteous, the zealous, the pure, and the just. Typical worshippers of Vala are paladins, judges, and other crusaders. Her titles include the Lady of the Ardent Heart, Mother of Dwarves, Wielder of the Soulfire Blade, Righteous One, Defender of Valor, and Keeper of All Honor. Vala is the first of the Three
Goddesses, and Her symbol is a heart surrounded by silver flame. Her personal weapon, Soulfire, is a +6 axiomatic commanding flaming burst holy ghost touch cold iron longsword, which overcomes damage reduction as if it were silver. The longsword is Her favored weapon, and weapon of the deity spells cast by Her clerics result in a +1 flaming longsword. She usually appears as a tall, beautiful human, half-elf, or dwarf woman with straight black hair and silver eyes. Her clerics pray for spells at noon.
Portfolio: Courage, dwarves, fire, honor, justice, purity, righteousness, valor, war, zeal.
Domains: Courage (C,W), Destruction, Dwarf (C), Exorcism (E), Fire, Good, Glory (C,D,W), Law, Mysticism (C,D), Nobility (C,S,W), Purification (C,D), War, Wrath (C).
Cleric Training: Many, if not all, of Vala’s followers pursue some sort of martial prowess in addition to their deity’s tenets. Those who show true faith are urged to go to one of Vala’s temples, were he can be officially inducted into the ranks of Vala’s clergy and rewarded for his faith with spells to do Vala’s bidding.
Quests: Any quest that upholds righteousness is attractive to a follower of Vala. Waging a war against a nation ruled by an oppressive tyrant, hunting down vile criminals, and exposing corruption are all quests that advance Vala’s goals. Also, She tends to look favorably on those who help Her children, the dwarves.
Prayers: Prayers to Vala are most often recited in the form of a request: “Vala, grant me [quality], that I might [action].” For example, “Vala, grant me purity, that I might uproot corruption,” or “Righteous One, lend me glory, that I might smite Thy foes.” She is also invoked during the Swearing of Oaths along with the other deities of law (Valdersaan, Maleth, and Merx). When sworn, such an Oath produces an effect similar to the mark of justice spell, with the following differences: 1) the effect cannot be removed by magic except by a wish or miracle spell; 2) the Oath-Swearer can specify circumstances under which the Oath will cease to apply during the Swearing of the Oath, and 3) the deities invoked are not limited to putting the equivalent of a bestow curse spell on someone who breaks an Oath.
Temples: Temples dedicated exclusively to Vala are uncommon; She is usually honored alongside Her sisters Maia and Karan or with Her husband, Valdersaan, this latter pairing most common to dwarf lands. Where Vala’s temples do appear, they combine the strength of a fortress with beauty and majesty to provide a safe haven for all righteous beings.
Rites: Vala’s ceremonies usually center around preparing for and/or
celebrating the removal of some corruption, the righting of an injustice, or some great act of honor and valor.
Herald and Allies: Vala’s favorite herald is a LG celestial phoenix (MMII). If you don’t have the MMII, use a solar instead. Allies are hound archons, trumpet archons, and hound archon heroes.

Maia
Intermediate Goddess (Neutral Good, DvR 12)
Second of the Three Goddesses, Maia is the kindly provider of health and protection; She is goddess of fertility, childbirth, and motherhood. Farmers are numerous among Her worshippers, for She is especially revered in farming communities. Some of Her titles are Gentle Mother, Lady of the Healing Hands, Patroness of the Fields, and Guardian of Home and Hearth. Her symbol is an overflowing cornucopia. She carries a +5 holy keen merciful undead-bane vorpal silver sickle, Wheatcutter. The sickle is Her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful sickles. She usually appears as a young elf maiden or a middle-aged human mother, but She is always dressed in white robes and always has brown hair and kindly bronze eyes. Her clerics pray for spells at dawn.
Portfolio: Childbirth, family, farming, fertility, health, mercy, motherhood, protection, spring, water.
Domains: Community (C,D,E), Family (C), Feast (E), Fertility (T), Good, Healing, Mysticism (D), Renewal (C), Plant, Protection, Water.
Cleric Training: Clerics of Maia often begin as midwives and farmers of exceptional faith who are then brought to Maia’s attention by the community’s cleric. Once the Goddess has recognized the faith and piety of the individual in question, She becomes a new cleric. Maia can have neutral clerics even though She is not neutral.
Quests: Bringing food to a famine-stricken area, finding a cure for a deadly plague, helping farmers overcome a drought or blight, and assisting in a difficult birth are all undertakings attractive to clerics of Maia. In general, Maia’s followers seek to do good whenever and wherever they can. While they have little enthusiasm for violent struggles against evil, they are not pacifists and will fight when it becomes necessary.
Prayers: Like prayers to Her sister Vala, prayers to Maia most often take the form of an entreaty: “Maia, grant me health,” “Gentle Mother, protect me,” “Lady of the Healing Hands, let these people be fed,” etc. However, there is no set form.
Temples: Maia’s temples tend to unassuming structures, simple but sturdy. Sanctuary is granted to any and all who seek it, but those who would abuse the hospitality of Maia’s priests soon discover that even a Goddess of mercy can be roused to terrible wrath.
Rites: Maia has exclusive authority over marriages and nigh-exclusive authority over birthing ceremonies, and some authority over rites of fertility. No one gets married except by a cleric of Maia.
Herald and Allies: Maia’s herald is a solar. Her allies are celestial nymphs (NG), leonal guardinals, and planetars.

Karan
Intermediate Goddess (Chaotic Good, DvR 12)
The third of the Three Goddesses, Karan is Goddess of strength. Barbarians, boxers, duelists, drunken masters, and combatants of all kinds find Karan’s favor to be very welcome and are frequently found amongst Her followers. She is the patron of dancers. She is known as the Liberator, the Dancing Blade, and the Deadly Dancer; her symbol is a lightning bolt. She carries two weapons, Keenwind, a +5 anarchic dancing holy keen shocking adamantine greatsword, and Stormblade, a +5 anarchic holy shocking burst speed thundering adamantine greatsword. The greatsword is Karan’s favored weapon, and weapon of the deity spells cast by Her clerics produce +1 shocking greatswords. She usually appears to be a muscular and beautiful young female elf or half-elf. She has been known to take the shape of a human as well. Her clerics pray for spells after their morning workout.
Portfolio: Athletics, dancing, freedom, lightning, strength, wind.
Domains: Air, Chaos, Competition (C,D), Good, Liberation (C,D), Luck,
Mysticism (C,D), Strength, Windstorm (C), Wrath (C).
Cleric Training: Most often, Karan’s clerics are pious athletes who invoke Her often and give Her proper, public thanks when they succeed. Then they wake up one morning and find that Karan has decided to grant them divine spells.
Quests: Performing feats of strength, fighting against tyranny, freeing slaves, random acts of kindness, composing and choreographing a rowdy drinking song glorifying Karan, etc.
Prayers: Like prayers to Her sisters, Karan’s prayers are often requests: “Karan, grant me strength,” “Liberator, free me,” “Dancing Blade, lend me your grace in battle,” etc.
Temples: Karan has very few offical permanent temples outside the portions devoted to Her in temples honoring all of the Three Goddesses. Those that do exist are often near to some athletic venue, or even in it.
Rites: Karan’s ceremonies are generally spur-of-the moment affairs celebrating an athletic victory or somesuch.
Herald and Allies: Karan’s herald is a solar. Allies are bralani eladrins, ghaele eladrins, and planetars.

Solaan
Greater God (Chaotic Good, DvR 16)
God of the sun and the skies, progenitor of the Three, patron of travelers, sailors, and other wanderers, and chief deity of the elves: Solaan is all of these. He is also a patron of performers in general. His worshippers call him Ruler of the Skies, Guardian of Pilgrims, Father of Elvenkind, and Lord of Day. His symbol is the disc of the sun. He carries Sunflash, a +5 anarchic distance flaming holy radiant returning shocking adamantine spear which produces a daylight effect as a 20th-level caster on command. The spear is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 distance spears. He appears as a golden-eyed and golden-haired elf. His clerics pray for spells at noon.
Portfolio: Elves, freedom, music, sky, summer, sun, travel, trade, weather.
Domains: Air, Celerity (C,D), Chaos, Elf (C), Fire, Good, Glory (C,D), Mysticism (C,D), Nobility (S,W), Portal (C), Storm (C), Summer (S), Sun, Trade (C), Travel, Weather (D,E).
Cleric Training: Many clerics of Solaan wander far and wide; when they meet a likely pupil, they invite him to join them on their travels. Should the prospective pupil accept, the cleric begins to teach his new student Solaan’s tenets. This informal apprenticeship arrangement ends when the mentor deems his student prepared to venture the lands alone. While the core lessons taught are usually the same, this highly individualistic method has the potential to lead to disastrous disagreements. That it has not done so already is a testament to the obsessive attention to detail that is so much a part of the elven psyche, elves making up by far the greatest portion of Solaan’s priesthood.
Quests: Protecting a trade ship from pirates or a party of travelers from bandits, destroying a major infestation of undead, bringing hope to lands of despair, and other, such quests are ones that Solaan’s clerics feel drawn to.
Prayers: Prayers to Solaan vary depending on who is praying. An elf or half-elf will address the deity as “Father of Elves,” as in, “Father of Elves, look kindly upon Thy child and light my path to glory.” Overland travelers often pray, “Guardian of Pilgrims, grant me safe passage along the roads which are Thy domain,” while sailors and traders might invoke Him this way: “Ruler of the Skies, bless this day’s wind that our sails might be filled and our voyage speedy.”
Temples: Solaan’s temples tend to be located at crossroads or in port towns. They vary wildly in appearance depending on what building materials are available. Many offer room and board to travelers free of charge.
Rites: Rites of Solaan tend to involve blessings of crossroads, of ships, and of newborn babes of elven blood, ensuring that Solaan will accept them as His children.
Herald and Allies: Solaan uses a solar as his herald most of the time, but occasionally he asks Mariko to serve as his herald instead (see below). Allies are half-celestial nymphs, astral devas, and planetars.

Mariko
Demigoddess (Chaotic Good, DvR 2)
Mariko, the First Elf, Mother of Elves, was raised to demigodhood by her husband Solaan. Mariko is revered by nearly all who have elven blood running in their veins. Even the orcs revere Her, for it was She who intervened on their behalf when Scitayr and Naturan were laying the Great Curse upon Moraan’s followers. Scitayr and Naturan intended to reduce the orcs to the level of animals, of vermin, for their crimes, but at Mariko’s insistence, They relented, allowing the orcs to retain their sentience that they might repent for their terrible wrongdoings. Of all the offshoots of the elven race, only the dark elves have turned their backs to Her, for She did not intervene to save them from the illithids as She intervened to save the orcs. Her husband sometimes sends Her to the Material Plane as His herald. She appears as an incredibly beautiful elf woman with the normal green eyes and brown hair, though Her eyes seem lit with an inner light. She carries a +5 anarchic holy merciful silver scimitar named Cutting Wind, and, when acting as Solaan’s herald, a replica of Sunflash. The scimitar is her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful scimitars. Her clerics pray for spells at noon.
Portfolio: Elves, orcs, childbirth, mercy.
Domains: Elf (C), Fertility (T), Good, Healing.
Cleric Training: Mariko’s clerics serve alongside clerics of Maia in elven communities and become clerics in similar ways.
Quests: Most clerics of Mariko aren’t big on adventuring, but one of Mariko’s directives is to rescue dark elven children from illithid society and raise them just like any other elf, so Mariko’s priests oppose illithds and seek to rescue dark elves from servitude whenever possible.
Prayers: As for Maia, generally.
Temples: Mariko’s temples, on the rare occasion that they are not incorporated into a temple of Solaan, are simple, unassuming buildings.
Rites: Mariko is invoked during the blessing of a newborn elf by clerics of Solaan.
Herald and Allies: As Solaan.

Valdersaan
Greater God (Lawful Neutral, DvR 16)
The stern god of retribution, industry, and perseverance, Valdersaan exacts just punishment from those who break laws, oaths, and vows. His titles are Father of Dwarves, Implacable One, the Stern Hammer, the Smith, and Enforcer of Laws; his symbol is a hammer. His weapon, the Hammer of Retribution, is a +5 acidic burst axiomatic distance ghost touch returning throwing thundering cold iron warhammer. His favored weapon is the warhammer (His clerics can use their warhammers as their holy symbols), and weapon of the deity spells cast by His clerics result in a +1 thundering warhammer. He appears to be a dwarf with ice-blue eyes and pewter-gray hair, though not old. His clerics pray for spells at dawn.
Portfolio: Dwarves, earth, gemcutting, industry, metalworking, mining, perseverance, protection, retribution, smithing, strength, winter.
Domains: Artifice (E), Cavern (C), Craft (C), Cold (C,D,F), Destruction, Dwarf (C), Earth, Inquisition (C,D), Law, Metal (C), Protection, Retribution (C), Strength, Winter (F).
Cleric Training: Most of Valdersaan’s priests in dwarven communities are trained from birth in His teachings; Valdersaan’s temples welcome orphans to their care for this very reason. Clerics in other lands follow this method as well, but sometimes those who possess discipline, faith, and persistence prove themselves through defense of Valdersaan’s interests are granted divine spells.
Quests: Defending communities of dwarves from invasion, helping communities through a difficult winter, hunting down lawbreakers, assisting in the creation of a powerful magic item, etc.
Prayers: “The Law of Valdersaan states: ...”
Temples: The temples of Valdersaan are fortresses like those of Vala, but withnone of their beauty. They possess an imposing grandeur, but that is all. They are very logical and practical in layout and, when large enough, have large maps posted at regular intervals for visitors.
Rites: Blessings at the establishment of new mines, the founding of a newdwarven community, the birth of a dwarf.
Herald and Allies: Valdersaan’s herald is a marut inevitable. Allies are formiantaskmasters, zelekhut inevitables, and kolyarut inevitables.

Scitayr
Greater God (Neutral, DvR 20)
Scitayr is the god of the dead, of prophecy and fate, of magic, of knowledge, and patron of inventors and scribes. His titles include Keeper of Souls, Setter of Fates, All-Knowing One, Lord of Arcana, and Lord of Artisans. Scitayr’s symbol is four overlapping circles inside a six-pointed star inside an eleven-pointed star inside a circle. His personal weapon, Balance-bringer, is a +6 disruption ghost touch icy burst undead bane/+6 disruption ghost touch icy burst undead bane quarterstaff which is also a combined staff of power and staff of necromancy. The quarterstaff is His personal weapon, and weapon of the deity spells cast by His clerics produce +1 undead bane/+1 ghost touch quarterstaves. He appears either as a male elf or gnome; in either form, He is somewhat gaunt, grim, and mostly silent, with alabaster skin, prominent cheekbones, deep-set black eyes, and silver hair. His clerics pray for spells at dusk, and receive them the next morning at dawn.
Portfolio: Artisans, balance, death, dreams, fate, gnomes, invention, knowledge, magic, prophecy, rest, time, winter, writing.
Domains: Artifice (E), Balance (C), Craft (C), Creation (C,D), Death, Deathless (E)*, Decay (E), Dream (C,D), Fate (C,W), Force (C,D), Gnome (C), Knowledge, Magic, Meditation (E), Mind (C,D), Oracle (C,D), Planning (C,W) Repose (S), Rune (C,S), Spell (C), Time (C), Winter (F).
Cleric Training: Clerics of Scitayr are often those who would have likely become wizards if they had not thought to gain an even greater understanding of magic by serving Scitayr. Often, they blend mastery of arcane and divine magic; the first mystic theurges were clerics of Scitayr. They are taught to maintain the balance of the cosmos.
Quests: Rescuing rare knowledge from censorship in a tyrannical realm, keeping knowledge from falling into the wrong hands, preserving the balance of the cosmos from disruption by a powerful being, hunting down undead creatures and returning their souls to Scitayr’s rightful keeping, etc.
Prayers: Prayers to Scitayr often begin with the phrase, “Teach me, All-Knowing One, ...”
Temples: Temples dedicated to Scitayr are mostly found in wings of wizardly universities.
Rites: The creation of magic items, the uncovering of ancient lore, the realization of prophecies, and other such things are celebrated by Scitayr’s priests. Scitayr has exclusive authority over funerals.
Herald and Allies: Scitayr’s herald is an elder elemental (any type). Allies are ravids, invisible stalkers, and huge elementals (any).

Naturan
Greater Goddess (Neutral, DvR 20)
Goddess of the natural world, Naturan is dedicated to preserving the natural order of things; thus, she despises undead. Naturan’s titles are Huntress and Hunted, Wild Mother, and the Wild One. Her symbol is a cross inside a circle. Naturan wields Anecca, a +4 all-bane ghost touch scimitar. It has the bane trait against all creature types, and for the purposes of overcoming damage reduction, it is treated as being made of the appropriate material. She looks like an aged elf woman with green eyes and dark green hair; her skin has a very faint green tinge to it. Her clothes are made of woven vines. Her clerics pray for spells at dawn.
Portfolio: Animals, hunting, life cycle, nature, plants.
Domains: Air, Animal, Balance (C), Earth, Fire, Life (E), Plant, Water.
Cleric Training: Naturan’s clerics must spend a week meditating on the majesty of nature, after which they must hunt down some animal and sacrifice it to Naturan, then sacrifice some of their own blood to a tree in habited by a dryad.
Quests: Looking after nature and seeing to it that nature generally is not interfered with.
Prayers: Prayers to Naturan often consist of similes or metaphors relating to nature; for example,
“As the blood and bodies of the beasts nourish and strengthen the trees, so the fruit of the trees nourishes and strengthens the beasts. So am I strengthened by Thee, O Huntress and Hunter; my life is Thine, to strengthen and be strengthened by, in life and in death.”
Temples: Temples to Naturan are almost always in naturally-occuring locations, like a cave, a sheltered grove, etc.
Rites: Life cycle milestones.
Herald and Allies: Naturan’s herald is a spirit of the land (MMII) or an elder elemental (any type). Allies are Medium, Large, and Huge elementals (any type).

Fortuna
Greater Goddess (Chaotic Neutral, DvR 16)
The Lady Luck is the most praised and cursed goddess in all Tyrath. She is associated with the moon and the sea. Her titles include the Lady, the Fickle One, That Damned Bitch, and Most Blessed Lady. Many among Her clerics are often also prostitutes of some sort. Naturan cursed her with an inability to concentrate on any one thing for any length of time after She seduced Her brother Valdersaan. Fortuna’s symbol is a six-sided die with a crescent moon. She carries a set of 6 +6 anarchic distance ghost touch keen returning adamantine daggers called Ngamin. The dagger is Her favored weapon, and weapon of the deity spells cast by her clerics create +1 keen daggers. Fortuna’s appearance is never the same except that She is always female. Her clerics can pray for spells at any time.
Portfolio: Chance, change, fashion, fertility, freedom, luck, lust, madness, moon, oceans, passion, prostitution, vanity.
Domains: Chaos, Charm (C,E), Envy (C), Fertility (T), Luck, Lust (C), Madness (C,D), Moon (C), Ocean (C), Passion (E), Pride (C), Trickery, Water.
Cleric Training: Clerics of Fortuna are not trained; people become clerics of Fortuna when Fortuna decides to randomly grant them spells. This gift can, of course, be refused, which means that only those faithful to Fortuna usually accept and keep their powers. Clerics of Fortuna can be neutral even though She is not neutral.
Quests: Pretty much anything goes. Seduction of important beings for no apparent reason, random orgies, starting a new fashion trend.
Prayers: Again, pretty much anything goes.
Temples: Temples dedicated to Fortuna are often brothels or fashionable clothing shops.
Rites: Whatever.
Herald and Allies: Fortuna’s herald is a 24-VD chaos beast. Allies are celestial nymphs (CN), grey slaadi, and death slaadi.

