View Full Version : Gareth's Homebrew

2008-04-25, 12:04 PM
I'm just making one giant mega-thread to hold all my junk at this point >.< New junk will arrive periodically, as I come up with it.

D&D - Races

"Maybe this whole world's just a dream."
Edward Elric

"Imagine a race of flying, invisible, shapechanging spellcasters who have been at the intrigue game for longer than your race has existed and you'll have a pretty good idea of why I want to leave right now."
Escalla Brightflower, True Faerie

True Faerie

Let the elves and the dwarves and the humans bicker and fight over who was created when and how the universe was ordered. The Faerie know - because they were there. Not even the Fae know quite how the universe started - they simply know that they have recorded, and indeed still have living witnesses to - the birthings of gods, the endings of worlds, the formations of planes and the sundering and streatching of reality itself. Faerie history is too long and complicated to chronicle here - indeed, even their creation myths can take a keg of wine and a month of your time to tell - but it is enough to say that they are responsible for the Seelie Court, and nominally rule it - as much as anyone can rule that body - to this day.

The True Faeries are a curious people, at the same time cuttingly brilliant and sadly deluded. Millennia upon millennia of magical research has yielded them tremendous secrets of magic, and for a long while, the Faeries hid with their spells in demiplanes that were more illusion than reality, sinking themselves into their dream worlds. Now, cautiously, the Fae are emerging into the world again, to see that they may not be as mighty as they once thought. The tenacious efforts of the other mortal races have forced the Faerie to adapt, and now the fractioning Seelie Court is dissolving again into its component Clans - political intrigues in this new world ending what little harmony the ambitious Fae had.

Older Faeries have a disturbingly - chillingly - long-term view, planning tiny political dances and social maneuvers that can last hundreds of millenia to achieve status or some seemingly inconsequential goal. The politics among the clans are so utterly incomprehensible to mortal beings that even the famed Drow are put to shame by the true masters of intrigue. Younger Faeries - those only a few hundred years old, or perhaps younger - are just the opposite, hotheaded firebrands with no long-term view and no desire to aquire one. However, with emergence into mortal societies, the Fae are mellowing out - firebrands beginning to stop and think for the sake of their companions, and puppetmasters picking up the pace to take advantage of the shorter-lived races.

Alignment: The True Faeries tend towards chaos and lean slightly towards evil due to the self-serving nature of their society. There are far more self-interested nuetral than evil Fae, however, and a growing movement of good-aligned Faeries is gaining prominence in what is left of the Seelie Court, spearheaded by Clan Nightshade.

Racial Features
+6 Dex, +4 Int, +2 Cha, -6 Con, -6 Str, -2 Wis. The Faeries are small and physically weak and frail, with a tendency towards low self-control and recklessness. However, their tiny size makes them quick, and billions of years of learning, magic, and politics has bred into them intelligence and wit.

Tiny Fey (Humanoid) - A True Faerie is affected by any spell that would affect a humaoid or a fey.

Base Land Speed 5 ft, Fly Speed 20 ft (Perfect). The Faerie fly with four dragonfly-like wings.

Shapechange (Sp): Once per round as a standard action, the Faerie may change her shape to anything roughly her size and exactly her weight - including inanimate objects, or back again. She gains none of the abilities of her new form (including those that would be gained by virtue of material, such as Hardness from wood) and loses her ability to cast spells that contain somatic components unless the new form has all the appropriate appendages to do so. She retains all other extraordinary, supernatural, and spell-like abilities of her normal form, including her ability to speak. A Faerie who is slain while shapechanged reverts to her natural form, though she remains dead.

Invisibility (Sp): At will as a move action, the Faerie may make herself invisible as the spell (as cast by a 3rd level wizard). She may maintain this invisibility for only half an hour at a time, and must wait ten minutes between uses of this ability before she may use it again.

Charm Person (Sp): By spraying her victim with dust from her wings, the Faerie may affect one victim within melee range as if by a charm person spell (as cast by a 1st level wizard) once per day. Faeries are immune to the effects of Faerie dust, and the dust becomes impotent after a one round.

Magic-Bound: Spells are not merely a tool for the Fae, but a means of existence. A Faerie must have over one-half her character levels in a spellcasting class (for the purposes of this ability, a 'spellcasting class' is one that has access to spells or other signifigant form of magical power from first level) or suffer a 75% experience penalty. Prestige classes do not count against their levels in spellcasting classes so long as they have their own casting progression or they increase the level of one or more of their existing spellcasting classes at least once every two levels.

Level Adjustment +2

In a storm-shrouded stronghold in the Outlands, hidden away from all mortal and immortal eyes, lies a library known as the Athenaeum Nefarious, full of dark secrets carefully hoarded and guarded by its mistress, Illurien. The tempest that surrounds the library is liquid knowledge, secrets so horrible as to shred the minds of those exposed to it and leave them gibbering mad.

Illurien is obsessed with knowledge, both forbidden and benign. She seeks to know all, to hoard every secret into her library to pore over them and exalt in her knowing. And so it is that, occasionally, the mistress of the Athenaeum Nefarious has bred with mortals, to learn what it means to be with another - and to give birth to a child. Some of these children she kept, to learn what it might be to raise a child, and these are hopelessly insane. Some, however, were left with their fathers - the Illuriad, the children of Illurien.

Illuriad is an inherited template that may be added to any humanoid, monstrous humanoid, or dragon with an Intelligence of 6 or higher (hereafter referred to as the base creature).

An Illuriad uses the base creature's statistics and special abilities except where noted below.

Size and Type - The base creature's type changes to Outsider (Native, Water) and loses all other subtypes.

Speed - The base creature's land speed increases by 15 feet. This increase is supernatural in nature and does not function in an antimagic field, and may be surpressed by a dispel magic or similar effect for one round per caster level of the caster.

Armor Class - Unchanged

Special Attacks - Tempest Lash - Once a minute, the Illuriad may lash out with their own watery essence, sapping 1d6 points of Intelligence from their victim and dealing 1d4 bludgeoning damage. A Tempest Lash attack is a melee touch attack.

Storm of Thoughts - Once per day, the Illuriad may unleash their collected thoughts and memories into a psychic scream that lasts for one round per point of Intelligence modifier they possess. Creatures within 30 feet (except the Illuriad) that possess an Intelligence score must make a Will save (DC 10 + the Illuriad's Intelligence modifier) or be deafened and dazed while the scream continues. The Illuriad can take no other actions while screaming, but may end it at any time as an immediate action.

Special Qualities -

- Darkvision out to 60 feet.
- A +4 bonus against all mind-affecting abilities
- A +4 racial bonus on all Knowledge checks. Knowledge (Any, selected individually) is a class skill for all Illuriad. Illuriads are never illiterate.
- Illuriads gain a +2 bonus on saving throws vs. spells with the Water or Fire descriptors due to their stormy nature.

Abilities - Adjust ability scores as follows: Str -2, Dex +2, Con -4, Int +4, Wis +2

Skills - Illuriads gain skill points as an outsider and have skill points equal to (8+Int modifier) x (hit dice +3). Do not factor in class levels into this calculation - only racial hit dice are affected.

Challenge Rating - Unknown (help?)

Alignment - Usually nuetral (any)

Level Adjustment - +1 (+2?)

Appearence - The Illuriad looks a lot like the base creature, but is usually surrounded by a small storm. The tempest of water droplets is actually their collected thoughts and memories - those who actually drink the water can see flashes of the Illuriad's mind. Occasionally, an Illuriad takes after its mother, becoming a humanoid creature entirely composed of its own water droplets, forming organs and all other functions of the living body. When an Illuriad uses its Tempest Lash or its Storm of Thoughts, its body often shimmers into a watery form and the storm around it intensifies to a hurricane gale (no game effect).

When the other Gani who had been enslaved to the lich fled the underground for the world above, the Ganritho'Gani stayed underground. Happy and safe in the bowls of the earth, the Iron Souls began to explore, having no need for tunnels or digging. The most passive and friendly of elements when not roused, they struck up a good relationship with the dwarves and drow they encountered, a relationship that just barely keeps both sides from killing each other.

Now the Ganritho'Gani make their living working and mining metals, and a lucrative living it is. Not much in demand on the surface, those few who do appear are often impressive.

Appearence - Ganritho'Gani, like their kin, look like humans distorted with elemental and devlish traits. Iron horns, metallic limbs, steel teeth, and muscles enhanced with naturally-grown wires are all hallmarks of the Iron Souls. Many of them exude an aura of slight distortion on the air around them, and small metal objects shift as they move near.

Personality - Ganritho'Gani can be as unyielding as a steel file, breaking before they ever bend, but some are as flexible as hot metal. It depends on the individual, but most tend to be partially nuetral, clinging to the non-nuetral aspect of their alignment fiercely.

Religion - Ganritho'Gani, depending on alignment, tend to favor either Dwarven or Drow gods and goddesses. Whether or not the Dwarves or Drow like this arrangement is another matter entirely.

Racial Features
+2 Strength, +2 Constitution, -4 Dexterity. Ganritho'Gani are built like heavy blades - strong, tough, and slow.