Maleth
Intermediate God (Lawful Evil, DvR 12)
The God of tyrants, despots, and conquerors, Maleth is the sworn enemy of Vala. He is a bastard son of the incestuous relationship between Valdersaan and Fortuna. He is called Lord of Oppression, King of Tyrants, the Vicious Flail, Smoldering One, and the Iron Fist. His symbol is a clenched fist. Whenever He goes into battle, He wields a +6 flaming burst axiomatic unholy vicious cold iron heavy flail named Darkfire. The flail (any) is His favored weapon, and weapon of the deity spells cast by his clerics produce +1 vicious heavy flails. He appears as a human male of towering height with jet black hair and eyes of onyx, or as a yuan-ti abomination. His clerics pray for spells at dusk.
Portfolio: Anger, conquest, discipline, flame, hatred, pride, reptiles, snakes, tyranny.
Domains: Destruction, Domination (C,D), Evil, Fire, Hatred (C), Law, Mysticism (C,D), Pride (C), Scalykind (C), Tyranny (C,W), War, Wrath (C).
Cleric Training: Maleth’s clerics are very often raised in their deity’s service from birth. They are instructed in military tactics and brutally disciplined for small infractions. By the time they reach young adulthood, they are strong, tough, hateful, hardened, and cruel.
Quests: Destroying a temple of Vala, subjugating a village or region.
Prayers: “O King of Tyrants, I am Thy thrall. I am weak compared to Thee, yet weak to Thee is strong to others. Glory to Thee, King of Tyrants; Thy Law and Will shall be obeyed.”
Temples: Like the temples of Vala and Valdersaan, Maleth’s temples tend to be fortresses; however, the resemblance ends there. While Vala’s temples are majestic and Valdersaan’s imposing, Maleth’s are downright oppressive in appearance. They are most common in Yuan-ti lands, where Maleth is worshiped along with his brother Merx.
Rites: Yuan-ti births, indoctrination of new clerics and soldiers.
Herald and Allies: Maleth’s herald is an erinyes devil Ftr 11. His allies are bearded devils, barbed devils, and pit fiend devils.

Merx
Intermediate God (Lawful Evil, DvR 12)
The sly and cunning god of crooked lawyers, embezzling accountants, and greedy merchants, Merx encourages deviousness among his worshippers and obedience of the letter of the law, if not the spirit. His is called the Devious One, and his symbol is a full purse. His personal weapon is a +4 acidic burst axiomatic keen unholy wounding cold iron dagger, which he calls Bleeder. The dagger is his favored weapon, and weapon of the deity spells cast by his clerics produce +1 corrosive daggers. He appears to be a corpulent, richly dressed human male with sallow skin, yellow eyes, and greasy black hair. His clerics pray for spells at dawn.
Portfolio: Avarice, bureaucracy, commerce, corruption, deviousness, extortion, famine, greed, lawyers, laziness, slime, thirst, wealth.
Domains: Commerce (E), Domination (C,D), Earth, Evil, Gluttony (C), Greed (C), Hunger (C), Law, Madness (C,D,E), Mentalism (C), Pact (C,D), Slime (C), Sloth (C), Thirst (S), Wealth (C).
Cleric Training: Be as greedy as possible in all aspects of life without actually breaking any rules, and praise Merx for all you’re worth.
Quests: Acquire wealth, cheat on a contract (as long as you left yourself a loophole), sell insurance to a thousand people, etc. Merx is not a very epic God.
Prayers: Merx is invoked during the Swearing of Oaths (see Vala’s Prayer section).
Temples: Banks, law firms, etc.
Rites: The signing of contracts.
Herald and Allies: Merx’s herald is a mature adult blue dragon. His allies are barghests, greater barghests, and horned devils.

Xarakh Nam
Intermediate God (Neutral Evil, DvR 12)
Once a powerful sorcerer and warlord in whose veins was joined the blood of the succubus Hulnathia and the mighty orc warlord Hrak Nam, this half-fiend rose to deityhood shortly before being magically imprisoned for two millennia. He is patron of ambitious people who seek nothing but power for themselves. He is known as His Dark Eminence, the Lord of Ambition, the Seeker of Power, Emperor of Evil, the Epitome of Malice, the Malevolent One, and Amalgamator of All Darkness. His symbol is a circle. At all times, He carries Mathimezha, a +6 defending ghost touch thundering unholy adamantine/+6 defending ghost touch thundering unholy cold iron deep crystal quarterstaff which also functions as a staff of the magi. The quarterstaff is His favored weapon, and weapon of the deity spells cast by His clerics create +1 defending/+1 ghost touch quarterstaves. Xarakh Nam appears as a vampiric half-fiend half-orc, tall and slim but powerfully muscled, dressed in loose trousers and an open robe suitable for desert environs. His eyes are red, and His head shaved and covered in tattoos. Xarakh Nam is unavailable as a patron deity until very late in the Golden Age. Prior to His ascension, his worshippers were arcane spellcasters and ur-priests (Complete Divine). His clerics pray for spells at dawn.
Portfolio: Conquest, deception, deserts, domination, hatred, knowledge, magic, necromancy, nightmares, orcs, psionics, secrecy, secrets, tyranny, undeath.
Domains: Deathbound (C), Domination (C,D), Evil, Force (C,D), Hatred (C), Illusion (C), Knowledge, Law, Magic, Mind (C,D), Mysticism (C,D), Orc (C) Planning (C,W), Sand (S), Suffering (C), Trickery, Tyranny (C,W), War.
Cleric Training: People usually join the clergy of Xarakh Nam because they are highly ambitious and need a patron. Xarakh Nam himself does not mind this as long as they serve him well.
Quests: Conquer the known multiverse for the glory and power of Xarakh Nam. Seek power.
Prayers: Xarakh Nam doesn’t really care about the words his worshippers use to pray to him, just they are praying to (and worshipping) him.
Temples: They are secret, except for the one located in Kharmathi Bholiz.
Rites: These are likewise secret.
Herald and Allies: Xarakh Nam’s herald is a nightwalker (nightshade). His allies are succubus demons, Nessian warhounds (hellhounds), and Cauchemar nightmares (nightmares).

Moraan
Greater God (Chaotic Evil, DvR 16)
God of slaughter and undeath, Moraan kills indiscriminately and urges his followers to do the same, transforming those killed in his name into undead creatures. His titles include Delighter-in-Massacres, Lord of Perversion, the Ravager, Creator of Undeath, Lord of Slaughter, and the Laughing Reaper. His symbol is a skull. He cuts down his victims with Shadowscythe, a +6 brilliant energy keen vorpal scythe. The scythe is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 keen scythes. He appears as a skeletally thin male half-fiend elf with white skin, white hair, and black eyes. He wears a hooded black cloak. His clerics pray for spells at midnight.
Portfolio: Dark elves, darkness, death, mayhem, orcs, slaughter, speed, spiders, undeath.
Domains: Celerity (C,D), Darkness (C), Deathbound (C), Decay (E), Evil, Mysticism (C,D), Necromancy (E), Pestilence (C,D), Shadow (E), Spider (C), Travel, Undeath (C), Wrath (C).
Cleric Training: Sacrifice someone to Moraan.
Quests: Mass-murder, serial killings, etc.
Prayers: Anything as long as it involves lots of death and/or the creation of undead creatures and the praise of Moraan.
Temples: Hidden, secret shrines.
Rites: Killing people, making their corpses into undead creatures.
Herald and Allies: Moraan’s herald is a balor demon. His allies are succubus demons, bebilith demons, and marilith demons.

Domain Notations:
(C): can be found in Spell Compendium
(D): can be found in Complete Divine;
(E): can be found in the Eberron Campaign Setting (The Deathless domain is forbidden to clerics of Scitayr who are not from the Isle of the Craven during the Golden Age);
(F): can be found in Frostburn;
(S): can be found in Sandstorm;
(T): can be found later in this chapter.
(W): can be found in Complete Warrior;
Domains not marked can be found in the Players Handbook.Augmenting an Ongoing Power
If a power you manifested which has a duration greater than 1 round can
be augmented to increase its duration, you may pay the augmentation cost to prolong its duration at any time during the duration of the power, even after you first manifested it.

For example, suppose Sybil, a 5th-level psion who has chosen the Clairsentience discipline, manifests object reading, a power which lasts as long as you concentrate, to a maximum of 10 minutes. If she decides, at any time during that 10 minutes, that she needs the power to last longer than ten minutes, she can spend a power point and augment object reading to last another 10 minutes (as long as she concentrates). Power points spent in this way are added to the power’s base cost as if the power had been manifested with the augmentation in the first place. Thus, Sybil can only prolong object reading one more time, since the highest number of power points she can spend on any one power is equal to her manifester level, which is 5. (Object reading costs 3 power points to manifest without any augmentation. Sybil augmented it once after manifesting it, paying 1 power point. 3 + 1 = 4. Therefore, Sybil can only augment object reading once more, paying one power point in addition to the 4 she has already spent. She would then have spent the maximum of 5 power points on the power.)

Magic, Psionics, Rage, and the Modern Age
While Tyrath assumes psionic-magic transparency for the most part, there is one difference, which stems from the flavor distinction between psionics and magic. The difference between magic and psionics in Tyrath stems from a few factors, the first being the source of the power. While both magic and psionics draw on flows of energy underlying the planar realities, magic employs ritual to break through the planar reality and acquire and shape those energies, like a one would drill or dig a well through the earth to reach an aquifer.

Psionics, on the other hand, are natural breaks in the planar realities, and the energy flows come up through the break into the minds of psionic characters like a natural spring. This means that the act of manifesting a power is simply a matter of having the force of will to direct the energies to produce the desired effect.

This difference has a couple of mechanical effects. Firstly, psionicists in the Modern Age are not restricted to powers 3rd level and below. Secondly, psionicists who have a rage or frenzy ability are not prohibited from manifesting their powers while raging or frenzying.

Rage and similar abilities disrupt spellcasting because they are associated with levels of emotion so overpowering that to concentrate on the ritual of casting a spell would be impossible. However, because psionics are manifested not through ritual but through simple will, rage and similar abilities do not interfere with manifesting as they do spellcasting. However, only powers that a) damage one’s foes or b) increase one’s own ability to damage one’s foes, may be manifested. This includes healing and defensive powers, since one cannot kill one’s enemy if one is dead.

Spellcasting and Manifesting Over Your Limits
Anyone who has any spellcasting or manifesting ability can theoretically cast or manifest a spell or power of any level and as many spells or powers as they want; the only question is how much planar energy the caster's mind and body can take. If you wish to attempt to cast a spell of a higher level than you could normally cast or in excess of your normal daily allotment of spells or powers, make a caster or manifester level check against DC 10 + the level of the spell or power you are attempting to cast or manifest. If the check succeeds, make a Fortitude save against DC 10 + 2 x the level of the spell or power you are attempting to cast or manifest + your key ability modifier - the level of the highest-level spell or power you can normally cast or manifest. If the saving throw fails, you fail to properly channel the planar energy, draw too much into yourself, and die in a gory explosion. If the saving throw succeeds, you channel the energy properly and in the right amount, but take 1d8 points of damage per spell or power level, forcing you to make a Fortitude save to avoid death from massive damage. (0th-level spells count as half a spell level for this purpose. Augmented powers can be manifested this way; for every 1 power point that you would have spent, add half of a power level.) If taking this damage would kill you, you die in a gory explosion. If you do not die, you cast the spell or manifest the power normally.

Bardic Spellcasting
If you have the Perform (dance) skill, your spells must include somatic components. If you have the Perform (acting, comedy, oratory, or singing) skill, your spells must include verbal components. If you have the Perform (keyboard, percussion, stringed, or wind instruments) skill, your spells must include the instrument of your choice as a focus component. This replaces the requirement that all bard spells have verbal components.

Returning from the Dead
In the multiverse of Tyrath, what happens after death is that the soul-energy of an individual joins the energy flows underlying the planar realities and travels to the Well of Souls in the planar realm of Scitayr, where they can be claimed by their patron deities or just left. Spells that raise the dead (other than revivify) must pull an individual's soul back from wherever it has reached on its journey, and on the way back, the soul may become intermingled with energies of another type. When you are the target of a raise dead, resurrection, or true resurrection spell or effect, roll on the following table:
{table="head"]% Roll|Result
01-50|No Special Effect: The spell functions normally as described in the PHB.
51-53|Touched by Air: You gain the Air subtype and the ability to cast gaseous form 1/day at CL equal to half your VD, rounded down.
54-56|Touched by Earth: You gain the Earth subtype and the ability to cast stone shape 1/day at CL equal to half your VD, rounded down.
57-59|Touched by Fire: You gain the Fire subtype and the ability to cast flame arrow 1/day at CL equal to half your VD, rounded down.
60-62|Touched by Water: You gain the Water subtype and the ability to cast water breathing 1/day at CL equal to half your VD, rounded down.
63-65|Touched by Life: You gain the Positive subtype and the ability to cast cure serious wounds 1/day at a CL equal to half your VD, rounded down.
66-68|Touched by Death: You gain the Negative subtype and the ability to cast inflict serious wounds 1/day at a CL equal to half your VD, rounded down.
69-70|Touched by Chaos: You gain the Chaotic subtype, and you also gain the ability to cast magic circle against law 1/day at CL equal to half your VD, rounded down.
71-72|Touched by Evil: You gain the Evil subtype, and you also gain the ability to cast magic circle against good 1/day at CL equal to half your VD, rounded down.
73-74|Touched by Good: You gain the Good subtype, and you also gain the ability to cast magic circle against evil 1/day at CL equal to half your VD, rounded down.
75-76|Touched by Law: You gain the Law subtype, and you also gain the ability to cast magic circle against chaos 1/day at CL equal to half your VD, rounded down.
77|Tattered Mind: You take 1 point of Intelligence damage. If you fail a DC 18 Will save, this becomes a permanent loss.
78|Tattered Will: You take 1 point of Wisdom damage. If you fail a DC 18 Will save, this becomes a permanent loss.
79|Tattered Spirit: You take 1 point of Charisma damage. If you fail a DC 18 Will save, this becomes a permanent loss.
80|Loss of Memory: You lose a rank in a single skill (DM's choice).
81-00|Fated to Death: Scitayr has decided that you cannot be returned to life by any means, not even wish or miracle, until and unless He can be persuaded to allow you to return to life.[/table]
Note that the above effects are cumulative from life to life.

Lord Iames Osari
2007-02-11, 08:47 PM
Psychic Monk Powers
1st Level Powers:
Burst
Catfall
Daze, psionic
Demoralize
Detect Psionics
Disable
Distract
Empathy
Empty Mind
Energy Ray
Metaphysical Weapon
Mindlink
Mind Thrust
Precognition, Defensive
Precognition, Offensive
Prescience, Offensive
Purifying Meditation*
Skate
Telempathic Projection
Vigor2nd Level Powers:
Animal Affinity
Atavistic Mind*
Biofeedback
Cloud Mind
Detect Hostile Intent
Dimension Swap
Ego Whip
Elfsight
Id Insinuation
Levitate, Psionic
Psionic Lion's Charge
Read thoughts
Scramble Synapses*
Sensitivity to Psychic Impressions
Sustenance
Thought Shield
Tongues, Psionic3rd Level Powers:
Body Adjustment
Danger Sense
Dimension Slide
Energy Retort
Graft Weapon**
Hustle
Psionic Blast
Remove Disease, Psionic*
Telekinetic Force
Telekinetic Thrust
Touchsight
Vampiric Blade4th Level Powers:
Air Walk, Psionic*
Aura Sight
Dimension Door, Psionic
Energy Adaptation
Fly, Psionic
Freedom of Movement, Psionic
Immovability
Neutralize Poison, Psionic*
Remote Viewing
Telekinetic Maneuver
Weapon of Energy5th Level Powers:
Adapt Body
Correspond
Fist of the Soul*
Metaconcert
Power Resistance
True Seeing, Psionic6th Level Powers:
Aura Alteration
Cloud Mind, Mash
Mind Probe
Psychic Crush7th Level Powers:
Energy Conversion
Ethereal Jaunt
Fist of Adamantine*
Mind Blank, Personal8th Level Powers:
Shadow body
Telekinetic Sphere
True Metabolism9th Level Powers:
Affinity field
MetafacultyNew Domain
Fertility Domain
Deities: Fortuna, Maia, Mariko
Granted Power: You are immune to all mundane disease. At 5th level, you become immune to supernatural disease as well.
Spells
1 Conceive/Contraceive*: Guarantees conception or contraception for 1 hour after cast.
2 Protected Youth*: Protects one infant from disease and poison until adulthood.
3 Protection from Disease*: Grants temporary immunity to mundane disease.
4 Bestow/Remove Potency*: Makes one subject sexually potent or impotent.
5 Bestow/Remove Fertility*: Makes one subject fertile or infertile.
6 Miraculous Birth*: Magically removes a baby from the mother during labor.
7 Protection from Disease, Greater*: As protection from disease, but protects against supernatural disease as well.
8 Parthenogenesis*: One woman magically conceives without having intercourse.
9 Transfer Pregnancy*: Transfers a developing fetus from one woman to another.

*A new power or spell described later in this chapter.
**When a psychic monk manifests graft weapon, the grafted weapon counts as an unarmed strike for the purpose of all class abilities and feats.

New Spells and Powers
Air Walk, Psionic
Psychoportation
Level: Nomad 4, Psychic Monk 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Power Points: 7

As the spell air walk (http://www.d20srd.org/srd/spells/airWalk.htm), except as noted here.

Aphasia
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 2
Display: Visual
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

You attack the linguistic centers of your target’s brain, causing it to lose the ability to speak 1d2 randomly chosen languages it knows.

Augment: For every two additional power points you spend, the target loses access to an additional language. If you spend six additional power points, the target is struck mute, losing the ability to speak at all.

Atavistic Mind
Clairsentience
Level: Psion/Wilder 2, Psychic Warrior 1, Psychic Monk 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 3 (Psion/Wilder), 1 (Psychic Warrior), 3 (Psychic Monk)

You draw on your primal subconscious, gaining access to the skills your primitive ancestors mastered in ages past. Choose one of the following benefits to gain:

Atavistic Athleticism: You gain a +5 bonus on Climb, Jump, and Swim checks.

Atavistic Instinct: You gain a +3 insight bonus on Initiative checks and a +5 insight bonus on Survival checks.

Atavistic Senses: You gain low-light vision and a +5 insight bonus on Listen and Spot checks.

Atavistic Speed: You gain a +10 insight bonus to your base land speed and a +3 insight bonus on Reflex saves.

Augment: For every two additional power points you spend, you may choose an additional ability to gain access to. If you spend 5 additional power points, this power's duration increases to 10 min./level. If you spend 10 additional power points, this power's duration increases to 24 hours.

Augment Critical
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action.
Range: Touch
Target: 1 weapon or up to 50 projectiles, all of which must be in contact at the time of casting
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You enhance one weapon such that it deals damage more efficiently when it strikes true. The critical mulitplier of the weapon is doubled (remember that a doubled doubling is a tripling, etc.) for the duration of the spell. This spell can only be cast on bludgeoning or slashing weapons. If cast on arrows or crossbow bolts, the augmented weapon trait on a particular projectile ends after one use, whether or not the missile strikes its intended target.

Multiple effects that increase a weapon’s critical multiplier (such as the augment weapon spell and the Augmented Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a slam.

Bestow/Remove Fertility
Transmutation
Level: Druid 5, Fertility 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature within range
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

If you picked bestow fertility, target creature becomes fertile; that is, able to father or bear children. If you picked remove fertility, target creature becomes infertile; that is, unable to father or bear children. Bestow/remove fertility counters and dispels itself.

Bestow/Remove Potency
Transmutation
Level: Druid 4, Fertility 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 male creature within range
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

Target male creature becomes sexually potent or sexually impotent. Bestow/remove potency counters and dispels itself.

Conceive/Contraceive
Conjuration
Level: Druid 1, Fertility 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or Instantaneous; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

For 1 hour/level after the casting of this spell, if the subject engages in sexual intercourse, one of two effects will take place, depending on the version of the spell you chose:
Conceive: The target becomes pregnant. Conceive counters and dispels contraceive.
Contraceive: The target does not become pregnant. Alternatively, contraceive can be used to prevent pregnancy from occurring if cast up to 1 hour/level after intercourse. This use of the spell is instantaneous in duration. Either version of contraceive counters and dispels conceive.
If two partners have opposing versions on themselves both are dispelled.

Crystalline Termination
Metacreativity
Level: Shaper 9
Display: Material, Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous until discharged
Saving Throw: See text
Power Resistance: No
Power Points: 17

You create millions of microscopic crystals within the target's body. If it fails a Fortitude save, its body is infused with a countless number of minute crystalline blades, which initially have no harmful effect. However, as long as you are within 100 ft. of the target, you may, as a standard action, discharge the power and activate the crystals. They begin whirling around within the subject's body, destroying it from within. He takes 17d6 points of slashing damage, with a Fortitude save for half. Damage reduction applies to this damage, though the shards are treated as magic weapons for overcoming it. In addition, if he fails a second Fortitude save, he takes 2d6 points of Con damage as the shards lacerate his innards. If you do not discharge this power within 1 week/2 levels of manifesting it, the crystals are harmlessly absorbed into the subject's body.

Augment: For every additional power point spent, the slashing damage dealt increases by 1d6. For every two additional power points spent this way, the DC of this power increases by one, as does the Con damage dealt.