Humanoid (Earth)

Medium. As medium creatures, Ganritho'Gani have no penalties or bonuses associated with their size.

Base Speed 20 feet. Ganritho'Gani cannot take the run action, but may still charge.

Meld into Earth (Ex) - The Ganritho'Gani may meld into any naturally-occuring deposit of metal, earth, or stone that is at least as large (but not as heavy) as he is. He does not need to breathe while melded into earth.

Magnetics (Su) - Each Iron Soul has his own personal semi-magnetic field that warps metals under his control. As a free action, once a round on his turn, he may declare to what use he is putting his field.

Attraction - The field attracts metal, giving the Ganritho'Gani a +1 Magnetic bonus to attack rolls against foes wearing metal armor or shields, and a -1 Magnetic penalty to armor class against foes weilding metal weapons.

Repulsion - Repulsing metal, this field gives the Iron Soul a +1 Magnetic bonus to armor class against foes using metal weapons, and a -1 Magnetic penalty to attack rolls while weilding a metal weapon.

Repulsor Blast (Su) - A Ganritho'Gani may make Disarm checks on metal weapons and shields within thirty feet of him. He rolls his Wisdom instead of his Strength on his check and neither side gains bonuses or penalties. This manuever still provokes attacks of opporunity from all foes that threaten the Ganritho'Gani and, if successful, throws the weapon or shield in question ten feet backwards from its owner.

Magnetic Armor (Su) - Using his magnetics, the Ganritho'Gani can collect a suit of small, metal objects, no individual object of which can weigh more than half a pound, to form a suit of natural armor on his body. As long as he maintains this suit of armor, he has a +2 armor bonus to his armor class. Collecting the objects takes at least a minute if they are all within ten feet of each other - longer otherwise.

Magnetostorm (Su) - To use this ability, the Ganritho'Gani must have his Magnetic Armor active on his body. Unleashing all of his magnetics at once, the Ganritho'Gani sends his Magnetic Armor into a storm of glittering fragments and deadly shrapnel, dealing 1d6 points of damage per two character levels (starting at level one) to all within ten feet. The use of this ability deactivates all of his Magnetic abilities for four rounds, rendering them useless. This ability may be activated once per day per four character levels (minimum one).

+2 on all Craft checks involving metal.

+2 Natural Armor bonus

Darkvision 60 feet.

Languages - Common, Terran. Bonus Languages: Aquan, Auran, Ignan, Celestial, Infernal.

Favored Class - Fighter

Level Adjustment: +1 (Tentative)

In the frozen north, newcomers carve their way into the tundra, shunting aside tribes of marauding goblins and enclaves of arctic elves. With a fury not visited upon the pure snow, they wage war savagely.

The Sathari'Gani are finally free, and woe be to those who will stand in the way of their conquest.

Like their twins to the south, the Faritha'Gani, the Sathari'Gani are creations of a powerful lich lord who had control over the elements. When the Faritha'Gani destroyed the lich lord, the Sathari'Gani were free to do as they wished. And what they wished to do was repay the world for letting them be enslaved.

The Sathari'Gani are not necessarily evil, but they are furious. Years of turning icy hearts to their hatred have made them unable to bear it any longer, and any who do not surrender to their rapid expansion are consumed by it without mercy or remorse. After they secure the tundras, who knows what will happen.

Personality - These days, most Sathari'Gani seem dangerous, always on the brink of rage. When calmed, they have a reserved, cold demeanor, and are slow to be roused to emotion. Even when furious, it's cold and detached - for them, revenge truly is a dish best served cold.

Religion - The Sathari'Gani typically embrace deities of cold, or else retribution. They do, however, hold a very pragmatic view of religion, and one will rarely find their churches in open conflict with each other.

Alignment - Sathari'Gani tend to be very lawful, with slight tendancies towards evil - especially mercilessness and ruthlessness.

Appearence - Sathari'Gani tend to resemble humanoid ice elementals, though no two look alike, and some have devlish or demonic traits as well. Fragile, crystalline wings (made of ice that does not allow them to fly), ever-foggy breath, blue skin, and a frosty touch are among the possibilities that a Sathari'Gani could possess.

Racial Features
+2 Wisdom, +2 Constitution, -2 Dexterity, -2 Strength. Sathari'Gani are patient planners who can take their fair share of hits, but the frigid nature of their bodies leave them severely lacking in mobility.

Humanoid (Cold). Sathari'Gani take no damage from cold and take half-again as much damage from fire.

Medium. As medium creatures, Sathari'Gani have no penalites or bonuses associated with their size.

Base Land Speed 30

Coldhearted (Ex) - Sarathi'Gani blood is nearly frozen, their veins thick with ice. They are immune to Constution and bleeding damage as long as the surrounding temperature is below 70 degrees farenheit. Above that, their blood begins to thaw, allowing them to bleed as their blood flows.

Icewalking (Ex) - Sarathi'Gani never need to make balance checks associated with slippery surfaces such as ice or grease.

Ice Shaping (Su) - As a full-round action that provokes attacks of opportunity, a Sarathi'Gani may call upon his influence over ice and snow to draw forth a weapon from the ice. There must be ice and/or snow of sufficient mass to create the weapon, which may be any melee weapon with which the Sarathi'Gani is proficient. A nonmasterwork variety of the weapon, sized for a medium creature, is created in the Sarathi'Gani's hand. Treat the weapon as being made of steel. Weapons created this way last until they melt.

Tundra's Touch (Su) - The Sarathi'Gani cannot learn, cast, or use any spell or item that has the fire descriptor or that deals fire damage. Spells and items they use or cast that deal cold damage deal an additional 1d6 points of cold damage per level of the spell or caster level of the item.

Languages - Common, Aquan. Bonus Languages - Infernal, Celestial, Ignan, Terran, Auran.

Favored Class - Rogue (some DMs may wish to use Scout, if they possess the Complete Adventurer).

Level Adjustment +1

The Faritha'Gani are a new race to the playing field of the world, one that, until recently, was enslaved. But, as they are wont to do, they exploded onto the scene, commanding the attention of the world at large immediately.

No one, not even the Faritha'Gani, quite know their own origins. Rumor abounds, of course, and theories fly everywhere - they are descended from solaminths, they are a new breed of elemental, they are possessed humanoids - but none can prove their theory. What is known is for the last three thousand years the Faritha'Gani were slaves to a powerful lich who commanded the elements with grace and skill rarely seen among wizards. The Faritha'Gani chafed under the lich's restrictions, but were bound by spell and contract to the volcanic homes he had given them.

The lich had his own undoing, however, when he taught the first few Faritha'Gani magic. After learning the arts of destruction, they hunted down his phylacteries and seared them from the world, forcing their bony master into his final grave at last with a mighty duel of magic.

Now free, the Faritha'Gani do whatever they want, mostly because they can. Short-lived, fiery, and very much a representation of the element they are so in tune with, it remains to be seen what effect they will have on the world that they walk, but whatever the case is, it is sure to be remembered forever.

Appearence - Compared to humans, Faritha'Gani are even more individualistic, no two of them being even remotely alike. Their eyes run colors from the blue of the hottest flame to an intense orange, and their hair tends to be in various shades of flame. Many have traits reminescent of fire elementals or devils, including cloven feet, burning hair, smoky breath, and even whole limbs and digits composed of elemental flame.

Alignment - The Faritha'Gani do not have an alignment that they tend to as a race, but they are extremists. Nuetral Faritha'Gani are not only rare, they are very near to impossible to find. The Burning Souls find a stance and defend it with a flaming passion.

Racial Features

+2 Intelligenge, +2 Charisma, -2 Constitution, -2 Wisdom. The Faritha'Gani have quick minds and think and live with a passion that often draws others into their wake, but their souls and blood burn too brightly for their bodies to handle and it is a rare occasion when one actually thinks a plan of action through.

Humanoid (Fire): Faritha'Gani are immune to fire and take half-again as much damage from cold.

Medium. As medium creatures, Faritha'Gani have no penalties or bonuses associated with their size.

Base Speed 30

Immolate (Su): The Faritha'Gani always burns just below the surface, and it is easy for them to unleash the fire within, wreathing their entire body in flames. As an immediate action, the Faritha'Gani may burst into flames, dealing 1d6 points of damage to anyone striking her with a nonreach melee weapon or who is in a grapple with her. Nonmetal equipment worn or held by the Faritha'Gani takes this damage as well, and may ignite as per normal rules for fire.

Boiling Blood (Su): The average body temperature of a Faritha'Gani is far, far higher than any human's, much to their enemies' dismay. An opponent who strikes a Faritha'Gani in melee with a nonreach slashing weapon or attack takes 1d6 points of fire damage as the boiling-hot blood sears their skin. If a Faritha'Gani wishes, she may coat her melee weapon in the blood for a single round, provided it deals piercing or slashing damage, dealing an additional 1d6 points of fire damage with it, though the action deals her 1d4 points of damage.

Burning Potence (Su) - When preparing or casting fire spells with metamagic feats, the spell slot used is one lower than it would normally be for a Faritha'Gani.