Energy Bow
Psychokinesis [See Text]
Level: Psychic Warrior 3, Psychokineticist 3
Display: Visual
Manifesting Time: 1 standard action
Effect: 1 bow of energy
Range: 0 ft.
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Power Resistance: No
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. A bow of that energy appears in your hands. You may, as an standard action, fire an arrow of energy from the bow, which deals 1d6 points of damage of its energy type and has an additional effect based on its energy type. The bow has a range increment of 100 ft. If the bow leaves your hands, it dissipates harmlessly. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold arrow deals +1 point of damage. A creature struck by a cold arrow must make a Fortitude save or be blinded for 1 round.

Electricity:A creature struck by an electricity arrow must make a Fortitude save or be stunned for 1 round. The DC of this save is increased by 2.

Fire:A fire arrow deals +1 point of damage. A creature struck by a fire arrow must make a Fortitude save or be dazed for 1 round.

Sonic:A sonic arrow deals -1 point of damage and ignores an object’s hardness. A creature struck by a sonic arrow must make a Fortitude save or be deafened for 1 round.

Augment: For every two additional power points you spend, the DC of this power increases by one. For every three power points spent this way, you gain a +1 enhancement bonus on attack rolls made with the energy bow.

Energy Guillotine
Psychokinesis [See Text]
Level: Psychokineticist 7
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 13

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You launch a thin blade of this energy at your target, aimed to sever his neck. You must make a ranged touch attack to hit your target. The blade deals 13d6 points of damage of the chosen energy type, and if the target fails a Fortitude save, it is decapitated. Most of the time, a creature that is decapitated dies, though some creatures, such as undead, constructs, oozes, and some aberrations either have no heads or do not need a head to live. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold guillotine deals +1 point of damage per die.

Electricity:Manifesting an electricity guillotine 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 fire guillotine deals +1 point of damage per die.

Sonic:A sonic guillotine deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt by the guillotine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Mine
Psychokinesis [See Text]
Level: Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving Throw: See text
Power Resistance: Yes
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You imbue the touched object with the chosen energy, turning it into an energy mine. You may choose to have the mine either be triggered by a delay or proximity. A delay-triggered mine detonates after a number of minutes chosen by you upon manifesting the power, which cannot exceed your manifester level. A proximity-triggered mine detonates whenever it is touched by a creature other than you or up to one creature per level you designate when manifesting the power. Once triggered, the energy mine explodes in a 10 ft. radius burst of energy, dealing 5d6 points of damage. A creature in the same square as the mine takes full damage with no save, as does the mine itself. All other creatures caught in the burst may make a Reflex save for half damage. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold mine deals +1 point of damage per die. The saving throw to reduce damage from a cold mine is a Fortitude save instead of a Reflex save.

Electricity:Manifesting an electricity mine 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 fire mine deals +1 point of damage per die.

Sonic:A sonic mine deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt by the mine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Nova
Psychokinesis [See Text]
Level: Psychokineticist 9
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. radius emanation, centered on you.
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half (see text)
Power Resistance: Yes
Power Points: 17

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You surround yourself in a seething aura of that energy. On the round you manifest this power, all creatures other than you take 17d6 points of that type of damage, with a Reflex save for half damage. Each subsequent round, all creatures again take energy damage, by the damage decreases by 1d6. Once the damage dealt by this power is reduced to 0, the power ends, even if you maintain concentration. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold nova deals +1 point of damage per die. The saving throw to reduce damage from a cold nova is a Fortitude save instead of a Reflex save.

Electricity:Manifesting an electricity nova 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 fire nova deals +1 point of damage per die.

Sonic:A sonic nova deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt in the first round increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Fist of Adamantine
Psychometabolism
Level: Psychic monk 7
Display: Visual, material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 13

Your unarmed attacks are transformed into living adamantine, allowing you to bypass hardness and overcome damage reduction just as if you were wielding a manufactured adamantine weapon. Your unarmed attacks are treated as if they were adamantine for all purposes.

Augment: You can augment this power in either of the following ways:
1. For an additional power point, your unarmed attacks can be tranformed into alchemical silver or cold iron instead of adamantine.
2. For an additional 6 power points, your unarmed attacks can change from adamantine, alchemical silver, and cold iron as an immediate action.

Fist of the Soul
Psychokinesis (Law, see text)
Level: Psychic monk 5
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 9

A layer of ectoplasm forms around your hands, charged with planar energies. Your unarmed attacks are treated as being lawful aligned weapons for the purposes of overcoming damage reduction.

Augment: You can augment this power in one or more of the following ways:
1. If you are good or evil and spend an additional power point, your unarmed attacks are treated not only as lawful aligned weapons, but also as good or evil aligned weapons, for the purposes of overcoming damage reduction. This power gains the Good or Evil descriptor.
2. If you spend an additional 3 power points, your unarmed attacks gain the axiomatic trait, as for a magical or psionic weapon.
3. If you are lawful good or lawful evil and spend an additional 6 power points, your unarmed attacks gain not only the axiomatic trait but also the holy or unholy trait. This power gains the Good or Evil descriptor.

Infocalypse
Clairsentience
Level: Seer 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 17

You open a direct link between your mind and the collective unconscious of all minds, giving you access to the knowledge of all things. However, the knowledge that surges into your mind shatters your sanity. You gain a +10 insanity bonus to Int, a +20 insanity bonus on all Knowledge checks, and you may use all Knowledge skill untrained. In addition, you may manifest any psionic power as if you knew it. However, each round you take 1 point of Wis burn, and every time you manifest a power that you do not know normally, you take Wis burn equal to half that power's level, rounded up. If this power reduces you to Wis 1 or less, you go permanently insane. Only an artifact or deity can restore your sanity.

Mariko’s Burning Fans
Conjuration [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One half-circle or two quarter-circle warfans of fire
Duration: 1 round/level (D); see text
Saving Throw: None or Reflex half; see text
Spell Resistance: No

In each of your hands, fans of fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 3 caster levels (maximum 3d4). Alternately, you can create a single fan of fire that deals 1d4 points of fire damage per 2 caster levels (maximum 5d4).
As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a second-level spell. You are considered proficient with these fans of fire for the duration of the spell.

Mariko’s Burning Fans, Greater
Conjuration [Fire, Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Two quarter-circle warfans of fire
Duration: 1 minute/level (D); see text
Saving Throw: None or Reflex half; see text
Spell Resistance: No

In each of your hands, fans of semi-solid fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 2 caster levels (maximum 5d4). You add your Strength bonus as normal. As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a 4th-level spell. You are considered proficient with these fans of fire for the duration of the spell.

Memetic Plague
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 7
Display: Visual
Manifesting Time: 1 standard action
Range: Long (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: See text
Power Resistance: Yes
Power Points: 13

You implant a viral idea--a meme--into your subject's mind. If it fails its Will save, it is infected by the meme. Each subsequent round, it must make another Will save or take 1d6 points of Cha burn and be confused for that round, as the meme overlays itself on the subject's ego. In addition, it becomes a short-range telepathic vector for the meme. Each round, all creatures adjacent to the infected creature must make a Will save or become infected by the memetic plague themselves, though it only lasts as long as the remaing duration of the original power.

Mesmer
Telepathy [Mind-Affecting]
Level: Psion/Wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

You emit a hypnotic psychic aura, which takes the form of a barely-visible cone of multicolored light. All creatures caught in the cone must save or be fascinated.

Augment: For every two additional power points you spend, the DC of this power increases by one.

Mindlight
Metacreativity [Light]
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Visual
Manifesting Time: 1 standard action
Effect: 1 sphere of light
Range: 0 ft.
Duration: 1 hour/level
Power Points: 1

You create a sphere of luminous ectoplasm, which shines as a torch and orbits your head, much like an ioun stone. In addition, as a move action, you may attempt a DC 15 Intelligence check to double the range of the sphere's light for 1d6 rounds.

Miraculous Birth
Conjuration (Healing, Creation)
Level: Fertility 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 female creature in labor and 1 infant being born within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The infant is removed from the mother, the umbilical cord cut and tied, the infant cleaned, wrapped in blankets or other cloth, and deposited in the caster's arms. Both the mother and the infant are healthy.

Neutralize Poison, Psionic
Psychometabolism
Level: Psion/Wilder 4, psychic monk 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7

As neutralize poison, except as noted here.

Parthenogenesis
Conjuration
Level: Fertility 8
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: 1 female creature of childbearing age touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

One female creature of childbearing age whom you touch conceives a child. You must specify the gender of the child during the casting of this spell. This spell only affects creatures capable of sexual reproduction.
Material component: A few drops of fresh semen. You must supply this component even if you possess the Eschew Materials feat, and this component is not contained within spell component pouches.

Protected Youth
Abjuration
Level: Druid 2, Fertility 2
Components: V, S, M, DF
Casting Time: ten minutes
Range: Touch
Target: 1 newborn infant
Duration: varies; see text
Saving Throw: None
Spell Resistance: No

The child is blessed with health through his developmental years and gains a +2 to saves vs poison, disease, and effects causing the sickened condition until around the time of his adulthood. Though the exact time that the benefit wears off can't be fully predicted, it is always gone by the time the child is fully developed into adulthood.
Material component: A bit of holy water or holly ashes to be sprinkled on the baby.

Protection from Disease
Abjuration
Level: Druid 3, Fertility 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target is immune to mundane disease for the duration of this spell.

Protection from Disease, Greater
Abjuration
Level: Fertility 7

As protection from disease, except that the spell grants immunity to supernatural disease in addition to mundane disease, and as noted above.

Psychic Drain
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature within range
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

The target becomes mentally fatigued (see the Rage Mage class description in Chapter 3). The mental fatigue caused by this power lasts only for this power's duration, and this power has no effect when used on someone who is already mentally fatigued.

Augment: You can augment this power in the following ways:
1. If you spend an additional 2 power points, this power no longer allows a saving throw.
2. If you spend an additional 2 power points, this power's duration becomes "Instantaneous" and the effects last until removed in the normal manner.
3. If you spend an additional 4 power points, this power causes the target to become mentally exhausted (see below) instead of mentally fatigued, and the saving throw entry becomes "Will partial", with a successful save meaning the target only becomes mentally fatigued, rather than mentally exhausted. If you augmented this power such that it no longer allows a saving throw in addition to this augmentation, then the portion of this augmentation relating to saving throws is negated.
4. If you spend an additional 4 power points, this power affects all creatures in a cone-shaped emanation.
Furthermore, for every 2 power points you spend augmenting this power, the save DC increases by 1.

Psychic Torture
Telepathy (Mind-Affecting) [Evil]
Level: Telepath 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 creature within range per level, no two of which can be more than 15 ft. from one another
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

While concentrating, you contact your targets' minds and fill them with intense pain, dealing 3d4 points of damage each round to each target within range. The targets of this power get a new save every round that this power continues. If a target succeeds on a saving throw succeeds, this power ceases to affect that target.

Augment: For every additional power point you spend, this power deals an extra 1d4 points of damage per round to each target, and for every 2 dice of damage added, the save DC increases by 1.

Psychic Trap
Telepathy [Mind-Affecting]
Level: Psion/Wilder 3
Display: Visual
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: 5

You inflame your subject’s mind with latent psychic stress. Though this power initially causes no harm, and has no obvious effects, whenever the subject manifests a power, casts a spell, or similar, the stress is triggered. He takes an amount of nonlethal damage equal to the level of the spell or power, and may have to make a Concentration check to avoid losing the power.

Augment: If you spend two additional power points, this power causes its subject to take lethal damage, rather than subdual damage.

Purifying Meditation
Psychometabolism
Level: Psion/Wilder 1, Psychic Warrior 1, Psychic Monk 1
Display: Olfactory
Manifesting Time: 1 full-round action
Range: Personal
Target: You
Duration: 30 minutes
Power Points: 1

You enter a state of meditation for 30 minutes. During this time, you are treated as being asleep, though you do not take the standard penalty on Listen checks. If you exit the trance before the duration of this power, it is discharged without effect. However, if you spend the whole thirty minutes in meditation, you are healed as if you had spent a night resting, and are cured of the fatigued and exhausted conditions if you are currently subject to them. You do not gain any other benefits of a night's sleep, such as regaining power points.

Augment: If you spend 1 additional power point, you may are healed of 1d4 points of ability damage to one ability score. If you spend 3 additional power points, you are cured of any diseases afflicting you. If you spend 5 additional power points, any poisons affecting you are neutralized, and you suffer no further effects from them. If you spend 10 additional power points, you are healed of any negative levels, ability damage, or ability drain effecting you. All these augmentations are cumulative.

Remove Disease, Psionic
Psychometabolism
Level: Psion/Wilder 3, psychic monk 3
Display: Olfactory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5

As remove disease, except as noted here.

Scramble Synapses
Psychokinesis [Electricity, Mind-Affecting]
Level: Psion/Wilder 2, Psychic Warrior 2, Psychic Monk 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous, then 1 round
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 3

As part of this power, you must make a touch attack against your target. If the attack is successful, he takes 3d6 points of electricity damage. In addition, the electrical current interrupts his thought processes–he must make a Will save or be confused for 1 round. Creatures immune to mind-affecting powers are damaged normally, but are immune to the confusion effect.

Augment: For every additional power point you spend, the damage dealt is increased by 1d6. For every two additional power points spent this way, the DC of this power increases by one and the duration of the confusion effect increases by one round.

Slumber
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

As the spell sleep (http://www.d20srd.org/srd/spells/sleep.htm), except as noted here.

Augment: For every 2 additional power points, this power can affect an additional 3 HD of creatures, and the save DC increases by 1.

Thanatopsis
Clairsentience
Level: Seer 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Touched corpse
Duration: 1 round
Saving Throw: None
Power Resistance: No
Power Points: 3

You scan the psychic imprint of a corpse to learn of the dead creature’s life. You view the creature’s perception of its own death, finding out as well as it did how it died. If you manifest this power again on that corpse, you are instead presented with the creature’s perception of a randomly chosen moment of great importance of the creature’s life, generally lasting about 5 minutes.

Transfer Pregnancy
Transmutation
Level: Fertility 9
Components: V, S, DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: 2 female humanoids of childbearing age of the same race within range, one of whom is pregnant
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

When you cast this spell, the pregnant target ceases to be pregnant, and the other target becomes pregnant with the same child. The newly target is at the same stage of pregnancy as the target who was originally pregnant.

Unspeakable Horror
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: Fortitude partial and Will partial (see text)
Power Resistance: Yes
Power Points: 7

You seize control of your foe's senses for a moment, forcing them to view a scene of mind-shattering horror. If they fail their Fortitude save, they are nauseated for 1d4+1 rounds. Even if they succeed the save, they are sickened for 1 round. If they fail their Will save, they are panicked for 5d6 rounds. Even if they succeed that save, they are shaken for 1 round.

Augment: For every two additional power points you spend, the DC of this power increases by one and you may target an additional creature with this power.

Worldwind
Psychoportation
Level: Nomand 9
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 creature/level
Duration: Instantaneous, then 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15

You call up a silvery wind that wisks the targets of this power through the Astral Plane. All targets that fail their Will save are sent to a random plane. In addition, if they attempt to return to the plane you manifest this power on within 1 hour/level of being sent away, this wind repels them, preventing them from travelling to the plane.

Lord Iames Osari
2007-02-11, 08:48 PM
Chapter 8: The World
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http://i88.photobucket.com/albums/k177/LordIames/Maps/TyrathMap-1.png
Diseases

Fortuna's Bane (Natural):
Fort DC 1*; incubation period 1d4 weeks; 1d8 Con**.

Fortuna's Bane is a disease that first arose among prostitutes who worshipped the Goddess Fortuna. Though the *****-Priestesses and others did their best to wipe the disease out, it persists in the seediest of brothels in cities all over Tyrath. Saves against Fortuna's Bane need be made only once every month.

Succubitis (Supernatural):
Fort DC 1*; incubation period 2d4 days; 1d4 Int** and 1d4 Wis**, plus unslakeable lust***.

Succubitis is a disease that can only be contracted by consorting with succubi (or incubi). Only a few, rare succubi and incubi now carry the disease, since most of the disease-carriers were hunted down and wiped out by clerics of Maia and Fortuna, but regardless of whether they are carriers or not, all succubi (and incubi) are immune to its effects. It causes its sufferers to slowly lose control of their sex drive. Sufferers of succubitis need only save against the ability damage once per month; the unshakeable lust trait must be saved against whenever the trigger conditions are met. This disease can only be cured by a remove disease spell casts by a character with 18 caster levels. Creatures reduced to 0 Intelligence and 0 Wisdom by succubitis gain the lustdriven template, described in Chapter 10.

*Is not cured after the 3rd consecutive successful saving throw. Creatures who have intimate, unprotected contact with an infected creature take a -30 on their Fort saves to avoid infection.
**Make an additional Fort save against DC 10 or 1 point of this ability damage is permanent ability drain.
***Unslakeable Lust: A creature infected with succubitis, every time it sees a creature of appropriate race and gender, must make a Will save against DC 15. On a failure, the infected creature must attempt to mate with the target creature, regardless of current circumstances. If multiple creatures might trigger this quality at once, the infected creature targets the one with the highest Charisma. This is a mind-affecting compulsion effect.

Nations of Tyrath

Akashakyo
Proper Name: Elven Domain of Akashakyo
Ruler: His Majesty, King Norikazu Isawa IV, Mortal Lord of Elvenkind [CG male elf Ranger 10/Cleric 7]
Government: Hereditary feudal monarchy in which royal house and all noble houses are elven
Cities: Qi-Akasha (LC)
Resources: Foodstuffs, cloth, herbs and spices, lumber (very little), fine wine and spirits
Population: 84% elven, 9% human, 6% half-elven, 1% other races.
Law: NG
Allies: Enkidu, Mehrune, Southern Kingdom
Enemies: Mothga’s Waste, Yuan-ti Empire

The Elven Domain of Akashakyo is all that remains in the Mehrune region of a once-mighty elven nation that stretched from the Northern and Western Twilight Mountains to the Twin Peninsulas. Now the forested Elven Peninsula is the home of most elves in the Mehrune Region.

Chain Islands, The
Proper Name: None
Ruler: None
Government: None
Cities: None
Resources:
Population:
Law: CN
Allies: None
Enemies: None

Emorian Empire, The
Proper Name: Imperial Dominion of Emor
Ruler: The First Sword, General of the Legions, His Overlordship, the Shogun, Zhao Qiang [LE male human Marshal 18]
Government: Martial state
Cities: Emor (M);
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), foodstuffs, slaves
Population: 55% human, 21% hobgoblin, 13% gnome, 10% goblin, 1% other
Law: LE
Allies: Mothga’s Waste
Enemies: Telca, Plateau Realm

The Emorian Empire has been separated from the Mehrune region for millennia by Mothga’s Wall and seeks to take over its region completely. The most resistant of its targets is Telca, a small island nation which nonetheless is home to fierce, if barbaric, human warrior-clans. The Empire dislikes the dwarves of the Plateau Realm, as it suspects the dwarves of supplying high-grade weaponry to the Telca. It has recently formed a pact with Mothga’s Wastes, pledging mutual military support. The Empire’s human majority is very racist in general, though the hobgoblins are viewed with some amount of respect by the military due to their martial prowess. Almost all of the hobgoblin population of Emor is in the military. Emorian gnomes and goblins are viewed as slaves.

Enkidu
Proper Name: United City-States of Enkidu, Krafdheubh, and the Province
Ruler: Her Honor, Elector Nishiko Mifune [LN female human Aristocrat 8]
Government: The Elector serves as ruler of the nation and is elected by popular vote throughout the nation for life or until abdication. There is a city council of 100 members, with representation allotted to each race according to the percentage of the total city population, and a High Council, similar to the city council but with membership allotted according to the percentages of the nation as a whole. Krafdheubh is more or less autonomous, controlled by a council of elders who owe fealty to Enkidu.
Cities: Enkidu (M); Krafdheubh (LC), Adaun (LC), Queme (LT), Fort Vigilant (ST)
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), gems (I-IV, including pearls), dwarven spirits, elven wines, shipbuilding services, metalwork, land and sea trade nexus (Note: The Enkidu peninsula possesses very little in the way of raw materials except for the mines of Krafdheubh; it is primarily a mercantile and industrial city where goods are traded and sold and raw materials worked into finished products; there is also a large number of professional tradespeople in the city. The Province, on the other hand, is very agricultural and provides food for the peninsula cities), foodstuffs
Population: 38.9% human, 17.1% elf, 14.2% half-elf, 13.7% gnome, 10.5% dwarf, 2.9% half-orc, 1.9% other races.
Law: NG
Allies: Southern Kingdom, Mehrune, Akashakyo, Plateau Realm
Enemies: Mothga’s Waste, Yuan-ti Empire

Enkidu City was founded by refugees fleeing the war-torn Kingdom of Mehrune in year 7060 of the elven calendar. Ten years later, having established themselves as a rising center of trade and achieved friendly relations with those already living there, they provided aid to a newly started dwarven mine in repelling an assault by forces of Neo-Penumbra. Since then, Enkidu City and Krafdheubh have risen in prominence. After fifteen years of fighting in the Yuan-ti War, Enkidu acquired a large portion of territory across the Mehrune Strait, consisting of the former Principality of Mehrune, which is now called “the Province”. The capital of the formr Principality, Adaun, now serves as the regional capital of the Province.

Isle of the Craven, The
Proper Name: New Akashakyo Isle
Ruler: High King something or other
Government: Hereditary feudal monarchy
Cities:
Resources:
Population:
Law: NG
Allies:
Enemies:

Mehrune
Proper Name: Duchy of Mehrune
Ruler: Her Excellency, Duchess Rosan Oenomel [LN female human], Head of House Oenomel, Shield of Mehrune
Government: Hereditary monarchy
Cities: Duthrone (LC); Mehnsmuthe (LC), Monton (SC), Treflume (LT)
Resources: Foodstuffs, domestic animals, spirits
Population:
Law: LN
Allies: Enkidu, South Kingdom, Plateau Realm
Enemies: Yuan-ti Empire

Mothga’s Wastes
Ruler: His Eminence, the Dark Lord Xarakh Nam
Government: Dictatorship
Cities: Kharmathi Bholiz
Resources:
Population:
Law: NE
Allies:
Enemies:

Neo-Penumbra
Proper Name: The Illithid Empire of Neo-Penumbra
Ruler: Emperor Kruulschathian [LE Illithid Telpath 11]
Government: Feudal monarchy
Cities:
Resources:
Population:
Law: LE
Allies:
Enemies:

Plateau Realm, The
Ruler: None
Government: None; the plateau realm consists of scattered, independent city-states
Cities: Schormein (SC)
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), gems (I-IV), dwarven spirits, metalwork
Population:
Law: LN
Allies:
Enemies:

Southern Kingdom, The
Proper Name: The Southern Kingdom of Mehrune
Ruler:
Government:
Cities: Sarre (LC)
Resources:
Population:
Law: LN
Allies: Enkidu, Mehrune (sometimes)
Enemies: Yuan-ti Empire, Mehrune (sometimes)

Telca
Ruler: None
Government: None; the inhabitants of Telca are organized into various clan and tribal groupings
Cities: None
Resources:
Population:
Law: CN
Allies: Plateau Realm
Enemies: Emorian Empire

Vaynai
Proper Name: Mercantile Enclave of Vaynai Island
Ruler: His Presidency, Mr. Theryn Werkstein [LE male human Aristocrat 9]
Government: Corporate bureaucracy in which the Chief Executive Officer is answerable to the Board of Directors, who are elected by the stockholders.
Cities: Vaynai City (M)
Resources:
Population:
Law: LN
Allies: None
Enemies: None

Yuan-ti Empire
Proper Name: The Holy Empire of the Yuan-ti
Ruler:
Government: Theocracy
Cities:
Resources:
Population:
Law: LE
Allies: Mothga's Waste
Enemies: Enkidu, Mehrune, Southern Kingdom

Lord Iames Osari
2007-02-11, 08:48 PM
Chapter 9: Organizations

The Soulfire Knights

"I dub thee a Knight Companion of the Order of Soulfire. Rise, Sir Knight, and take your place with your fellows." - Knight Commandant Dame Olga Bellastottir

The Order of Soulfire, more commonly called the Soulfire Knights, even by its members, is an organization devoted to the Goddess Vala.

Purpose: To advance the goals of the Goddess Vala in accordance with Her teachings and philosophy.
Alignment: LG (LN, LG, NG)
GP Resource Limit/Economics: 7,200,000 gp. Soulfire Knights receive free magical healing from clerics of Vala.
Membership Requirements: Proper alignment, worshipper of Vala, must have performed a mission for the Soulfire Knights, must be invited to join by a pre-existing Soulfire Knight or the Goddess Vala Herself.
Authority Figures: The Goddess Vala, Knight Commandant Dame Olga Bellastottir [LG F dwarf Pal 5/Clr 1/Soulfire Guardian 10]. Knight Commandant Dame Olga Bellastottir directs the activities of the Soulfire Knights as she sees fit in the absence of any specific instructions from Vala. She is strict but fair in handing out discipline.
Other Important Figures: Knight Vigilant Sir Hiroto Nikagi [LG M elf Pal 7/Clr 1/Soulfire Guardian 5], Knight Companion Dame Shira Silversmith [NG F human Clr 9/Soulfire Guardian 3]
Racial Makeup: Human 39%, dwarf 36%, Half-elf 13%, elf 12%.
Class Makeup: Cleric 43%, paladin 15%, fighter 14%, monk 8%.

Soulfire Knight Lore:
{table="head"]Knowledge (history or religion) result|Information gained
10|The Soulfire Knights are an order dedicated to Vala. They often sponsor missions against evil creatures.
15|The first Soulfire Knight was a human paladin named Perreth Quemson. He died after defeating the orc mage-priest Mothga. The weapon of a Soulfire Knight is imbued with an aspect of Vala's power called soulfire.
20|Soulfire Knights are chosen by Vala or by other Knights. The more powerful among their number can create explosions and walls of pure soulfire. Soulfire is magical fire infused with holy energy; it can burn even creatures that would normally shrug flames off.[/table]

Adventure Hook: A Soulfire Knight on a secret mission has disappeared, and now the Order wants the PCs to find out what happened. The PCs know only the region the Soulfire Knight was last known to be, and that if they succeed, they will be handsomely rewarded.

Affiliation: The Knightly Order of Vala's Soulfire
Symbol: The Soulfire Knights use Vala's holy symbol.
Enemies: Evil creatures of all sorts, especially worshippers of Maleth.
Type: Fighting company (social).
Scale: 12 (multiregional/kingdom)

{table="head"]Affiliation Score Criterion|Affiliation Score Modifier
Character level|+1/2 PC's level
Cleric or Paladin|+1
Has the Soulfire Spell feat|+1
Has levels in the Soulfire Guardian PrC|+1/class level
Is lawful good|+1
Per mission completed|+2
Defeats a minion of Maleth in combat|+1/4 worshipper's CR
Acts in a chaotic or evil manner|-4
Fail in combat vs. a minion of Maleth|-4[/table]

{table="head"]Affiliation Score|Title: Benefits and Duties
3 or lower|Not affiliated or junior member with no benefits.
4-10|Knight Potential: You show promise. The Soulfire Knights do not recruit you yet, but they keep an eye on your accomplishments and may sponsor missions for you. You receive free healing from the Soulfire Knights while on missions sponsored by them.
11-20|Knight Companion: You receive free healing from the Soulfire Knights and can purchase spellcasting from them at 3/4 the normal cost. You must donate 5% of your treasure to the Soulfire Knights.
21-29|Knight Vigilant: You gain a +1 bonus on attack rolls against minions of Maleth.
30+|Knight Commandant: You may borrow one item of up to 30,000 gp value from the Soulfire Knights' vaults once per month for to 2d4 days; while the item is borrowed, the Soulfire Knights' capital is reduced by 1 if the item is valued at more than 10,000 gp. You must defeat a CR 13 creature in single combat.[/table]

Executive powers: Crusade, Raid, War.

The Seven Paths Guild

"Welcome to the Seven Paths Guild, friends. I have every confidence that you will uphold the ideals we represent." – Headmaster Kenji Hitomi

The Seven Paths Guild is an organization for good and neutral adventurers.

Purpose: To foster a sense of community among talented adventurers, and advance and protect the common good.
Alignment: NG (any non-evil)
GP Resource Limit/Economics: Pending
Membership Requirements: Non-evil alignment, must have ability score modifiers totalling 9 or more.
Authority Figures: Headmaster Kenji Hitomi [LG M human Monk 20, see chapter 10]. Headmaster Hitomi, in addition to teaching martial arts to interested students, presides over guild activities and negotiates with people who have jobs to offer the guild.
Other Important Figures: The Seven (see chapter 10)
Racial Makeup: Human39%, elf 18%, half-elf 15%, gnome 14%, dwarf 11%, half-orc 3%.
Class Makeup: Cleric 24%, rogue 15%, wizard 13%, sorcerer 11%, fighter 10%, artificer 9%, monk 7%, psychic warrior 7%, other 4%.

Seven Paths Lore:
{table="head"]Knowledge (history or local) result|Information gained
10|The Seven Paths Guild is a guild for adventurers. It was founded by the Seven and is loosely associated with their Academy. This result grants knowledge of the benefits extended to Guildmembers.
15|The Seven Paths Guild accepts any good-aligned adventurer as a member, not just graduates from the Academy. Entry can be obtained through successful completion of a mission contracted by the guild, or by placing among the top three teams in the Seven’s Annual Tests of Skill. This result grants knowledge of the benefits and duties of Instructors.
20|The Seven Paths Guild includes many heroes and special forces teams from the Yuan-Ti War in its membership, as the Academy was the training center for most of them. This result grants knowledge of the benefits and duties of the Headmaster.[/table]

Adventure Hook: Pending

Affiliation: The Seven Paths Adventurers’ Guild
Symbol: http://i88.photobucket.com/albums/k177/LordIames/7P.png
Enemies: Evil creatures of all sorts, members of the College of Prowess
Type: College (social).
Scale: 7 (city and outliers)

{table="head"] Affiliation Score Criteria|Affiliation Score Modifier
Expertise and power|+1/2 character level
1st-Form Academy Student|+1
2nd-Form Academy Student|+2
3rd-Form Academy Student|+3
Academy Graduate|+4
Per +1 of ability score modifiers|+1
Good-aligned|+1
Achieved 3rd place in Challenges|+1 per Challenge entered
Achieved 2nd place in Challenges|+2 per Challenge entered
Achieved 1st place in Challenges|+3 per Challenge entered
Per mission completed|+2
Make an important discovery|+2
Defeat a violent enemy of 7P in combat|+1/4 enemy's CR
Humiliate an enemy of 7P|+2
Friendly with an enemy of 7P|-10 per enemy
Associates with creatures known to be Evil|-10
Acts in an evil manner|-4
Member of an enemy organization|-20
Per mission failed|-2
Fails in combat against an enemy|-4
Steals from 7P|-10
Loses/destroys 7P property|-1 per 1,000 gp value
Are of evil alignment|-20
Per -1 of ability score modifiers|-1[/table]

{table="head"]Affiliation Score|Title: Benefits and Duties
3 or lower|Not affiliated
4-10|Comrade Adventurer: You are a guildmember in disfavor or a nonmember, but you are nonetheless recognized as a potential ally when encountered by guildmembers on missions.
11-20|Guildmember in Good Standing: You are a full member of the Guild, and perhaps also a student of the Academy. You can sell items to the guild at full price, the Dragon's Hoard Bank won't charge you interest if you overdraw your account, and you can use the guild to find a job if you need to. However, you must donate 5% of your treasure to the guild.
21-29|Instructor: You are considered qualified to teach students at the Academy. In addition, you become a partial owner of the Seven Paths Guild Corporation, earning you 200gp per month (this dividend is exempt from the 5% rule). You might be called upon to substitute for the usual instructors in special circumstances; failure to comply permanently lowers your affiliation score by 10.
30+|Headmaster: You are either the new Headmaster of the Academy or the current Headmaster's chosen successor. You are also responsible for helping to run the guild. Your monthly income increases to 300gp. If and when you become the new Headmaster, you are given the Headmaster's Circlet and are prohibited from adventuring under all but the most extreme circumstances. Once per month, you must make a DC 20 Appraise check. Failure means that Seven Paths loses 1 capital.[/table]

Executive powers: Plunder, Raid, Research.

Lord Iames Osari
2007-02-11, 08:50 PM
Chapter 10: Monsters and NPCs

All NPCs represented here who appeared in The Tapestry of Fate: A Heart Divided are presented with statistics for their earliest appearance in the book. In some cases, advancement guides are provided. (Yes, I am aware of the numerous typos and the need to provide more fleshed-out flavor text. I'm working on it)

Battle Automatons

The Battle Automatons are similar in appearance to the Warforged that replaced them later on in the Yuan-ti War, though their construction is much bulkier and less organic-looking. The Battle Automaton series got progressively less blocky and more rounded with each model, so that the Mk. IIXs are visually nearly indistinguishable from Warforged. The models were developed on a yearly basis, so the Mk. I was introduced at the end of 7603, the Mk. II was released at the end of 7604, and so on.

Raysson-Marionette Battle Automaton Mk. I CR 1/2
N Medium construct
Init +0; Senses Listen -4, Spot -4; darkvision 60ft., low-light vision
Languages Mercaani
AC 19 (+0 Dex, +5 natural, +4 shield), touch 10, flat-footed 19
vp 6 (1 VD); wp 20, fast healing 2
Immune construct immunities
Fort +0, Ref +0, Will -4
Speed 30 ft. (6 squares)
Melee shortsword +2 (1d6+4/19-20) or
Melee Enkiduan glaive +2 (1d10+4/x2, 10-ft. reach) or
Ranged light crossbow -2 (1d8/19-20, 80 ft.
Base Atk +0; Grp +4
Abilities Str 18, Dex 10, Con ~, Int ~, Wis 3, Cha 3
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B)
Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive.

Raysson-Marionette Battle Automaton Mk. II CR 1
N Medium construct
Init +1; Senses Listen -4, Spot -4; darkvision 60 ft., low-light vision
Languages Mercaani
AC 20 (+1 Dex, +5 natural, +4 shield), touch 11, flat-footed 19
vp 11 (2 VD); wp 20, fast healing 2
Immune construct immunities
Fort +0, Ref +1, Will -4
Speed 30 ft. (6 squares)
Melee shortsword +2 (1d6+3/19-20) or
Melee Enkiduan glaive +2 (1d10+3/x2, 10-ft. reach) or
Ranged light crossbow +0 (1d8/19-20, 80 ft.)
Base Atk +1; Grp +4
Abilities Str 16, Dex 12, Con ~, Int 3, Wis 3, Cha 3
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw
Skills Knowledge (war) +1
Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. III CR 1
N Medium construct
Init +1; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
AC 20 (+1 Dex, +5 natural, +4 shield), touch 11, flat-footed 19
vp 17 (3 VD); wp 20, fast healing 2
Immune construct immunities
Fort +1, Ref +2, Will -2
Speed 30 ft. (6 squares)
Melee shortsword +3 (1d6+3/19-20) or
Melee Enkiduan glaive +3 (1d10+3/x2, 10-ft. reach) or
Ranged light crossbow +1 (1d8/19-20, 80 ft.)
Base Atk +2; Grp +5
Atk Options Point Blank Shot
Abilities Str 16, Dex 12, Con ~, Int 3, Wis 4, Cha 4
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
Skills Knowledge (war) +2
Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. IV CR 2
N Medium construct
Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
vp 22 (4 VD); wp 20, fast healing 2
Immune construct immunities
Fort +1, Ref +3, Will -2
Speed 30 ft. (6 squares)
Melee shortsword +3 (1d6+2/19-20) or
Melee Enkiduan glaive +3 (1d10+2/x2, 10-ft. reach) or
Ranged light crossbow +3 (1d8/19-20, 80 ft.)
Base Atk +3; Grp +5
Atk Options Point Blank Shot
Abilities Str 15, Dex 15, Con ~, Int 4, Wis 4, Cha 4
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
Skills Knowledge (war) +4
Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. V CR 2
N Medium construct
Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
vp 28 (5 VD); wp 20, fast healing 2
Immune construct immunities
Fort +1, Ref +3, Will -2
Speed 30 ft. (6 squares)
Melee shortsword +3 (1d6+2/19-20) or
Melee Enkiduan glaive +3 (1d10+2/x2, 10-ft. reach) or
Ranged light crossbow +3 (1d8/19-20, 80 ft.)
Base Atk +3; Grp +5
Atk Options Point Blank Shot
Abilities Str 15, Dex 15, Con ~, Int 5, Wis 5, Cha 5
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot
Skills Knowledge (war) +4
Possessions shortsword, light crossbow, 10 bolts, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. VI CR 3
N Medium construct
Init +2; Senses Listen -3, Spot -3; darkvision 60 ft., low-light vision
AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
vp 33 (6 VD); wp 20, fast healing 2
Immune construct immunities
Fort +2, Ref +4, Will -1
Speed 30 ft. (6 squares)
Melee shortsword +4 (1d6+2/19-20) or
Melee Enkiduan glaive +4 (1d10+2/x2, 10ft.-reach) or
Ranged light repeating crossbow +4 (1d8/19-20, 80 ft.) or
Ranged light repeating crossbow +2/+2 (1d8/19-20, 80 ft.)
Base Atk +4; Grp +6
Atk Options Point Blank Shot, Rapid Shot
Abilities Str 15, Dex 15, Con ~, Int 6, Wis 5, Cha 5
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
Skills Knowledge (war) +7
Possessions shortsword, light repeating crossbow, 2 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. VII CR 3
N Medium construct
Init +2; Senses Listen -2, Spot -2; darkvision 60 ft., low-light vision
AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
vp 37 (7 VD); wp 20, fast healing 2
Immune construct immunities
Fort +2, Ref +4, Will +0
Speed 30 ft. (6 squares)
Melee shortsword +5 (1d6+2/19-20) or
Melee Enkiduan glaive +5 (1d10+2/x3, 10-ft. reach) or
Ranged light repeating crossbow +5 (1d8/19-20, 80 ft.) or
Ranged light repeating crossbow +3/+3 (1d8/19-20, 80 ft.)
Base Atk +5; Grp +7
Atk Options Point Blank Shot, Rapid Shot
Abilities Str 15, Dex 15, Con ~, Int 7, Wis 6, Cha 6
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
Skills Knowledge (war) +8
Possessions shortsword, light repeating crossbow, 2 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

Raysson-Marionette Battle Automaton Mk. IIX CR 4
N Medium construct
Init +3; Senses Listen -2, Spot -2; darkvision 60 ft., low-light vision
AC 21 (+2 Dex, +5 natural, +4 shield), touch 12, flat-footed 19
vp 44 (8 VD); wp 20, fast healing 2
Immune construct immunities
Fort +2, Ref +5, Will +0
Speed 30 ft. (6 squares)
Melee shortsword +6/+1 (1d6+2/19-20) or
Melee Enkiduan glaive +6/+1 (1d10+2/x2, 10-ft. reach) or
Ranged light repeating crossbow +7 (1d8/19-20, 80 ft.) or
Ranged light repeating crossbow +5/+5/+0 (1d8/19-20, 80 ft.)
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Rapid Shot
Abilities Str 15, Dex 16, Con ~, Int 8, Wis 6, Cha 6
SQ Darkvision 60 ft., low-light vision, fast healing 2, construct traits
Feats Phalanx Fighting (B), Quick Draw, Point Blank Shot, Rapid Shot
Skills Knowledge (war) +10
Possessions shortsword, light repeating crossbow, 3 5-bolt cases, Enkiduan tower shield, Enkiduan glaive

Bliss Vine CR 4
N Large Plant
Init +0; Senses Listen +1, Spot +1; blindsight 30 ft., low-light vision
Aura aura of bliss
AC 15, touch 9, flat-footed 15
vp 30 (4 VD); wp 16
Immune electricity, plant traits
Resist cold and fire 10, plant traits
Fort +7, Ref +1, Will +2
Speed 5 ft. (1 square)
Melee Slam +7 (1d6+7) or
Base Atk +3; Grp +12
Atk Options constrict 1d6+7, entangle, improved grab
Abilities Str 20, Dex 10, Con 16, Int ~, Wis 13, Cha 9
SQ Aura of bliss, constrict 1d6+7, entangle, improved grab, blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10

Environment: Temperate forests
Organization: Solitary or patch (2-4)
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: —

As you walk through the woods, you suddenly feel a strange sense of happiness and contentment drawing you toward a plant not ten yards from where you stand. It is a viny plant bedecked with fragrant, deep red flowers. You breathe deeply, savoring the enchanting scent, and feel yourself slipping into a blissful stupor...

Aura of Bliss (Ex): The bliss vine exudes sweet-smelling pheremones in a 30-foot radius of itself. These pheremones are an airborne toxin with a Fortitude save DC of 15. Those who fail the save feel attracted to the the bliss vine as if under the effects of the attraction (http://www.d20srd.org/srd/psionic/powers/attraction.htm) power. This lasts for 1 minute. After the minute has ended, the creature must make another Fortitude save against DC 15. Those who fail the save are disabled and do not perceive the bliss vine or its actions as threatening, while success indicates that they are merely disabled. These effects last for 1d10 rounds. The save DC is Constitution-based. This is a mind-affecting, compulsion, and poison effect that operates only in the spring and summer. The durations of effects already in place continue after the bliss vine's demise. Note that while the effects of this ability are similar to certain psionic and magical effects, the ability is nonpsionic and nonmagical and thus not subject to defenses against magic.
Constrict (Ex): A bliss vine deals 1d6+7 points of damage with a successful grapple check.
Entangle (Su): A bliss vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex): To use this ability, a bliss vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Blindsight (Ex): Bliss vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex): Since a bliss vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

The bliss vine is a relative of the assassin vine. However, unlike its cousin, the bliss vine prefers to lure its prey to it with its pheromonal powers. Once an animal or humanoid has succumbed to its aura of bliss, it kills its victims and feeds on their corpses. In the fall, its seeds can be harvested and made into poisons.