Sunfire Wrath (Su): The Faritha'Gani may never learn, cast, or use items or spells with the cold descriptor or that deal cold damage. When using or casting items or spells that deal fire damage, the Faritha'Gani deals an additional 1d6 points of damage per level of the spell in addition to the spell's other effects.

+2 Racial Bonus on all Craft checks involving fire.
+2 Racial Bonus on Knowledge (The Planes [Fire Elemental]) and Knowledge (The Planes [The Nine Hells]) checks. Those skills are considered class skills for all Faritha'Gani characters.

Smoldering (Su): A Faritha'Gani may choose to shed light as a lantern.

Languages - Common, Ignan. Bonus Languages: Celestial, Infernal, Terran, Aquan, Auran.

Favored Class: Sorcerer

Level Adjustment: +1

Among the flighty enclave of the elves, the Navarri'Gani make their laughing homes. Beings of air, the Storm Souls were some of the first to take advantage of their new freedom when their fiery brothers destroyed their former lich master and are certainly the most fiercely attached to it. Now closely allied with the elven nations, they act as tempests wherever they go, calling the storms with them.

Appearence - Navarri'Gani seem very stormy in their appearence, as well as thin and slender. Their hair darkens and lightens with teh sky, or they may trail feathers that fall from nowhere. They may have vestigial talons, but most often it seems as if parts of their bodies simply dissapear, becoming wind itself.

Personality - Life is a joyride and the Navarri'Gani are along for the ride. They are almost all Chaotic in alignment.

Religion - Navarri'Gani tend not to have a religion. Or, rather, they have far too many, worshipping whatever god, goddess, nature spirit, powerful elemental, farmboy, archmage, tomcat, etc. that catches their fancy and discarding them just as quickly.

Racial Features
+2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence. The Storm Souls are graceful of both tongue and body, but somewhat weak and, pardon the pun, total airheads.

Humanoid (Air)

Medium. As Medium Creatures, Navarri'Gani have no penalty or bonus associated with size.

Base Speed 30ft

Stormlord's Grace (Su) - Navarri'Gani are always surrounded by a cushioning pocket of wind that gives them a +2 circumstance bonus to armor class vs. missle weapons and functions as a constant feather fall.

Hurricane Wall (Sp) - Once per day per four character levels (starting at first) the Storm Soul may intensify his cushion of wind to a Wind Wall effect for a number of rounds equal to his Charisma modifier. The wall completely surrounds the Navarri'Gani.

Shrieking Gale (Su) - Once per day per four character levels (starting at level one) the Storm Lord may unleash a shrieking gale, drowning out all sound within twenty feet but its horrible wail. Verbal communication is utterly impossible within the area or into the area, and spells with verbal components cast into it have a 50% chance to fail. Bardsong and similar abilities that require sound are utterly negated, though sound-based damage can still be inflicted. The Shrieking Gale lasts for a number of rounds equal to the Storm Soul's Charisma modifier or until he dismisses it.

Carried on the Wind (Su) - Whenever the Storm Soul wishes it, her sonic abilities may have extra range or area by being carried on the wind. The areas and ranges of all sonic abilities the Storm Soul possesses increases by five feet per four character levels, starting at level one. The Storm Soul may voluntarily reduce this bonus to as small as the spell's normal range/area.

Storm Calling (Sp) - Once per week, the Storm Soul may gather all of his windlore and sing a song to the wind. This is a complex action that provokes attacks of opportunity each round and is performed over ten minutes, and functions identically to a Control Weather spell, except that it can only produce storms of the type appropriate to the environment.

+1 Dodge bonus to armor class

+2 on Jump and Tumble checks.

+2 on all Perform (Sing), Perform (Woodwind), Perform (Brass) and Perform (Oratory) checks.

+1 on all ranged attack rolls.

Languages - Common, Auran. Bonus Languages - Celestial, Infernal, Aquan, Ignan, Terran.

Favored Class - Bard.

Level Adjustment - +1

About the Creature I made this in a burst of inspiration/boredom the other day. The Arcadian Rebel is designed to be an exotic player race and is very, very closely related to the Arcadian Avenger (MM5).

Arcadia is not a realm for individuality, and the vast legions of its Avengers even less so. But even in the harmony of the Peaceable Kingdom of Arcadia, there are some cursed to be different.

These misfits often seem like normal Arcadian Avengers at first. Perhaps their creation was simply flawed, or their connection to the forces of law has been weakened. A few are born in touch with an inherantly chaotic force - such as the Primal Music - and are merely victims of the whims of fate.

Some manage to exist normally, if not happily, in the society of their fellow Avengers, never voicing their doubts and opinions. The vast majority of these unfortunates, however, cannot contain their differences, and are cast out of the perfection of Arcadia into the material plane.

The fall to the earth of the Material from the lofty heights of their heaven is long and painful, and in a merciless gesture of punishment, the powers they once served strip the Avenger's angelic nature from them. Their eyes fade to blue, their skin turns the color of a mortal human, and her wings transform to hard, unforgiving steel, never again to grant her the blessing of flight. In the fall, their armor sheds from their body, leaving them to crash to the earth naked, alone, and disgraced.

Many of these fallen Avengers - these Rebels - become quite embittered towards law and order after that, willingly and wholly embracing chaos. Whether such Rebels turn to good or evil is entirely dependant on their interactions with mortals. A rare few seek redemption, collecting the lost fragments of their armor and working to further Law on the Material plane in hopes of reclaiming their heavenly home.

An Arcadian Rebel who breeds with a mortal gives birth to an Aasimar two years later.

Racial Features

+6 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom, +2 Charisma. Arcadian Rebels retain the same physical and mental strength as their former sisters.

Medium - As medium creatures, Arcadian Rebels have no penalties or bonuses associated with their size.

Outsider (Native, Chaotic) - An Arcadian Rebel is an Outsider native to whatever plane it was banished to, and the rejection of Arcadia leaves Chaos' mark on them. Avengers do not need to eat, drink, or sleep, and may be raised or ressurected if slain on their chosen Material.

Aligned Strike (Chaotic) - An Arcadian Rebel's natural weapons and any weapon it weilds are considered Chaotic for the purposes of determining damage reduction.

Darkvision 60ft

Natural Armor +4 - As long as the Arcadian Rebel is not flat-footed, she may use her steel wings to provide a +4 natural armor bonus to her Armor Class.

Steelwings - An Arcadian Rebel has large wings of steel covered in dagger-like feathers. While they render her incapable of flight, they do serve as a secondary natural attack that deals 1d8+1/2 of the Rebel's strength modifier of slashing damage. Once every other round, she may flap her wings strongly, creating a 10ft cone of dagger-like feathers that deals a number of d4 equal to the Rebel's base attack bonus of slashing damage. Attacking in this manner is a standard action.

Curse of Arcadia - Whenever an alignment-based spell or ability affects a particular alignment in a negative fashion (Such as Smite Evil or Magic Circle Against Law), that spell affects the Arcadian Rebel as though she were that alignment. She still detects as whatever alignment she actually is.

Legion Training - Arcadian Rebels are automatically proficient in Longswords and gain Two-Weapon Fighting as a bonus feat.

Favored Class - Barbarian. Many Rebels are filled with fury and rage over what has been done to them, and it leads naturally into the Barbarian's path.

Level Adjustment: +3


"It's like...imagine someone asking, 'what is it like to be you?' and the only answer you can give them is, 'I don't know. I'm not me anymore.' It isn't like a hollow feeling - it's like no feeling at all. It's like the thing that makes you you is gone, scattered to dust, but it isn't even like that, because you can't feel its absence or anything else. It's like everything dries up but two things - a single, overwhelming purpose, and the need - the cold, emotionless need - to reclaim yourself." - Marla Vain, former Soulless

Though an evil baron torments the villagers and starve them with taxes, they don't call him soulless. No, they have seen soulless - soulless is their mayor, who was dragged away by the baron's wizards. He came back to them a week later, not a broken man, but not a man at all. He didn't smile, nor did he frown. He never raised his voice. He never got sad or angry or happy. When the priest spoke to him, he came back to the villagers muttering that there was no justice left in the world. And now all he cares about are the laws, and nothing - not pleading, not bribes, not threats - can stop him from enforcing them.

Creating a Soulless

Soulless is an aquired template which may be applied to any corporeal creature with Intelligence, Wisdom, and Charisma of at least three that has an alignment, hereafter referred to as the base creature.

Size and Type: The creature loses any alignment-based subtypes and gains the Augmented subtype. Size is unchanged. However, most people who look at the soulless get a feeling that they are smaller - like they aren't quite there somehow. This has no mechanical effect.

Speed: Speed is unchanged, but, again, there is a perception that the soulless isn't really there. Thus, most people don't really percieve them as moving so much as they believe them to manifest from one place to another. Looking twice always corrects the delusion - for the moment. This has no mechanical effect.

Armor Class: Unchanged.

Alignment: Soulless actually have alignments, but these are less attributes of the soul for them than they are patterns of behavior. Soulless retain any divine casting levels and any divinely granted supernatural abilities as long as they continue to act in accordance to their alignment. A soulless barely detects as their alignment, to the point where those trying to determine their alignment doubt its existence.