The Children of Destiny
The Children of Destiny are an adventuring team from Seven Paths. They are regarded as the best team the school has yet trained, owing at least something to the fact that three of its five members are the Seven's children.

Aerin Hitomi, 17 CR 2
Female human Monk 2
LG Medium humanoid (Human)
Init +8; Senses Listen +9, Spot +9
Languages Auran, Holy Tongue, Low Elven, Mercaani
AC 22 (+4 Dex, +4 Wis, +4 class), touch 18, flat-footed 18; Combat Expertise, Dodge
vp 16 (2 VD); wp 15
Resist evasion
Fort +6, Ref +7, Will +7
Speed 30 ft. (6 squares)
Melee unarmed strike +3 (1d6+2/20) or
Melee flurry of blows +1/+1 (1d6+2/20) or
Ranged light crossbow +5 (1d8/19-20, 80 ft.)
Base Atk +1; Grp +3
Atk Options Combat Reflexes, flurry of blows
AP 6 (1d6)
Combat Gear crossbow bolts (20)
Abilities Str 14, Dex 18, Con 14, Int 16, Wis 18, Cha 18
SQ Flurry of blows, unarmed strike, kazejutsu style
Feats Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Dodge, Combat Expertise
Skills Concentration +8, Hide +9, Jump +9, Knowledge (religion) +6, Knowledge (the planes) +3, Listen +9, Move Silently +9, Spot +9, Tumble +9
Possessions combat gear plus monks outfit, cloak, superior pack, tent, wooden holy symbol of Vala, ring of arcane signing

Aerin is the daughter of Kenji and Mariko Hitomi. Her unusual red-gold hair color is the result of Mariko's magical exposure to elemental fire, the same exposure that granted Mariko her arcane powers. She is quite tall, standing 6"1', and she weighs 205 lb. She has her mothers violet eyes.

Aerin’s Advancement Path
Class (Character) Ability Increases; Feats, Bonus Feats; Other
Mnk 3 (3) Mobility
Mnk 4 (4) Con +1
Mnk 6 (6) Spring Attack, Defensive Strike
Mnk 8 (8) Dex +1; Fire-Souled template
Mnk 9 (9) Weapon Finesse
Mnk 12 (12) Dex +1; Whirlwind Attack
Mnk 14 (14)
Mnk 14/Clr 1 (15) Monastic Training (cleric [Vala {Fire, War}]), Martial Weapon Proficiency (longsword), Weapon Focus (longsword)
Mnk 15/Clr 1 (16) Dex +1
Mnk 17/Clr 1 (18) Whirling Steel Strike
Mnk 19/Clr 1 (20) Wis +1
Mnk 20/Clr 1 (21) Soulfire Spell
Mnk 20/Clr 1/SG 1 (22)
Mnk 20/Clr 1/SG 3 (24) Wis +1; Improved Critical (longsword)
Mnk 20/Clr 1/SG 6 (27) Graceful Edge (longsword)
Mnk 20/Clr 1/SG 7 (28) Wis +1
Mnk 20/Clr 1/SG 9 (30) Extra Smiting

Additional Equipment by Character Level
5 bracers of armor +2, brooch of shielding (101 pts), potion of
cure light wounds (4, 1d8+5), potion of cure moderate wounds (2d8+10), ring of protection +1

Aramoro, 114 CR 5
Male common elf Sorcerer 5
CG Medium humanoid (Elf)
Init +8; Senses Listen +7 (+9), Spot +7 (+9; +10 in bright light, +12); low-light vision, elf senses
Languages Arcanic, Low Elven, Mercaani, Sylvan, empathic link
AC 17 (+4 Dex, +3 class), touch 14, flat-footed 13
vp 27 (5 VD); wp 15
Immune sleep effects
Resist Will +7 vs. enchantment and telepathy effects
Fort +3, Ref +5, Will +5
Speed 30 ft. (6 squares)
Melee +1 longsword +5 (1d8+3/19-20) or
Melee +1 longsword+5 (1d8+4/19-20, two-handed) or
Ranged +1 composite shortbow (+2) +7 (1d6+3/x3, 70ft.)
Base Atk +2; Grp +4
AP 8 (1d6)
Combat Gear arrows (20), necklace of fireballs II (6d6, 4d6, 4d6, 2d6), potion of cure light wounds (4, 1d8+5), wand of color spray (42 charges)
Spells Known (CL 5, 0% arcane spell failure chance):
2nd (5/day) - false life (1d10+5 temp vp), invisibility
1st (7/day) - mage armor, magic missile (3 missiles), shield, summon monster I
0 (6/day) - arcane mark, dancing lights, detect magic, ghost sound (Will DC 14 disbelief), ray of frost (+6 ranged touch, 1d3 cold), read magic
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 13, Cha 18
SQ immunity to sleep effects, +2 Will vs. enchantment and telepathy effects, weapon proficiencies, low-light vision, elven senses, summon familiar (Kumori, hawk)
Feats Alertness (when Kumori is within5ft.), Eschew Materials, Quickness, Martial Weapon Proficiency (longsword, longbow, shortbow), Combat Casting
Skills Concentration +10, Knowledge (arcana) +10, Listen +7 (+9), Search +4, Spellcraft +10, Spot +7 (+9; +10 in bright light, +12)
Possessions combat gear plus +1 longsword, +1 composite shortbow (+2), superior pack, explorer’s outfit

Aramoro is a fairly typical urban elf: a casual worshipper of Solaan and Mariko, with the normal green elven eyes. His most distinguishing feature is his hair, which he uses magical dyes to turn pale blue. He is as tall as Aerin but slimmer and lighter, owing to his elven build. He weighs 195 lb.

Kumori CR ~
Female hawk familiar
N Tiny magical beast (augmented animal)
Init +3; Senses Listen +6, Spot +14
Languages empathic link, speak with master
AC 20, touch15, flat-footed 17
vp 13 (5 VD); wp 10
Resist improved evasion
Fort +2, Ref +5, Will +6
Speed 10 ft. (2squares), fly 60 ft. (average)
Melee talons +5 (1d4-2)
Space 2-1/2 ft.
Reach 0ft.
Base Atk +0; Grp -10
Atk Options deliver touch spells
Abilities Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
SQ share spells, low-light vision
Feats Weapon Finesse
Skills Concentration +8, Knowledge (arcana)+7, Listen+6, Spellcraft+7, Spot+14

Aramoro’s Advancement Path
Class (Character) Ability Increases; Feats, Bonus Feats; Spells
Sor 6 (6) Still Spell; 0: Message, 3: Chain Missile (SC)
Sor 7 (7) 1: Ray of Enfeeblement, 2: Web, 3: Fireball
Sor 8 (8) Con +1; 0: Touch of Fatigue, 4: Ice Storm
Sor 8/Barbarian 1 (9) Energy Substitution (cold)
Sor 8/Bbn 4 (12) Wis +1; Kiai Shout
Sor 8/Bbn 4/RageMage 1 (13)
Sor 8/Bbn 4/RM 2 (14) 2: See Invisibility, 3: Summon Monster III, 4: Greater Invisibility
Sor 8/Bbn 5/RM 2 (15) Practiced Spellcaster (sorcerer)
Sor 8/Bbn 5/RM 3 (16) Str +1
Sor 8/Bbn 5/RM 4 (17) 0: Mending, 5: Teleport
Sor 8/Bbn 5/RM 5 (18) Arcane Strike
Sor 8/Bbn 5/RM 6 (19) 2: Scorching Ray, 3: Ray of Exhaustion, 4: Orb of Cold, 5: Hold Monster
Sor 8/Bbn 5/RM 7 (20) Str +1
Sor 8/Bbn 5/RM 8 (21) Extend Rage; 6: Summon Monster VI
Sor 8/Bbn 5/RM 10 (23) 4: Force Missiles (SC), 5: Cloudkill, 6:Disintegrate
Sor 9/Bbn 5/RM 10 (24) Cha +1; Twin Spell; 7: Waves of Exhaustion
Sor 10/Bbn 5/RM 10 (25) 5: Wall of Force, 6: Greater Dispel Magic, 7: Greater Teleport
Sor 11/Bbn 5/RM 10 (26) 8: Incendiary Cloud
Sor 12/Bbn 5/RM 10 (27) Greater Kiai Shout; 7: Delayed Blast Fireball, 8: Superior Invisibility (SC)
Sor 13/Bbn 5/RM 10 (28) Cha +1; 9: Summon Monster IX
Sor 14/Bbn 5/RM 10 (29) 8: Polar Ray, 9: Mass Hold Monster
Sor 15/Bbn 5/RM 10(30) Extra Rage; 9: Meteor Swarm

Bellantin, 16 CR 2
Male human Cleric 2 (Valdersaan)
LN Medium humanoid (Human)
Init +2; Senses Listen +4, Spot +4
Aura lawful cleric
Languages Dwarven, Holy Tongue, Mercaani
AC 15 (+2 Dex, +3 class), touch 12, flat-footed 13
vp 18 (2 VD); wp 16, DR 5
Fort +6, Ref +2, Will +7
Speed 20 ft. (4 squares)
Melee warhammer +4 (1d8+4/x2, wielded in two hands) or
Ranged light crossbow +3(1d8/19-20)
Base Atk +1; Grp +4
Atk Options smite 1/day
Special Actions turn undead 6/day
AP 6 (1d6)
Combat Gear holy water (1 flask), bolts (10), warhammer (doubles as holy symbol of Valdersaan)
Spells Prepared (CL 2):
1st - bless, cause fear (Will DC 15 negates), magic weapon, protection from chaos (domain spell)
0 - detect magic, guidance, guidance, light
Abilities Str 16, Dex 15, Con 16, Int 15, Wis 18, Cha 16
SQ Human racial traits, turn undead 6/day, smite 1/day, cleric spells, spontaneous cure spells, domains (Destruction, Law)
Feats Martial Weapon Proficiency (warhammer), Combat Focus
Skills Concentration +8, Intimidate (cc) +5, Knowledge (dungeoneering) (cc) +5, Knowledge (the planes) +7, Knowledge (religion) +7
Possessions combat gear plus breast plate, light crossbow, spell component pouch, superior pack, ring of arcane signing

Bellantin, the son of a northern blacksmith, has grey-blue eyes and shaves his head bald. When his hair grows out, it is black. He joined the priesthood of Valdersaan and then Seven Paths. He is on the short side, standing 5’8” tall, but stocky, weighing 201 lb.

Bellantin’s Advancement Path
Class (Character) Ability Increases; Feats, Bonus Feats; Other
Clr 3 (3) Weapon Focus (warhammer)
Clr 4 (4) Wis +1
Clr 6 (6) Combat Stability
Clr 8 (8) Int +1 [Axiomic, Craft (weaponsmithing)]
Clr 9 (9) Extra Smiting
Clr 12 (12) Wis +1; Reach Spell
Clr 12/Ftr 1 (13) Power Attack
Clr 12/Ftr 2 (14) Improved Critical (warhammer)
Clr 13/Ftr 2 (15) Combat Vigor
Clr 14/Ftr 2 (16) Wis +1
Clr 16/Ftr 2 (18) Cleave
Clr 18/Ftr 2 (20) Str +1
Clr 19/Ftr 2 (21) Great Cleave
Clr 20/Ftr 2 (22)
Clr 20/Ftr 4 (24) Str +1; Overwhelming Critical, Improved Sunder
Clr 20/Ftr 6 (26) Combat Brute
Clr 20/Ftr 8 (28) Wis +1; Brutal Strike
Clr 20/Ftr 10 (30) Improved Spell Capacity (10th), Improved Initiative

Kael Nakaza, 17 CR 5
Male half-elf Soulknife 5
CG Medium humanoid (Elf, Psionic)
Init +4; Senses Listen +12, Spot +12; low-light vision
Languages Auran, Low Elven, Mercaani, Penumbraic
AC 21 (+4 Dex, +6 class, +1 ring of protection), touch 15, flat-footed 17
vp 47(5 VD); wp 17, DR 4
Immune sleep
Resist Will +11 vs. enchantment and telepathy effects
Fort +6, Ref +10, Will +9
Speed 30 ft. (6 squares)
Melee +1 mind blade +9 (1d10+7/19-20) or
Ranged +1 mind blade +9 (1d10+7/19-20, 30 ft.)
Base Atk +3; Grp +7
Atk Options Focused Mind Strike, Psionic Weapon
Special Actions psychic strike +1d8
AP 7 (1d6)
Combat Gear potion of cure light wounds (11, 1d8+5), potion of cure moderate wounds (4, 2d8+10), alchemist’s fire (15)
pp/day 2
Abilities Str 19, Dex 18, Con 17, Int 14, Wis 17, Cha 16
SQ Half-elf racial traits, mindblade, throw mindblade, psychic strike +1d8, +1 mindblade, free draw, shape mindblade
Feats Weapon Focus (mind blade), Wild Talent, Psionic Weapon, Focused Mind Strike
Skills Autohypnosis +11, Concentration +11, Craft (alchemy) +10, Knowledge (psionics) +10, Listen +12, Spot +12
Possessions combat gear plus chain shirt, superior adventurer’s pack, tent, ring of arcane signing, brooch of shielding (101), cloak of resistance+2, ring of protection +1, feather token (swan boat)

Kael takes after his father in many ways: though by no means stupid, he very rarely contributes anything to a conversation without thoroughly thinking it over first. He also broods on a regular basis about the pressures of having to live up to the reputation of his father and mother. He follows no deity in particular. He is 6'2", weighs 232lb., has deep blue eyes and long black hair that he wears in a ponytail.

Kael’s Advancement Path
Class (Character) Ability Increases; Feats, Bonus Feats; Other
SK 5/Pyrokineticist 1 (6) Psionic Meditation
SK 6/PK 1 (7) keen mindblade
SK 6/PK 2 (8) Str +1
SK 6/PK 3 (9) Greater Psionic Weapon
SK 6/PK 4 (10)
SK 8/PK 4 (12) Dex +1; Power Attack
SK 10/PK 4 (14) collision mindblade
SK 10/PK 5 (15) Improved Critical (mindblade)
SK 10/PK 6 (16) Dex +1
SK 10/PK 8 (18) Cleave
SK 12/PK 8 (20) Str +1
SK 13/PK 8 (21) Mind Cleave
SK 14/PK 8 (22) collision mighty cleaving mindblade
SK 14/PK 10 (24) Con +1; Deep Impact
SK 17/PK 10 (27) Epic Psionic Focus
SK 18/PK 10 (28) Str +1; collision mindcrusher mindblade
SK 20/PK 10 (30) Great Cleave

Kira Nakaza, 17 CR 2
Female half-elf Rogue 2
CG Medium humanoid (Elf)
Init +4; Senses Listen +9, Spot+9; low-light vision
Languages Dwarven, Gnomish, Low Elven, Mercaani, Orc
AC 17 (+4 Dex, +3 class), touch 14, flat-footed 13; Dodge
vp 15 (2 VD); wp 16, DR 2
Immune sleep effects
Resist evasion
Fort +3, Ref +6, Will +3
Speed 30ft. (6 squares)
Melee rapier +3(1d6+2/18-20) or
Ranged light crossbow +5(1d8/19-20, 80 ft.)
Base Atk +1; Grp +3
Atk Options sneak attack +1d6
AP 6 (1d6)
Combat Gear ACid flask (4), crossbow bolts (20)
Abilities Str 15, Dex 18, Con 16, Int 17, Wis 16, Cha 18
SQ Half-elf traits, sneak attACk +1d6, trapfinding, evasion
Feats Dodge
Skills Appraise +8, Balance +9, Disable Device +10, Hide +9, Listen +9, Move
Silently +9, Open Lock +11, Search +9, Spot +9, Tumble +9, Use Rope +9
Possessions combat gear plus leather armor, rapier, light crossbow, traveler’s outfit, superior adventurer’s pack, MW thieves’ tools, climber’s kit, grappling hook

Kira worships Fortuna, Solaan, Mariko, and Karan. She is 5’9” and weighs 165lb. She has blue eyes and brown hair. She is very outgoing, unlike her brother.

Kira’s Advancement Path
Class (Character) Ability Increases; Feats, Bonus Feats; Other
Rog 3 (3) Mobility
Rog 4 (4) Int +1 (Aquan, Use Magic Device)
Rog 6 (6) Spring Attack
Rog 8 (8) Dex +1
Rog 9 (9) Deadly Precision
Rog 10 (10) Improved Evasion
Rog 12 (12) Int +1; Weapon Finesse
Rog 12/Lurk 3 (15) Combat Expertise
Rog 13/Lrk 3 (16) Int +1 (Court Elven, Concentration); Quick Draw
Rog 13/Lrk 5 (18) Psionic Weapon
Rog 15/Lrk 5 (20) Dex +1
Rog 16/Lrk 5 (21) Whirlwind Attack, Skill Mastery
Rog 16/Lrk 8 (24) Dex +1; Psionic Meditation
Rog 16/Lrk 11 (27) Greater Psionic Weapon
Rog 16/Lrk 12 (28) Str +1
Rog 16/Lrk 14 (30) Improved Initiative


The Denizens of Seven Paths
Seven Paths is not merely a school; it also houses several independent businesses, as well as the Dragon’s Hoard Bank. Detailed here are those who make their livings at the Seven Paths complex.

Thamas Maevisson, 45 CR 3
Male human Warrior 2/Magewright 2
N Medium humanoid (Human)
Init +0; Senses Listen +1, Spot +1
Languages Dwarven, Mercaani, Orc
AC 11 (+0 Dex, +1 class), touch 10, flat-footed 11
vp 18 (4 VD); wp 13
Fort +4, Ref +0, Will +4
Speed 30ft. (6 squares)
Melee unarmed strike +5 (1d3+2 nonlethal)
Base Atk +3; Grp +5
Atk Options Power Attack, Flying Kick
Spells Known (CL 2):
1st (2/day) - none
0 (3/day) - arcane mark, prestidigitation
Abilities Str 14, Dex 10, Con 13, Int 14, Wis 12, Cha 11
Feats Improved Unarmed Strike, Power Attack, Flying Kick
Skills Intimidate +5, Jump +6, Profession (brewer) +6, Profession (innkeeper) +8, Spellcraft +5
Possessions clothes, spell component pouch

Thamas is a tall, burly man who’s put on a bit of weight in his middle age. He stands 5’11” and weighs 224lb.; his eyes are brown, and his hair a silvering brown. He is a jovial, good-natured man whom most take a great liking to; unfortunately, he was born with a disfigured upper lip which is moderately unpleasant to look at. The disfigurement impeded his speech greatly when he was younger; but he worked hard to overcome the impediment. It is now barely noticeable, except when he becomes preoccupied or excited, when it reasserts itself. If a fight breaks out, his favored tactic is to leap feet first over the bar and smash into the combatants.

Kimiyo Maevisson, 47 CR 1/2
Female human Magewright 1
NG Medium humanoid (Human)
Init +0; Senses Listen +1, Spot +1
Languages Gnomish, Low Elven, Mercaani
AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
vp 5 (1 VD); wp 9
Fort -1, Ref +0, Will +3
Speed 30 ft. (6 squares)
Melee unarmed strike -2 (1d3-2 nonlethal)
Base Atk +0; Grp -2
Spells Known (CL 1):
1st (2/day) - floating disk
0 (3/day) - message
Abilities Str 7, Dex 10, Con 9, Int 15, Wis 13, Cha 16
Feats Negotiator, Quickness
Skills Diplomacy +7, Intimidate +5, Profession (innkeeper) +5, Profession (waitress) +5, Sense Motive+5
Possessions clothes, spell component pouch

Standing at 5’2” and weighing 121lb., Kimiyo is as short and thin as her husband is tall and broad. Her hair and eyes are identical to his in color, however. She does her best to defuse any tense situations that crop up before they erupt into violence.

Nakuyo Maevisson, 17 CR 1/2
Female human Magewright 1
CG Medium humanoid (Human)
Init +0; Senses Listen +1, Spot +1
Languages Dwarven, Low Elven, Mercaani
AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
vp 3 (1 VD); wp 10
Fort +0, Ref +0, Will +3
Speed 30 ft. (6 squares)
Melee unarmed strike +1 (1d3+1 nonlethal)
Base Atk +0; Grp +1
Atk Options Improved Unarmed Strike
Spells Known (CL 1):
1st (2/day) - grease, floating disk
0 (3/day) - message, prestidigitation
Abilities Str 12, Dex 10, Con 10, Int 14, Wis 12, Cha 13.
SQ Human racial traits, spells, spell mastery
Feats Improved Unarmed Strike, Spell Mastery
Skills Concentration +2, Diplomacy +3, Intimidate +2, Profession (barkeep) +5, Profession (waitress) +5, Spellcraft +6
Possessions clothes, spell component pouch

At 5’5” and 132lb., Nakuyo looks like a scaled-up, younger version of her mother, except for one detail. Unfortunately, she was born with the same disfigurement of her upper lip as her father, so while her body is quite alluring and her personality quite likable, she is less attractive than she would otherwise be. She usually works in the main bar area.

Serving Girls (2) CR 1/2
Female human Magewright 1
N Medium humanoid (Human)
Init +0; Senses Listen +1, Spot +1
Languages Dwarven, Low Elven, Mercaani
AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
vp 3 (1 VD); wp 10
Fort +0, Ref +0, Will +3
Speed 30 ft. (6 squares)
Melee unarmed strike -1 (1d3-1 nonlethal)
Base Atk +0; Grp -1
Atk Options Improved Unarmed Strike
Spells Known (CL 1):
1st (2/day) - floating disk
0 (3/day) - message
Abilities Str 9, Dex 11, Con 10, Int 14, Wis 12, Cha 12
SQ Human racial traits, spells, spell mastery
Feats Improved Unarmed Strike, Skill Focus (Profession [waitress])
Skills Concentration +4, Diplomacy +3, Intimidate +3, Profession (waitress) +8, Spellcraft +6
Possessions clothes, spell component pouch
*For non-human serving girls, drop Improved Unarmed Strike and reduce Concentration and Intimidate bonuses to +2 each. Alter languages spoken as appropriate.

These young women work in the dining hall of Maevissons most of the time, but Nakuyo will occasionally switch places with one of them.

Cooks (6) CR 1/2
Male or Female human Commoner 1
N Medium humanoid (Human)
Init +1; Senses Listen +5, Spot +1
Languages Mercaani
AC 11 (+1 Dex, +0 class), touch 11, flat-footed 10
vp 3 (1 VD); wp 10
Fort +0, Ref +1, Will +1
Speed 30 ft. (6 squares)
Melee cooking knife -1 (1d4-1/19-20) or
Ranged cooking knife -1(1d4-1/19-20, 10 ft.)
Base Atk +0; Grp -1
Abilities Str 9, Dex 12, Con 10, Int 11, Wis 13, Cha 8
SQ Human racial traits
Feats Skill Focus (Knowledge [local {Enkidu City area}], Profession [cook])
Skills Knowledge (local [Enkidu City area]) +5, Listen +5, Profession (cook) +8
Possessions clothes, cooking knife
*For non-human cooks, drop Knowledge (local) and the related Skill Focus feat.

Kenin Osari, 262 CR 2
Male common elf Magewright 3
NG Medium humanoid (Elf)
Init +2; Senses Listen +8, Spot+6; low-light vision, elf senses
Languages Arcanic, Dwarven, Gnomish, Holy Tongue, Low Elven, Mercaani
AC 13 (+2 Dex, +1 class), touch 12, flat-footed 11
vp 11(3 VD); wp 12
Immune sleep effects
Resist Will +7 vs. enchantment and telepathy effects
Fort +2, Ref +3, Will +5
Speed 30ft. (6 squares)
Melee scimitar +1 (1d6/18-20)
Base Atk +1; Grp +1
Spells Known (CL 3):
1st (3/day) - alarm, identify
0 (3/day) - arcane mark, detect magic, mage hand, mending, open/close, read magic
Abilities Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 15
SQ Elf racial traits, spells, spell mastery
Feats Alertness, Spell Mastery
Skills Gather Information +4, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local [Enkidu City area]) +10, Listen +8, Profession (shopkeeper) +8, Spellcraft +10
Possessions clothes, scimitar spell component pouch

This scholarly elf loves gossip almost as much as he loves ancient history and esoteric knowledge. He doesn’t spread much gossip himself, but he always keeps his keen ears open for whatever he might hear. He also has a good heart, as demonstrated by the fact that he and his wife adopted the mysterious, orphaned infant Nintari Goju brought to them and raised him as their own. When they first met, Kenin had difficulty pronouncing his future wife’s name correctly, and it has now become something of a pet name. While most say “Calli” with the same “a” as in “cat”, Kenin says “Cali” with the same “a” as in “swat”.

Calli Osari, 40 CR 1
Female half-elf Expert 2
NG Medium humanoid (elf)
Init -1; Senses Listen +2, Spot +2; low-light vision
Languages Arcanic, Archaic Mercaani, Gnomish, Low Elven, Mercaani
AC 9 (-1 Dex, +0 class), touch 9, flat-footed 10
vp 3 (2 VD); wp 8
Immune sleep effects
Resist Will +6 vs. enchantment and telepathy effects
Fort -1, Ref -1, Will +4
Speed 30 ft. (6 squares)
Melee unarmed strike +1 (1d3 nonlethal)
Base Atk +1; Grp +1
Abilities Str 10, Dex 9, Con 8, Int 17, Wis 12, Cha 12
SQ Half-elf racial traits
Feats Negotiator
Skills Appraise +8, Bluff +6, Decipher Script +8, Diplomacy +12, Forgery +8, Knowledge (arcana) +8, Knowledge (history) +8, Profession (shopkeeper) +6, Sense Motive +8
Possessions clothes

Kenin Osari’s wife has an even greater love of ancient history and esoteric knowledge than he does. She’s not entirely sure how she ended up helping her husband run a general store, but she’s grateful that the regular visits from adventurers means there are always aged curios and artifacts to examine. She is unfortunately clumsy, but in a disarming and endearing way. She’s better at negotiating than her husband, and so does most of the haggling. She named Iames. She has never tried her hand at producing forged documents of her own, but she has studied the art in order to be able to spot imitations of her beloved ancient texts.

Groom (10) CR1
Male or Female human Expert 1/Magewright 1
N Medium humanoid (Human)
Init +0; Senses Listen +1, Spot +1
Languages Mercaani, Low Elven
AC 10 (+0 Dex, +0 class), touch 10, flat-footed 10
vp 6 (2 VD); wp 11
Fort +0, Ref +0, Will +5
Speed 30 ft. (6 squares)
Melee unarmed strike +1 (1d3+1 nonlethal)
Base Atk +0; Grp +1
Spells Known (CL 1):
1st (2/day) - mount
0 (3/day) - prestidigitation
Abilities Str 12, Dex 10, Con 11, Int 12, Wis 12, Cha 12
SQ Human racial traits
Feats Animal Affinity, Spell Mastery
Skills Appraise +5, Concentration +4, Handle Animal +7, Heal +5, Profession (groom) +6, Ride +7, Sleight of Hand +4, Use Rope +4
Possessions clothes, spell component pouch
*For non-human grooms, drop Animal Affinity (reducing Handle Animal and Ride each to +5) and Appraise.

Nikov Karlmann, 79 CR 17
Male dwarf Artificer 17
LG Medium humanoid (Dwarf)
Init +1; Senses Listen +0, Spot +0; darkvision 60ft.
Languages Arcanic, Dwarven, Gnomish, Holy Tongue, Mercaani, Terran
AC 20 (+1 Dex, +9 class), touch 11, flat-footed 19
vp 110 (17 VD); wp 16
Resist +2 vs. poison, spells, and spell-like effects
Fort +8, Ref +6, Will +10
Speed 20 ft. (4 squares)
Melee +5 thundering adamantine warhammer +21/+16/+9 (1d8+10/20/x2)
Base Atk +12; Grp +15
Atk Options rage1/day
Infusions (CL 17, save DC 14 + infusion level):
6th (3/day)
5th (3/day)
4th (5/day)
3rd (5/day)
2nd (5/day)
1st (5/day)
Abilities Str 16, Dex 12, Con 16, Int 18, Wis 10, Cha 13
SQ Dwarf racial traits, artificer knowledge +21, artisan bonus, disable trap, item creation, craft homunclus, retain essence, metamagic spell trigger, metamagic spell completion, skill mastery (Spellcraft, Use Magic Device), craft reserve (5,000)
Feats Magical Aptitude, Scribe Scroll, Brew Potion, Skill Focus (Use Magical Device), Craft Wondrous Item, Exceptional Artisan x2, Craft Magic Arms and Armor, Extraordinary Artisan x2, Craft Wand, Legendary Artisanx3, Craft Rod, Craft Staff, Forge Ring, Attune Magic Weapon
Skills Appraise +24, Craft (armorsmithing) +28, Craft (blacksmithing) +28, Craft (gemcutting) +28, Craft (jeweler) +28, Craft (weaponsmithing) +28, Spellcraft +26, Use Magical Device +26
Possessions clothes, masterwork gemcutters’ tools, masterwork jewelers’ tools, masterwork jewelers’ loupe, +5 thundering adamantine warhammer.

This dwarf’s first loyalty is to Mariko; he serves as her personal armorer and, by extension, as the armorer for all of the Seven. He is very fond of Aerin and often bestows upon her little trinkets that he has made. His manner is gruff and blunt but friendly, and he likes to hear stories of students’ adventures; after listening, he will explain precisely how you fell short, mutter an apology (if he likes you) and then declare loudly, “But ‘tis the truth, by Bella’s blade, and the truth must be told!” Nikov stands 4’2” and weighs in at a solid 170lb.; his eyes are stone-gray, and his hair and beard coal-black.

Marthyn Marthynsfrin Rendon Rendonnell Farthing Farthington Marionette, 94 CR 8
Male city gnome Magewright 5/Wizard (Necromancer) 4
N Small humanoid (Gnome)
Init +2; Senses Listen +5, Spot +3; low-light vision
Languages Arcanic, Daemic, Dwarven, Gnomish, Low Elven, Mercaani
AC 16 (+2 Dex, +1 size, +3 class), touch 13, flat-footed 14
vp 40 (9 VD); wp 15
Fort +4, Ref +4, Will +10
Speed 20 ft. (4 squares)
Melee Morningstar +5 (1d6)
Base Atk +4; Grp +0
Combat Gear various alchemical items
Spells Prepared (CL 8):
2nd - scare, stonebones, spectral hand, fog cloud, summon undead II
1st – ray of enfeeblement (2, ranged touch +7), shocking grasp (2, melee touch +5, 5d6), shield
0 – touch of fatigue (5, melee touch +5, Fort DC 15 negates)
Spells Known (CL 5):
2nd (2/day) - make whole
1st (3/day) - alarm, magecraft, floating disk
0 (3/day) - arcane mark, magehand, mending, open/close
Abilities Str 10, Dex 14, Con 15, Int 18, Wis 13, Cha 10
SQ City gnome racial traits, prohibited schools (Enchantment, Illusion), magewright spells, wizard spells, summon familiar (none), spellmastery
Feats Alertness, Spell Focus (conjuration), Augment Summoning, Scribe Scroll, Spell Focus (necromancy), Practiced Spell caster (wizard)
Skills Craft (alchemy) +22, Craft (candlemaker) +18, Craft (locksmithing) +18,
Knowledge (arcana) +18, Knowledge (architecture & engineering) +16, Spellcraft +18
Possessions combat gear plus clothes, morningstar, spell component pouch, spellbook
Spellbook spells prepared plus 0-level spells plus 1 - obscuring mist, cause fear, mage armor, magic missile, expeditious retreat, chill touch, summon undead I

Marthyn, as he is known to most at Seven Paths, is awidower whose wife was killed many years ago while performing alchemical experiments. His children, Lia and Eldon, were too young at the time to remember the event, and they attend the school. Unfortunately, the salvageable remains weren’t enough to be raised, and Marthyn doesn’t have enough money to buy one of the more potent spells of resurrection. He hasn’t told his children how their mother died, and the Seven remain unaware of his troubles; if they knew, they would happily cast the necessary spell free of charge. Marthyn still grieves in the dead of night, and he has lately begun to dabble in necromancy. Ever since the accident, he has been irrationally frightened of performing any sort of alchemical experiment, although he will craft any standardal chemical item. He is 3’5” tall and weighs 45lb. His eyes are blue and his hair black. He mutters to himself constantly and is easily startled. Whenever a student who is studying alchemy with him begins to experiment, he becomes highly agitated, wringing his hands and shouting frantically for them to stop. He currently has no familiar.

Wyra Tanners, 26 CR 5
Female half-orc Magewright 6
N Medium humanoid (Orc)
Init +0; Senses Listen +1, Spot +1
Languages Dwarven, Gnomish, Low Elven, Mercaani, Orc
AC 12 (+0 Dex, +2 class), touch 12, flat-footed 12; Combat Expertise
vp 21 (6 VD); wp 13
Fort +3, Ref +2, Will +6
Speed 30ft. (6 squares)
Melee whip +5 (1d3+2 nonlethal, 15 ft. reach) or
Melee whipdagger +5(1d4+2, 15 ft. reach)
Base Atk +3; Grp +5
Atk Options Improved Trip
Spells Known (CL 6):
2nd (2/day) - make whole
1st (3/day) - grease, magecraft, mount
0 (3/day) - arcane mark, magehand, mending, open/close
Abilities Str 14, Dex 10, Con 13, Int 16, Wis 12, Cha 10
SQ Magewright spells, half-orc racial traits
Feats Combat Expertise, Exotic Weapon Proficiency (whip), Improved Trip
Skills Bluff +4, Craft (armorsmithing)+12, Craft (calligraphy) +12, Craft (leatherworking) +14, Intimidate +4, Perform (weapon drill) +6
Possessions clothes, whip, whipdagger, spell component pouch

When the Dark Lord’s armies retreated back over the mountains into Mothga’s Wastes from Krafdheubh, they left a female infant behind. A family of human tanners took her in, raised her, and taught her their trade. Having felt unwelcome in the dawrven city, dwarves having notoriously long memories and an unparalleled ability to hold grudges, Wyra struck out on her own, eventually ending up at Seven Paths, where she is treated, for the most part, without regard to her race. She is 5’6” and weighs 201lb.

Lord Iames Osari
2007-02-11, 08:51 PM
Vault Clerk/Guard (5) CR 3
Male or Female personality Warforged Rogue 2/Fighter 1
LN Medium construct (Living)
Init +2; Senses Listen +2, Spot +2; read magic
Languages Mercaani
AC 17 (+2 Dex, +5 class), touch 12, flat-footed 15; Dodge, Mobility
Resist light fortification, evasion
vp 20 (3 VD); wp 12, DR 2/adamantine
Fort +3, Ref +5, Will +2
Speed 30 ft. (6 squares)
Melee slam +6 (1d6+3)
Base Atk +3; Grp +6
Atk Options sneak attack +1d6
Abilities Str 17, Dex 15, Con 12, Int 10, Wis 14, Cha 11
SQ Warforged racial traits, trapfinding, evasion, read magic, sneak attack +1d6
Feats Dodge, Mobility, Improved Natural Attack (slam, 1d6)
Skills Appraise+ 5, Bluff +5, Diplomacy +9, Forgery +5, Intimidate +7, Profession (bookkeeper) +8, Sense Motive +7
Possessions inkpen, ink vial, ledger

These Warforged staff the Dragon’s Hoard Bank, making note of each deposit and withdrawal, each loan taken out, the interest accumulated, loans repaid, and all the things a bank does. They dwell in the extradimensional space and are the only ones allowed into it. Their names are Ledger (Male personality, V-031), Vial (Female personality, V-124), Cheque (F, V-185), Ingot (M, V-793), and Ink (F, V-838). They have been enhanced to read magic continuously as a spell-like ability.

Warforged Fighter (5) CR 1, 2, or 3
Male or Female personality Warforged Fighter 1, Fighter 2 or Fighter 3
LN Medium construct (Living)
Init +3; Senses Listen +0, Spot +0
Languages Mercaani
AC 17 (+3 Dex, +4 class), touch 13, flat-footed 14 or
AC 18 (+3 Dex, +5 class), touch 13, flat-footed 15 or
AC 18 (+3 Dex, +5 class), touch 13, flat-footed 15
vp 9 (1 VD), 17 (2 VD) or 23 (3 VD); wp 17, DR 5/adamantine
Resist light Fortification
Fort +5, Ref +3, Will +0 or
Fort +6, Ref +3, Will +0 or
Fort +6, Ref +4, Will +1
Speed 30 ft. (6 squares)
Melee masterwork greatsword +6 (2d6+4/19-20) or
Melee slam +4 (1d4+3) or
Melee masterwork greatsword +7 (2d6+4/19-20) or
Melee slam +5 (1d4+3) or
Melee masterwork greatsword +8 (2d6+4/19-20) or
Melee slam +6 (1d4+3)
Base Atk +1; Grp +4 or
Base Atk +2; Grp +5 or
Base Atk +3; Grp +6
Atk Options None or
Atk Options Power Attack or
Atk Options Power Attack, Improved Sunder
Abilities Str 17, Dex 16, Con 17, Int 10, Wis 11, Cha 8
SQ Warforged racial traits
Feats Mithral Body, Weapon Focus (greatsword) or
Feats Mithral Body, Weapon Focus (greatsword), Power Attack or
Feats Mithral Body, Weapon Focus (greatsword), Power Attack, Improved Sunder
Skills Craft (weaponsmithing) +4, Hide +1, Intimidate +3, Move Silently +1 or
Skills Craft (weaponsmithing) +5, Hide +1, Intimidate +4, Move Silently +1 or
Skills Craft (weaponsmithing) +6, Hide +1, Intimidate +5, Move Silently +1
Possessions masterwork greatsword

These five Warforged have learned how to modulate their abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, they can restrict themselves to using 1st-level, 2nd-level, or their full 3rd-level abilities. They are No-dachi (M, V-502M), Ward (M, V-741M), Mithral (F, V-839M), Elfsteel (F, V-840M), and Claymore (M, V-952M).

Warforged Sneak (3) CR 1, 2, or 3
Female personality Warforged Rogue 1, Rogue 2, or Rogue 3
LN Medium construct (Living)
Init +3; Senses Listen +6, +7, or +8, Spot +6, +7, or +8; darkvision60ft.
Languages Mercaani
AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12; Dodge or
AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge or
AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge, Mobility
vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 15, DR 2/adamantine
Resist light fortification or
Resist evasion, light fortification or
Resist evasion, light fortification, trapsense +1
Fort +2, Ref +5, Will +2 or
Fort +2, Ref +6, Will +2 or
Fort +3, Ref +6, Will +3
Speed 30 ft. (6 squares)
Melee masterwork shortsword +3 (1d6+2/19-20) or
Melee slam +2 (1d4+2) or
Ranged hand crossbow +3 (1d4/19-20, 30 ft.) or
Melee masterwork shortsword +4 (1d6+2/19-20) or
Melee slam +3 (1d4+2) or
Ranged handcrossbow +4 (1d4/19-20, 30 ft.) or
Melee masterwork shortsword +5 (1d6+2/19-20) or
Melee slam +4 (1d4+2) or
Ranged handcrossbow +5 (1d4/19-20, 30 ft.)
Base Atk +0; Grp +2 or
Base Atk +1; Grp +3 or
Base Atk +2; Grp +4
Atk Options sneak attack +1d6 or
Atk Options sneak attack +1d6 or
Atk Options sneak attack +2d6
Special Actions trapfinding
Combat Gear 10 bolts
Abilities Str 15, Dex 17, Con 15, Int 10, Wis 14, Cha 8
SQ Warforged racial traits, sneak attack +1d6, trapfinding, darkvision or
SQ Warforged racial traits, sneak attack +1d6, trapfinding, evasion, darkvision or
SQ Warforged racial traits, sneak Attack +2d6, trapfinding, evasion, trapsense +1, darkvision
Feats Dodge or
Feats Dodge or
Feats Dodge, Mobility
Skills Disable Device +4, Hide +7, Listen +6, Move Silently +7, Open Lock +7, Search +4, Spot +6, Tumble +7 or
Skills Disable Device +5, Hide +8, Listen +7, Move Silently +8, Open Lock +8, Search +5, Spot +7, Tumble +8 or
Skills Disable Device +6, Hide +9, Listen +8, Move Silently +9, Open Lock +9, Search +6, Spot +8, Tumble +9
Possessions combat gear plus masterwork shortsword, handcrossbow

These three Warforged have learned how to modulate their abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, they can restrict themselves to using 1st-level, 2nd-level, or their full 3rd-level abilities. They are continuously under the effect of a darkvision spell. Their names and numbers are [pending].