Special Attacks: Empty Stare (Ex): Those meeting the soulless's eyes are unnerved by the sheer emptiness they find within them. The brighter and hotter their own souls are, the harder it is not to be unnerved. Any creature looking the soulless in the eyes (treat this as a gaze attack) must succeed at a Will save (DC = 10 + 1/2 the soulless's hit dice + victim's Charisma modifier) or take a -2 penalty to all attack rolls, skill checks, saving throws and ability checks for the duration of the encounter. Those who succeed gain a cumulative +1 bonus on their next save vs. the effect which dissapears at the end of the encounter. This is a mind-affecting ability.

Special Qualities: Soulless (Ex): A soulless is immune to all mind-affecting abilities - they find no purchase upon him. Furthermore, he is immune to charisma damage and drain.

One True Purpose (Ex): A soulless has only one drive left. This might be to uphold the tenants of their faith, save children from disaster, or murder anyone who says a certain word, but they cling to one part of their former life and it defines them. They get a +2 bonus on all die rolls involved in fufilling this purpose, or against anything that tries to prevent them from fufilling it. This bonus persists even if they lose this template - they remember the strength that purpose gave them, and feel that strength even after they regain themselves.

Abilities: Adjust from base creature as follows: Intelligence +4, Wisdom +2, Charisma -6. These adjustments override any bonuses to those three statistics from other templates - that is, they take the place of them. If the soulless ever loses this template, the adjustments stay, but they stack with (instead of override) other adjustments.

D&D - Prestige Classes

Pelorian Crusader

"No rest for the wicked."

When one thinks of a knight, one usually imagines a shining figure resplendant in plate armor, riding to the rescue upon a raging battlefield. One rarely conceptualizes a haggard, worn woman in rusty chain, barely able to hold the weight of her own sword. And yet, this image is exactly what the Pelorian Crusaders are - looks are deceiving.

Many dismiss Pelorian Crusaders as incompetants or down-on-their-luck sellswords at first sight, but these men and women are fanatics of the highest order, swearing off both sleep and rest until their ceaseless mission is at an end - to purge evil from the world with Pelor's blinding light. They are instantly recognizable to anyone familiar with them from their haggard, exhausted look - one that comes from months and even decades (centuries in the case of some elves) without sleep as they crusade endlessly against evil.

Members of all classes can become Pelorian Crusaders, but fighters, crusaders, knights, samurai, paladins, rangers, and rogues are the most common candidates.


Alignment: Any Good
B.A.B.: +5
Skills: Concentration 4 ranks, Knowledge (Religion) 4 ranks
Feats: Endurance, Iron Will
Patron Deity: Pelor
Special: Must undergo the Trial of the Sleepless and be judged worth by the Crusaders.
Special: Must be able to suffer Exhaustion through sleep deprivation.

Class Features

Hit Die: D10

B.A.B: Good
Fortitude: Good
Reflex: Poor
Will: Good

Class Skills: Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Military Tactics / Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)

Skill points per level: 2+intelligence modifier

Oath of Restlessness (Ex): Upon entering this prestige class, the Pelorian Crusader swears never to sleep nor rest until evil is purged from the world. She may force her body not to sleep, no matter how exhausted she gets (and indeed must, for failure to keep this oath under any but involuntary circumstances results in the loss of all class features for 24 hours) and is treated as exhausted as long as she is upholding this oath. However, the strength of her convictions, as well as special training from her fellow Crusaders, grants her a +4 morale bonus to Will saves and a +2 competance bonus to melee attack rolls. She is immune to sleep effects, magical or otherwise.

No Excuses (Ex): Physical exhaustion is no reason to slack in the Pelorian Crusader's duty - no matter how tired she gets, she may move at her full normal speed and take her normal number of actions (subject to normal encumbrence rules and armor). This ability cancels the effects of any Slow effects that would otherwise affect the Crusader - they simply shrug off the hindering magic like they shrug off their exhaustion.

At first level, the Pelorian Crusader gains a +1 enhancement bonus to Strength and Dexterity while exhausted. This bonus increases every level, until it maxes out at +10 at tenth level.

Holy Strike (Su): Starting at level two, once per encounter, the Pelorian Crusader may channel the Sunlord's vengeful light into a melee attack. By declaring her intent and making a normal melee attack, a Crusader may perform a holy strike. If she hits, it deals an additional 1d6 +1 per Pelorian Crusader level of damage to the victim that results from divine origin. If she misses, the holy strike is wasted. She may use this ability an additional time per encounter for every two levels after 2nd (2/encounter at 4th, 3/encounter at 6th, and so on).