Warforged Mage CR 1, 2, or 3
Male personality Warforged Wizard 1, Wizard 2, or Wizard 3
LN Medium construct (Living)
Init +3; Senses Listen -1, Spot -1
Languages Arcanic, Mercaani
AC 14 (+3 Dex, +1 class), touch 13, flat-footed 11 or
AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12 or
AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12
vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 17, DR 2/adamantine
Resist light fortification
Fort +3, Ref +3, Will +1 or
Fort +4, Ref +4, Will +1 or
Fort +4, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee imbued quarterstaff +2 (1d6+1) or
Melee slam +1 (1d4+1) or
Melee imbued quarterstaff +3 (1d6+1) or
Melee slam +2 (1d4+1) or
Melee imbued quarterstaff +3 (1d6+2) or
Melee slam +2 (1d4+1)
Base Atk +0; Grp +1 or
Base Atk +1; Grp +2 or
Base Atk +1; Grp +2
Atk Options deliver touch spells
Special Actions Improved Counterspell
Spells Prepared (CL 1, 5% arcane spell failure chance):
1st – repair light damage (2, 1d8+1)
0 – daze (3, Will DC 13 negates) or
Spells Prepared (CL 2, 5% arcane spell failure chance):
1st – repair light damage (2, 1d8+2), shield
0 – acid splash (2, +4 ranged touch, 1d3 acid), daze (2, Will DC 13 negates) or
Spells Prepared (CL 3, 5% arcane spell failure chance):
2nd – scorching ray (+4 ranged touch, 4d6 fire), repair moderate damage (2d8+3)
1st – repair light damage (2, 1d8+3), shield
0 – daze (4, Will DC 13 negates)
Abilities Str 13, Dex 16, Con 17, Int 17, Wis 8, Cha 8
SQ Warforged racial traits, wizard spells, imbue staff
Feats Skill Focus (Concentration), Scribe Scroll or
Feats Skill Focus (Concentration), Scribe Scroll or
Feats Skill Focus (Concentration), Scribe Scroll, Improved Counterspell
Skills Concentration +10, Decipher Script +7, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +7 or
Skills Concentration +11, Decipher Script +8, Knowledge (arcana) +8, Knowledge (the planes) +8, Spellcraft +8 or
Skills Concentration +12, Decipher Script +9, Knowledge (arcana) +9, Knowledge (the planes) +9, Spellcraft +9
Possessions imbued quarterstaff, spellbook, spell component pouch
Spellbook spells prepared plus 0-level spells plus 1 – color spray, shocking grasp, magic missile (2 missiles), mage armor, ray of enfeeblement, true strike

Imbue Staff (Su): The Warforged Mage has chosen to imbue its staff with magic rather than summon a familiar. It can cast light 1/day and repair minor damage 1/day from the staff, and the staff can be used to deliver touch spells. Both heads of the staff function as +1 weapons when wielded by the Warforged Mage. The staff has Hardness 5 and 15 WP.

This Warforged has learned how to modulate its abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, it can restrict itself to using 1st-level, 2nd-level, or its full 3rd-level abilities. His name and number are Grimoire and V-553.

Warforged Priest CR 1, 2, or 3
Female personality Warforged Cleric 1, Cleric 2, or Cleric 3 [Vala]
LG Medium construct (Living)
Init +0; Senses Listen +2, Spot +2
Aura aura of courage, lawful good cleric
Languages Holy Tongue, Mercaani
AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12 or
AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13 or
AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13
vp 6 (1 VD), 11 (2 VD), or 17 (3 VD); wp 15, DR 2/adamantine
Resist light fortification, +4 morale vs. fear
Fort +4, Ref +0, Will +4 or
Fort +5, Ref +0, Will +5 or
Fort +5, Ref +1, Will +5
Speed 30 ft. (6 squares)
Melee masterwork longsword +4 (1d8+2/19-20) or
Melee slam +2 (1d4+2) or
Melee masterwork longsword +5 (1d8+2/19-20) or
Melee slam +3 (1d4+2) or
Melee masterwork longsword +6 (1d8+2/19-20) or
Melee slam +4 (1d4+2)
Base Atk +0; Grp +2 or
Base Atk +1; Grp +3 or
Base Atk +2; Grp +4
Special Actions turn undead5/day
Spells Prepared (CL 1):
1st - bless, nimbus of light (+0 ranged touch, 1d8+1), magic weapon (domain spell)
0 – guidance (3) or
Spells Prepared (CL 2):
1st - bless, nimbus of light (+1 ranged touch, 1d8+2), shield of faith, magic weapon (domain spell)
0 – guidance (4) or
Spells Prepared (CL 3):
2nd – aid (domain spell), deific vengeance (Will DC 14 half, 1d6), summon monster II
1st - bless, nimbus of light (3, +2 ranged touch, 1d8+3), magic weapon (domain spell)
0 – guidance (4)
Abilities Str 15, Dex 10, Con 15, Int 10, Wis 15, Cha 14
SQ Warforged racial traits, domains (Courage, War), aura of courage, spells, turn undead 5/day
Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword) or
Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword) or
Feats Skill Focus (Concentration), Martial Weapon Proficiency (longsword), Weapon Focus (longsword), Improved Turning
Skills Concentration +9, Knowledge (religion) +2, Speak Holy Tongue or
Skills Concentration +10, Knowledge (religion) +3, Speak Holy Tongue or
Skills Concentration +11, Knowledge (religion) +4, Speak Holy Tongue
Possessions masterwork longsword, holy symbol of Vala, spell component pouch

Aura of Courage (Su): As long as the Warforged Priest is conscious, all its allies within 10 feet (including itself) gain a +4 morale bonus on saving throws against fear effects.

This Warforged has learned how to modulate its abilities so as not to overwhelm the students at Seven Paths. Depending on the level of the students they will be facing, it can restrict itself to using 1st-level, 2nd-level, or its full 3rd-level abilities. Her name is Firebrand, and her number is V-908.

Quill (V-384) CR 3
Male personality Warforged Wizard (Diviner) 3
LN Medium construct (Living)
Init +3; Senses Listen -1, Spot -1
Languages Arcanic, Mercaani
AC 15 (+3 Dex, +2 class), touch 13, flat-footed 12
vp 17 (3 VD); wp 17, DR 2/adamantine
Resist light fortification
Fort +4, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee imbued quarterstaff +3 (1d6+2) or
Melee slam +2 (1d4+1)
Base Atk +1; Grp +2
Spells Prepared (CL 3, 5% arcane spell failure chance):
2nd – locate object(3)
1st – comprehend languages, identify, unseen servant (2)
0 – mage hand (2), read magic (3)
Abilities Str 13, Dex 16, Con 17, Int 17, Wis 8, Cha 8
SQ Warforged racial traits, spells, imbue staff, prohibited schools (Evocation, Illusion)
Feats Research, Scribe Scroll, Skill Focus (Profession [librarian])
Skills Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (history) +9, Profession (librarian) +8, Spellcraft +9
Possessions imbued quarterstaff, spellbook, spell component pouch
Spellbook spells prepared plus 0-level spells plus 1-cause fear, mage armor, shield, ray of enfeeblement, true strike; 2-touch of idiocy

Imbue Staff: Quill has chosen to imbue his staff with magic rather than summon a familiar. He can cast light 1/day and repair minor damage 1/day from the staff, and the staff can be used to deliver touch spells. Both heads of the staff function as +1 weapons when wielded by Quill. The staff has Hardness 5 and 15 WP.

Quill runs the Seven Paths library. In response to Nokatsu’s attitude, he has begun insisting on being referred to as “he”. He assists students and alumni in their research and will identify one magic item every day for free. Tome, Quill’s assistant, has identical statistics, and will likewise identify an item everyday. Tome’s numerical designator is V-385. Quill and Tome were training to be intelligence officers for a front-line Warfoged unit when the Yuan-ti War ended unexpectedly. When the Treaty of Queme gave them the option to leave the Enkiduan Army, they leapt at the chance and ended up working at Seven Paths.

Elementals
{table="head"]Death Elemental, Small|Death Elemental, Medium|Death Elemental, Large|Death Elemental, Huge|Death Elemental, Greater|Death Elemental, Elder
Small Elemental (Negative, Extraplanar)|Medium Elemental (Negative, Extraplanar)|Large Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)|Huge Elemental (Negative, Extraplanar)
VD|2d8+4 (13 vp)|4d8+12 (32 vp)|8d8+32 (68 vp)|16d8+80 (152 vp)|21d8+105 (199 vp)|24d8+120 (216 vp)
WP|14|16|18|20|20|20
Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
Init|+1|+2|+2|+7|+8|+8
AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
BAB|+1|+3|+6|+12|+15|+15
Grp|-1|+8|+17|+29|+33|+36
Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|Slam +13 melee (2d6+7) or negative touch +12 melee touch (12 negative)|Slam +20 melee (3d6+9/19-20) or negative touch +11 melee touch (21 negative)|Slam +25 melee (3d6+10/19-20) or negative touch +25 melee touch (26 negative)|Slam +27 melee (4d6+11/19-20) or negative touch +27 melee touch (31 negative)
Full Attack|Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)|Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)|2 slams +13 melee (2d6+7) or 2 negative touches +12 melee touch (12 negative)|2 slams +20 melee (3d6+9/19-20) or 2 negative touches +11 melee touch (21 negative)|2 slams +25 melee (3d6+10/19-20) or 2 negative touches +25 melee touch (26 negative)|2 slams +27 melee (4d6+11/19-20) or 2 negative touches +27 melee touch (31 negative)
Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
Special Attacks|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch|Negative touch
Special Qualities|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 5, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits|Entropic growth, fast healing 10, lifesense (60 ft.), elemental traits
Saves|Fort +7, Ref +1, Will +0|Fort +9, Ref +3, Will +1|Fort +12, Ref +4, Will +2|Fort +17, Ref +8, Will +5|Fort +19, Ref +10, Will +6|Fort +21, Ref +10, Will +6
Abilities|Str 16, Dex 13, Con 14, Int 4, Wis 11, Cha 11|Str 20, Dex 14, Con 16, Int 4, Wis 11, Cha 11|Str 24, Dex 15, Con 18, Int 6, Wis 11, Cha 11|Str 28, Dex 17, Con 20, Int 6, Wis 11, Cha 11|Str 30, Dex 18, Con 20, Int 8, Wis 11, Cha 11|Str 32, Dex 19, Con 20, Int 10, Wis 11, Cha 11
Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
Feats|Greater Fortitude|Greater Fortitude, Power Attack|Greater Fortitude, Power Attack, Weapon Focus (slam)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch)|Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch), Improved Natural Attack (slam)
Environment|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane|Negative Energy Plane
Organization|Solitary|Solitary|Solitary|Solitary|S olitary|Solitary
Challenge Rating|1|3|5|7|9|11
Treasure|None|None|None|None|None|None
Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
Advancement|3 VD (Small)|5-6 VD (Medium)|9-15 VD (Large)|17-20 VD (Huge)|22-23 VD (Huge)|25-48 VD (Huge)
Level Adjustment|~|~|~|~|~|~[/table]

Negative Touch (Ex): A death elemental can make a melee touch attack to deliver a charge of negative energy that deals damage equal to the death elemental's Constitution modifier + the death elemental's Hit Dice. Undead and other creatures that are healed by negative energy can be granted temporary hp by this ability, but every round that they have temporary hp from this ability, they must make a Fortitude save (DC equal to the number of temporary hp). Failing the save results in explosive death. A death elemental cannot grant itself temporary hp in this way. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
Entropic Growth (Ex): Death elementals can grow in power by absorbing negative energy. Inflict spells and effects, as well as other spells and effects employing negative energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a bonus Hit Die, which disappears after 1 hour. Spells such as energy drain do not affect death elementals in the normal way, instead granting them a bonus Hit Die for every level that would have been drained.
Lifesense (Ex): A death elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A death elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
Negative subtype: Creatures with the Negative subtype are healed by inflict spells and harmed by cure spells. Spells and effects employing positive energy deal 50% more damage to a death elemental on a failed save.

{table="head"]Life Elemental, Small|Life Elemental, Medium|Life Elemental, Large|Life Elemental, Huge|Life Elemental, Greater|Life Elemental, Elder
Small Elemental (Positive, Extraplanar)|Medium Elemental (Positive, Extraplanar)|Large Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)|Huge Elemental (Positive, Extraplanar)
VD|2d8+6 (15 vp)|4d8+24 (44 vp)|8d8+64 (100 vp)|16d8+160 (232 vp)|21d8+231 (325 vp)|24d8+288 (384 vp)
WP|16|20|24|28|30|32
Speed|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)|Fly 60 ft. (12 squares, perfect)
Init|+0|+2|+2|+7|+8|+8
AC|15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13|15 (+2 Dex, +3 natural); touch 12; flat-footed 13|18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16|22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21|23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21|23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
BAB|+1|+3|+6|+12|+15|+15
Grp|-1|+6|+14|+25|+28|+28
Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|Slam +9 melee (2d6+4) or positive touch +10 melee touch (15 positive)|Slam +10 melee (3d6+5/19-20) or positive touch +11 melee touch (25 positive)|Slam +19 melee (3d6+5/19-20) or positive touch +20 melee touch (31 positive)|Slam +21 melee (3d6+5/19-20) or positive touch +21 melee touch (35 positive)
Full Attack|Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)|Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)|2 slams +9 melee (2d6+4) or 2 positive touches +10 melee touch (15 positive)|2 slams +10 melee (3d6+5/19-20) or 2 positive touches +11 melee touch (25 positive)|2 slams +19 melee (3d6+5/19-20) or 2 positive touches +20 melee touch (31 positive)|2 slams +21 melee (3d6+5/19-20) or 2 positive touches +21 melee touch (35 positive)
Space/Reach|5 ft./5 ft.|5 ft./5 ft.|10 ft./10 ft.|15 ft./15 ft|15 ft./15 ft.|15 ft./15 ft.
Special Attacks|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch|Positive touch
Special Qualities|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 5, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits|Life's growth, fast healing 10, lifesense (60 ft.), elemental traits
Saves|Fort +8, Ref +1, Will +0|Fort +11, Ref +3, Will +1|Fort +15, Ref +4, Will +2|Fort +21, Ref +8, Will +5|Fort +24, Ref +10, Will +6|Fort +27, Ref +12, Will +8
Abilities|Str 14, Dex 13, Con 16, Int 4, Wis 11, Cha 11|Str 16, Dex 14, Con 20, Int 4, Wis 11, Cha 11|Str 18, Dex 15, Con 24, Int 6, Wis 11, Cha 11|Str 20, Dex 17, Con 28, Int 6, Wis 11, Cha 11|Str 20, Dex 18, Con 30, Int 8, Wis 11, Cha 11|Str 20, Dex 19, Con 32, Int 10, Wis 11, Cha 11
Skills|Listen +2, Spot +3|Listen +3, Spot +4|Listen +5, Spot +6| Listen +9, Spot +10|Listen +12, Spot +12|Listen +27, Spot +27
Feats|Greater Fortitude|Greater Fortitude, Improved Toughness|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch)|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave|Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave, Weapon Focus (slam)
Environment|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane|Positive Energy Plane
Organization|Solitary|Solitary|Solitary|Solitary|S olitary|Solitary
Challenge Rating|1|3|5|7|9|11
Treasure|None|None|None|None|None|None
Alignment|Usually N|Usually N|Usually N|Usually N|Usually N|Usually N
Advancement|3 VD (Small)|5-6 VD (Medium)|9-15 VD (Large)|17-20 VD (Huge)|22-23 VD (Huge)|25-48 VD (Huge)
Level Adjustment|~|~|~|~|~|~[/table]

Positive Touch (Ex): A life elemental can make a melee touch attack to deliver a charge of positive energy that heals damage equal to the life elemental's Constitution modifier + the life elemental's Hit Dice. This ability can grant temporary hp like the fast healing granted by the Positive Energy Plane, but the Fortitude DC is equal to the number of temporary hp the creature has. A life elemental cannot grant itself temporary hp using this ability. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
Life's Growth (Ex): Life elementals can grow in power by absorbing positive energy. Cure spells and effects, as well as other spells and effects employing positive energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a temporary Hit Die, which disappears after 1 hour. Temporary HD grant all the benefits of normal HD, except hp. A life elemental can only ever have a number of temporary HD equal to the number of normal HD it possesses.
Lifesense (Ex): A life elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A life elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
Positive subtype: The fast healing granted by major positive-dominant planes does not grant life elementals temporary hp. Spells and effects employing negative energy deal 50% more damage to a life elemental on a failed save.

Fortuna’s Hands

Fortuna’s Hands is the name of the adventuring group that Iames Osari met while traveling in the Province. After their shared experiences created a bond of trust, Iames came to regard them as friends and valuable allies, calling on them for help in the future.

Izara, 12 CR 3
Female human Psion (Shaper) 3
NG Medium humanoid (Human, Psionic)
Init +2; Senses Listen +1, Spot +1
Languages Arcanic, Holy Tongue, Low Elven, Mercaani
AC 14 (+2 Dex, +2 class), touch 12, flat-footed 12
vp 11 (3 VD); wp 12
Fort +2, Ref +4, Will +4
Speed 30 ft. (6 squares)
Melee deep crystal dagger +1 (1d4/19-20) or
Ranged deep crystal dagger +4 (1d4/19-20, 10 ft.)
Base Atk +1; Grp +1
Atk Options Point Blank Shot, Precise Shot
Combat Gear dorje of psionic minor creation, dorje of crystal shard, potion of cure light wounds (3)
pp/day 15
Powers Known (ML 3):
2nd (3pp) - swarm of crystals (Ref DC 15 half, 3d4 slashing, augmentable), psionic repair damage (3d8+3, Will DC 15 negates, harmless, augmentable)
1st (1pp) – crystal shard (+3 ranged touch, 1d6 piercing, augmentable), far hand (augmentable), entangling ectoplasm (+3 ranged touch, augmentable), force screen (+4 shield bonus, augmentable), astral construct (augmentable)
Abilities Str 10, Dex 15, Con 12, Int 17, Wis 13, Cha 15
SQ Human racial traits, psionics, metacreativity discipline, astral construct (Improved Slam Attack [1d8], Mobility, Cleave)
Feats Point Blank Shot, Boost Construct (2), Precise Shot
Skills Bluff +8, Concentration +6, Hide +5, Knowledge (psionics) +9, Psicraft +9, Use Psionic Device +8
Possessions combat gear plus traveler’s outfit, deep crystal dagger, superior pack, ink (vial), inkpen, winterblanket, book, 4gp, 8sp

Deity: None Ht. 5’4” Wt. 130 Eyes Blk Hair Short auburn

Nia Niakins Ranni Scytaran Ladys Ladysfrin Jeweler, 52 CR 3
Female hill gnome Bard 3
NG Small humanoid (Gnome)
Init +7; Senses Listen +9, Spot +1; low-light vision
Languages Gnomish, Low Elven, Mercaani
AC 17 (+3 Dex, +3 class, +1 size), touch 14, flat-footed 14; Combat Expertise
vp 18 (3 VD); wp 13, DR3
Resist Will +6 vs. illusion effects
Fort +2, Ref +6, Will +4
Speed 20 ft. (4 squares)
Melee masterwork quarterstaff +3 (1d4-1) or
Melee masterwork dagger +3 (1d3-1/19-20) or
Ranged masterwork light crossbow +7 (1d6/19-20, 80 ft.) or
Ranged masterwork dagger +7 (1d3-1/19-20, 10 ft.)
Base Atk +2; Grp -3
Special Actions bardic music 3/day
Combat Gear 4 potions of bull’s strength, 6 potions of cure light wounds
Spells Known (CL 3):
1st (2/day) - identify, sleep (Will DC 14 negates), hideous laughter (Will DC 14 negates)
0 (3/day) – dancing lights, daze (Will DC 13 negates), detect magic, mending, prestidigitation, read magic
Abilities Str 8, Dex 16, Con 13, Int 14, Wis 12, Cha 16
SQ Hill gnome racial traits, bardic knowledge +5, bardic music 3/day (countersong, fascinate, inspire courage +1, inspire competence), bard spells
Feats Improved Initiative, Combat Expertise
Skills Appraise +8, Bluff +9, Concentration +7, Diplomacy +13, Listen +9, Perform (sing) +9, Perform (wind instruments) +9, Sense Motive +7
Possessions combat gear plus MW quarterstaff, MW light crossbow, MW dagger, traveler’s outfit, entertainer’s outfit, bolts (20), flute, MW studded leather armor, 78gp

Deity: None Ht. 3’1” Wt. 38lb. Eyes Blue Hair Black

Rosan, 17 CR 3
Female human Rogue 1/Cleric 2 (Fortuna)
CG Medium humanoid (Human)
Init +3; Senses Listen +7, Spot +7
Aura chaotic good cleric
Languages Gnomish, Chaic, Mercaani
AC 16 (+3 Dex, +3 class), touch 13, flat-footed 13; Dodge
vp 23 (3 VD); wp 13, DR2
Fort +4, Ref +5, Will +6
Speed 30 ft. (6 squares)
Melee +1 punching dagger +5 (1d4+2/x2) or
Melee masterwork punching dagger +5 (1d4+1/x2) or
Melee +1 punching dagger and masterwork punching dagger +3/+3 (1d4+2/1d4/x2) or
Ranged dagger +4 (1d4+1/19-20, 10 ft.)
Base Atk +1; Grp +2
Atk Options sneak attack +1d6
Special Actions turn undead 5/day
Spells Prepared (CL 2):
1st - conceive/contraceive (domain spell), magic stone, sanctuary (Will DC 14 negates), shield of faith
0 – guidance (2), virtue (2)
Abilities Str 12, Dex 17, Con 13, Int 15, Wis 16, Cha 14
SQ Sneak attack +1d6, trapfinding, turn undead 5/day, domains: Charm, Fertility
Feats Dodge, Two-Weapon Fighting, Weapon Finesse
Skills Bluff +7, Concentration +5, Diplomacy +6, Disable Device +6, Hide +7, Knowledge (religion) +4, Listen +7, Move Silently +7, Open Lock +7, Profession (prostitute) +7, Search +6, Sense Motive +7, Spot +7
Possessions MW punching dagger, +1 punching dagger, dagger, leather armor, traveler’s outfit, tent, bedroll, winter blanket, 52gp, 4sp

Ht. 6’1” Wt. 195lb. Eyes Violet Hair Red-Orange-Gold

Tohaku Otomo, 131 CR 3
Male common elf Ranger 3
NG Medium humanoid (Elf)
Init +3; Senses Listen +9, Spot +9; low-light vision
Languages Low Elven, Mercaani, Sylvan
AC 17 (+3 Dex, +4 class), touch 13, flat-footed 14
vp 24 (3 VD); wp 13, DR 3
Immune sleep effects
Resist Will +4 vs. enchantment and telepathy effects
Fort +4, Ref +6, Will +2
Speed 30 ft. (6 squares)
Melee masterwork scimitar +6 (1d6+2/18-20) or
Melee paired masterwork scimitars +4/+4 (1d6+2/1d6+1/18-20) or
Ranged masterwork composite longbow (+2 Str) +7 (1d8+2/x2, 110 ft.)
Base Atk +3; Grp +5
Atk Options combat style, favored enemy (monstrous humanoids) +2
Combat Gear potion of protection from arrows (10/magic), potion of cure moderate wounds (2), potion of cure light wounds (10)
Abilities Str 15, Dex 17, Con 13, Int 13, Wis 13, Cha 12
SQ Elf racial traits, favored enemy (monstrous humanoids) +2, wild empathy, combat style (two weapons)
Feats Weapon Finesse, Track, Endurance, Slashing Blades
Skills Climb +8, Heal +7, Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +7
Possessions combat gear plus MW scimitars (2), MW composite longbow (+2 Str), arrows (20), traveler’s outfit, MW studded leather armor, bedroll, tent, winter blanket, 17gp, 6sp

Deity: Solaan, Naturan, Mariko Ht. 6’2” Wt. 200lb. Eyes Green Hair Brown

Iames Osari, the Child of Passion

Iames was born to a nomadic human tribe of Mothga’s Wastes. Orphaned, he was rescued by the Seven and brought to Enkidu City, where he was adopted and raised by the Osari family. He played often with Aerin, Kira, and Kael, and ended up joining Seven Paths Academy with them.

Iames Osari, 18 CR 3
Male human Monk 1//Telepath 1//Wilder 1
LN//CE//NG Medium humanoid (Chaos, Evil, Good, Human, Law, Psionic)
Init +8; Senses Listen +8, Spot +8
Languages Arcanic, Auran, Daemic (D), Low Elven, Mercaani
AC 21 (+4 Dex, +4 Wis, +3 class), touch 18, flat-footed 17; Dodge
vp 16 (1 VD); wp 14
Fort +4, Ref +6, Will +6
Speed 30 ft. (6 squares)
Melee unarmed strike +2 (1d6+2) or
Melee flurry +0/+0 (1d6+2)
Base Atk +0; Grp +2
Atk Options Combat Reflexes, flurry of blows
AP 5 (1d6)
pp/day 13
Powers Known (ML 1):
1st (1pp) empathy (Will DC 15 negates, harmless, augmentable), energy ray (+4 ranged touch, augmentable), mind thrust (1d10 damage, Will DC 15 negates, augmentable), psionic charm (Will DC 15 negates, augmentable)
Abilities Str 15, Dex 18, Con 14, Int 16 (18[D]/16[L]), Wis 18 (18[D]/18[L]), Cha 10 (16[D]/18[L])
SQ Human racial traits, unarmed strike, flurry of blows, Child of Passion, wild surge +2, psychic enervation, psionic powers, kazejutsu style
Feats Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Dodge, Psionic Talent x2(D,D), Psionic Body(L)
Skills Autohypnosis +8(L), Balance +8, Bluff +8(L), Climb +6, Concentration +6(D), Craft (alchemy) +8(D), Decipher Script +6(D), Diplomacy +8(L), Escape Artist +8(L), Gather Information +6(L), Hide +8, Intimidate +5(D), Jump+8, Knowledge (history) +8(D), Knowledge (psionics) +8(D), Listen +8, Move Silently +8, Psicraft +8(D), Sense Motive +8(L), Spot +8(L), Tumble +8, Use Psionic Device +6(L)
Possessions monk’s outfit, cloak, superior pack, tent

Child of Passion:
Fractured Mind (Ex): For reasons not quite understood but definitely related to his being the Child of Passion, Iames has three distinct splinter personalities: the Dark, the Light, and "just-Iames". The Dark (CE Telepath) and the Light (NG Wilder) are intensifications of Iames's sadistic, predatory instincts and his loving, compassionate nature, respectively, while "just-Iames", the primary personality, is everything else. Since each splinter personality shares the others' experiences, the Dark's and the Light's class levels advance in step with "just-Iames's"; however, Iames gains only 80% of the normal number of experience points. For the purposes of determining base attack bonus, save bonuses, and VD, use "just-Iames's" class level. Each splinter personality has its own mental ability scores, skills, feats, and languages, which are marked (D) for the Dark and (L) for the Light. Unmarked ability scores, skills, and feats are "just-Iames's". Iames's Challenge Rating is equal to 1.5 x Vitality Dice (round down) + 2. Iames can switch between splinter personalities as a free action. When Iames is subject to a schism effect, his mind splits into three parts, and he does not suffer any loss of ML.
Cherished Memory (Su): Once per day as a full-round action which provokes attacks of opportunity, Iames can copy and absorb part of another being's psyche. In order to do so, Iames must establish physical and telepathic contact with his intended target and maintain contact for the round. Iames must then make a Concentration check against DC 20. If the check fails or the physical or telepathic contact is broken, the attempt fails and the ability is spent for the day. His target then makes a Will save against a DC of 10 + 1/2 Iames's VD + Iames the Light's Charisma modifier. Unconscious and/or dying targets automatically fail their Will saves. If the target's Will save fails, Iames can copy one of the following from the target's mind:
• A feat possessed by the target which A) Iames does not possess, B) stacks with itself, or C) pertains to a different skill or weapon than the feat Iames already possesses. Iames need not meet any prerequisites of the feat in order to absorb it, though he cannot use the feat until he meets the prerequistes, as normal.
• A skill possessed by the target. Iames gains ranks in that skill equal to the difference between the target's ranks and the ranks he currently possesses, but only up to the maximum number of ranks in that skill that he could normally possess.
• A psionic power known by the target and of a level that Iames can manifest, even if it is from another class and/or specialty.
Channel Passion (Su): As the Child of Passion, Iames is capable of psionically channeling pure positive energy or pure negative energy when manifesting an energy power. Positive (or negative) energy deals +3 points of damage per die to undead (or living) creatures, while living (or undead) creatures are healed an equivalent amount. Any amount healed in excess of a creature's normal HP is added to HP as temporary HP. Each round in which a creature has temporary HP as a result of receiveing positive or negative energy in this way, that creature must make a Fortitude save against a DC equal to the difference between their normal HP and their current HP. On a failed save, the creature explodes due to an overload of energy and is dead. For the purposes of detect evil and similar spells, Iames possesses auras as if he were an outsider. Finally, as an embodiment of the power of passion, Iames's wild surge, surging euphoria, and volatile mind abilities function 1 point higher than normal, and his psychic enervation ability is modified as follows: instead of becoming dazed and losing power points, Iames may choose to take 1d8 points of damage per manifester level added. Iames’s manifester level is equal to his HD plus his divine rank; he does not add his divine rank as a bonus on manifester level checks.
Epic Destiny (Su): Once the conditions laid out by the Prophecy of the Child of Passion are fulfilled, Iames gains divine rank 21. The resulting changes in Iames's statistics are not incorporated into these statistics.

Iames’s Advancement Path
{table="head"]Lvl|Iames|the Dark|the Light|Ability Bonuses; Feats; Powers
2|Mnk 2|Telepath 2|Wilder 2|Combat Expertise (B), Exotic Weapon Proficiency (firearms) (A); defensive precognition, offensive precognition, telempathicprojection
3|Mnk 3|Tel 3|Wld 3|Mobility, Psionic Fist (D), Improved Quickness (L); energy push, read thoughts
4|Mnk 4|Tel 4|Wld 4|Str +1; detect psionics, psychic torture, psionic suggestion
5|Mnk 5|Tel 5|Wld 5|Psicrystal Affinity (nimble) (D,B); body adjustment, energy bolt
6|Mnk 6|Tel 5/Meta 1|Wld 6|Defensive Strike (B), Spring Attack, Expanded Knowledge (psionic repair damage) (D), Weapon Finesse (L); psionic repair damage, touchsight
7|Mnk 7|Tel 5/Meta 2|Wld 7|Danger sense, offensive prescience
8|Mnk 8|Tel 6/Meta 2|Wld 8|Dex +1; energy wall, mind link, psionic dimension door
9|Mnk 9|Tel 6/Meta 3|Wld 9|Whirlwind Attack, Greater Psionic Fist (D), Psionic Meditation (L)
10|Mnk 10|Tel 7/Meta 3|Wld 10|Hostile empathic transfer, telekinetic force, telekinetic thrust
11|Mnk 11|Tel 7/Meta 4|Wld 10/Thrallherd 1|Energy ball (A), mind probe, psychic crush
12|Mnk 12|Tel 8/Meta 4|Wld 10/Thrl 2|Dex +1; Elusive Target, Inquisitor (D), Psionic Dodge (L); solicit psicrystal, telekinetic maneuver
13|Mnk 13|Tel 8/Meta 5|Wld 10/Thrl 3|Psionic true seeing
14|Mnk 14|Tel 9/Meta 5|Wld 10/Thrl 4|Crystallize (A), power resistance,
15|Mnk 15|Tel 9/Meta 6|Wld 10/Thrl 5|Improved Critical (unarmed strike), Frightful Presence (D), Action Boost (L); aura alteration, correspond, psionic disintegrate, psionic dominate
16|Mnk 16|Tel 10/Meta 6|Wld 10/Thrl 6|Wis +1, Int +1 (D), Cha +1 (L); Psicrystal Containment (D,B)
17|Mnk 17|Tel 10/Meta 7|Wld 10/Thrl 7|True metabolism
18|Mnk 18|Tel 10/Meta 8|Wld 10/Thrl 8|Improved Feint, Expanded Knowledge (psionic fly) (D), Sidestep Charge(L); energy conversion, psionicfly, psionic greater teleport
19|Mnk 19|Tel 10/Meta 9|Wld 10/Thrl 9|Reality revision
20|Mnk 20|Tel 10/Meta 10|Wld 10/Thrl 10|Wis +1, Int +1 (D, Holy Tongue, Use Psionic Device), Cha +1 (L); ultrablast[/table]

Jiro Kimura
Jiro Kimura was a young, up-and-coming politician in Enkidu City when he married Hana Zohar, the sister of Ossian Zohar, the head of the influential House Zohar. Between the influence of his brother-in-law and his own charisma, he managed to attain the office of the Elector of Enkidu while still fairly young. Unfortunately, Ossian, transformed into a vampire by a dark ritual, tried to gain greater control of the city-state by biting his brother-in-law at a social function. He succeeded in draining enough blood to begin the transformation into a vampire, but the Seven interrupted the transformation and slew Ossian and Karanette was able to perform a ritual that preserved Kimura's goodness. Kimura resumed his duties after promising to lay down the lifetime appointment of the Electorship in 5 years. After his resignation, he took over House Zohar, now renamed House Kimura, and began using its wealth to contribute to the war effort, finding enough spare time and funds to start a small private library.


Jiro Kimura, 63 CR 19
Male vampire (half-elf) Bard 17
NG Medium undead (Elf)
Init +8; Senses Listen +31, Spot +31; low-light vision, darkvision 60 ft.
Languages Ancient Mercaani, Arcanic, Dwarven, Giant, Gnomish, Goblin, Low Elven, Mercaani, Orc, Sylvan, Yuan-ti
AC 29 (+4 Dex, +9 class, +6 natural), touch 14, flat-footed 25; Combat Expertise, Dodge
vp 187 (17 VD); wp 18, fast healing 5, DR 10/silver and magic
Immune undead immunities
Resist turn resistance +4, resistance to cold and electricity 10
Fort +5, Ref +16, Will +14
Weakness vampire weaknesses
Speed 30 ft. (6 squares)
Melee +3 keen merciful rapier +20/+15/+10 (1d6+8/15-20) or
Melee +1 returning dagger +19/+14/+9 (1d4+6/19-20) or
Ranged +1 returning dagger +18/+13/+8 (1d4+6/19-20, 10 ft.)
Base Atk +12; Grp +17
Atk Options Combat Reflexes, Improved Disarm
Combat Gear potion of inflict light wounds (5), potion of inflict moderate wounds (4), potion of inflict serious wounds (3), potion of inflict critical wounds (2)
Spells Known (CL17):
6th (1/day) - analyze dweomer, animate objects, shout, greater (10d6 sonic, Fort DC 20 partial or Ref DC 20 negates, object)
5th (3/day) - dream, heroism, greater; mislead, song of discord
4th (4/day) - cure critical wounds, hold monster (Will DC 18 negates),legend lore, zone of silence
3rd (5/day) - charm monster (Will DC 17 negates), dispel magic, good hope, illusory script
2nd (5/day) - cure moderate wounds, detect thoughts (Will DC 16 negates), heroism, locate object, tongues
1st (5/day) - alarm, charm person (Will DC 15), comprehend languages, cure light wounds, identify
0 (4/day) detect magic, light, mage hand, mending, prestidigitation, read magic
Abilities Str 20, Dex 18, Con ~, Int 16, Wis 18, Cha 18
SQ DR 10/silver and magic, turn resistance +4, resistance to cold and electricity 10, gaseous form, alternate form, fast healing 5, spider climb, blood drain, children of the night, dominate (Will DC 22), create spawn, vampire weaknesses, half-elf traits, (bardic knowledge +22, bardic music 17/day (countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics)
Feats Dodge, Combat Expertise, Improved Disarm, Improved Initiative, Leadership (14), Quick Draw, Combat Reflexes, Lightning Reflexes, Alertness, Open Mind (2)
Skills Bluff +32, Diplomacy +30, Gather Information +24, Hide +12, Knowledge (royalty and nobility) +20, Knowledge (history) +20, Listen +31, Move Silently +12, Perform (oratory) +24, Profession (librarian) +14, Search +11, Sense Motive +32, Speak Language (Arcanic, Giant, Gnomish, Goblin, Sylvan, Yuan-ti), Spot +31
Possessions combat gear plus +3 keen merciful rapier, +1 returning dagger (3), noble’s outfit (with jewelry), Kimura signet ring, spell component pouch
Assets Kimura Private Library, Kimura family estate resources, contacts (government, Seven Paths)

Deity: The Three Goddesses, Solaan Ht. 5’11” Wt. 155lb Eyes Brown Hair Blond

Lord Iames Osari
2007-02-11, 08:54 PM
Lady Ariaj
Lady Ariaj is one of the Dark Lord's most trusted lieutenants. She commands his armies, seeing that they are disciplined and well-trained. She is also the Dark Lord's lover. She is utterly devoted and loyal to the Dark Lord. She served as an ambassador to Enkidu at one point, buying time for the Dark Lord to install the recovered Mothga's Lightning device on his floating castle, Fortress Tanagr.


Lady Ariaj, 34 CR 20
Female vampire (human) Swashbuckler 8/Duelist 10
LE Medium undead (Augmented Human)
Init +17; Senses Listen +11, Spot +11; darkvision 60ft.
Languages Daemic, Low Elven, Mercaani, Orc
AC 48 (+9 Dex, +3 Int, +10 class, +11 natural, +5 deflection), touch 27, flat-footed 36; Combat Expertise, Deflect Arrows, Dodge, Mobility; canny defense, dodge bonus +1, elaborate parry +10, enhanced mobility
vp 198 (18 VD); wp 19, fast healing 5, DR 8, 10/silver and magic
Immune undead immunities
Resist evasion, resistance to cold 10, resistance to electricity 10, turn resistance+4; SR/PR 21
Fort +9, Ref +23, Will +8
Weakness vampire weaknesses
Speed 30ft. (6squares)
Melee +6 unholy vicious wounding cold iron rapier +34/+29/+24/+19 (1d6+16/15-20/x3) or
Melee slam +27 (1d6+7 plus energy drain)
Base Atk +18; Grp +25
Atk Options Acrobatic charge, blood drain, Combat Reflexes, energy drain, insightful strike, precise strike +2d6, Spring Attack, Whirlwind Attack
Special Actions Alternate form, gaseous form
Combat Gear brooch of shielding (101 points), boots of teleportation, cube of force, custom necklace of fireballs (2d6 x6, 3d6 x10, 4d6 x8, 5d6 x7, 6d6 x5, 7d6 x5, 8d6 x3, 9d6 x3, 10d6 x2)
Abilities Str 24, Dex 28, Con ~, Int 17, Wis 17, Cha 19
SQ Grace +1, insightful strike, dodge bonus+1, Acrobatic charge, improved flanking, canny defense, improved reaction +4, enhanced mobility, grace, precise strike +2d6, elaborate parry+10, alternate form, fast healing 5, gaseous form, resistance to cold 10, resistance to electricity 10, spider climb, turn resistance +4, blood drain, children of the night, dominate, create spawn, energy drain, darkvision 60ft.
Feats Weapon Focus (rapier), Dodge, Mobility, Spring Attack, Weapon Finesse, Combat Expertise, Whirlwind Attack, Alertness, Combat Reflexes, Lightning Reflexes, Improved Initiative, Improved Critical (rapier), Augment Critical (rapier), Deflect Arrows
Skills Bluff +34, Diplomacy +25, Hide +12, Intimidate +17, Knowledge (war) +14, Listen +11, Move Silently +14, Perform (weapon drill) +20, Search +11, Sense Motive +33, Spot +11, Tumble +28
Possessions combat gear plus noble’s outfit, signet ring, +6 unholy vicious wounding cold iron rapier, bracers of armor 8, ring of protection +5, ring of evasion, amulet of natural armor +5, gloves of Dexterity +6, mantle of spell resistance, $203,310 in Kharmathi Bholiz treasure vaults

Deity: Xarakh Nam Ht. 5’10” Wt. 190 lb. Eyes Brn Hair Bald (Blnd)

Lord Iames Osari
2007-02-11, 08:55 PM
Chapter 10: Monsters and NPCs, continued;

Lord Iames Osari
2007-02-11, 08:56 PM
Chapter 10: Monsters and NPCs, continued

Lord Iames Osari
2007-02-11, 08:57 PM
Chapter 10: Monsters and NPCs, continued'

Lord Iames Osari
2007-02-11, 08:59 PM
Chapter 10: Monsters and NPCs, continued"

Lord Iames Osari
2007-02-11, 09:01 PM
Chapter 11: Sample Locations

Reserved

Lord Iames Osari
2007-02-11, 09:02 PM
Acknowledgements

The Demented One
magic8BALL
Fax Celestis

Lord Iames Osari
2007-03-29, 01:09 AM
Material now brought up to date with developments on the Wizards boards during my enforced hiatus from GitP.

Another organization added to Chapter 9.

Lord Iames Osari
2007-04-15, 08:42 PM
Veni, vidi, offensi.

Bunches of stuff now added, all thanks to D1 for letting me add it to my world.