Walk it Off (Ex): The Pelorain Crusader isn't about to let wounds and diseases stop her from her duty, and her body, like it or not, is forced to cooperate. Starting at 3rd level, she benefits from natural healing (within normal time frames), regardless of whether or not she has rested. Additionally, the Pelorian Crusader gains a +4 sacred bonus on saving throws versus poison and disease.

Die Harder (Ex): Mortal wounds and blood loss are no reason to take a breather - at 4th level, the Pelorian Crusader gains Diehard as a bonus feat, even if she doesn't meet the prerequisites. Unlike the normal version of the feat, she continues to fight without penalty until she dies.

No Rest for the Wicked (Su): Starting at 7th level, the blessing of Pelor forces evil to make the same sacrifice as his Crusaders. Any evil being that comes within 30 feet of the Pelorian Crusader must make a Will save (DC = 10 + class level + Crusader's charisma modifier) or have the energy sapped from them, becoming exhausted and unable to sleep for one day per character level of the Pelorian Crusader. The affected being may make a new save once every 24 hours. A being that makes its save cannot be affected by that Crusader's aura for another 24 hours.

Crusader Strike (Su): Also at 7th level, the Pelorian Crusader can chain multiple holy strikes together into a shining display of righteous fury. Every holy strike she lands on a creature deals an additional 1d6 points of damage for each other holy strike inflicted on that creature in that round (so the first strike deals 1d6 + Crusader level, the second does 2d6 + Crusader level, the third 3d6 plus Crusader level, and so on).

Dead on your Feet (Ex): So great is the Pelorian Crusader's fanatacism in keeping her oath that she tries to even deny herself the rest of death. Starting at level 8, she is considered dead at -20 H.P., not -10, and her Die Harder feature continues to function normally until she reaches -20. Additionally, the Pelorian Crusader becomes immune to magical death effects.

Sleep is for the Weak (Ex): Starting at level 9, the Pelorian Crusader forces her body to cooperate with her utterly, sleep or no sleep, rendering her immune to damage or drain to her Strength and Dexterity scores. Her body still yearns for sleep - she just denies it.

Wrath Unending (Su): At 10th level, once per day, the Pelorian Crusader can become a direct conduit for Pelor's vengeful light. Once per day, as a full round action, she may declare any creature in melee range the target of her Wrath Unending (activating this ability uses up all her Holy Strikes for the encounter). She makes a full attack against that creature, with each blow being a holy strike (subject to her Crusader Strike ability as normal), but when she runs out of normal attacks, she continues making holy strikes against that creature at her lowest base attack bonus until she misses. Once she does, the flood of energy leaves her too exhausted to continue, forcing her to pass out and sleep soundly for 1d6 hours, during which she cannot be awoken by anything less than divine intervention.

The following classes are related and will have a more extensive flavor writeup later.

Two combatants walk onto the arena floor, Kithvok the Bloody - arena champion and raging berserker - and a newcomer. The money flew as the bets mounted, the smart putting their money on the barbarian, the desperate on his opponent, a slender man in a tattered black cloak, face hidden under the hood, leaning heavily on his scythe. The match begins, and Kithvok charges, screaming wrath as the foam begins to spray from his mouth -

Only to be hurled back. The newcomer steps forward and to the side, catching the barbarian with his scythe and hurling the rager almost thirty feet. Rolling up, Kithvok comes at him again - only to be repelled by a savage swing.

The fight goes badly for the arena champion from there. Cut up, ragged, wounded, the hate dead in him, he charges one last time, and is knocked back by a blow to the chest that sprawls him on the ground.

"Pest," is the last word he hears before cold steel claims him.

Flick Reaper

B.A.B. +8
Skills: Craft (Weaponsmithing) 6 ranks
Feats: Weapon Focus (Scythe), Improved Critical (Scythe), Power Attack, Improved Bull Rush, Hold the Line
Special: Must handcraft their own Masterwork Scythe and present it for testing before a Master Reaper

Weapon and Armor Proficiencies: Flick Reapers gain no new weapon or armor proficiencies.

Skills: As Fighter

B.A.B. Full
Fort: Good
Reflex: Poor
Will: Poor

Hit Die: D10

Class Features

Brush Off (Ex): Keeping your opponents away is one of the primary teachings of the Flick Reaper - no sword can wound you if it cannot get close enough. Whenever you make an attack of opportunity against an opponent, the attack is also treated as a bull rush attempt, except that you do not enter the defender's square and make the attempt as part of your scythe attack, and are not pushed back five feet if you fail. You may only use Brush Off when weilding a scythe.

Bloody Blade (Ex): Starting at second level, as long as you have dealt ten or more points of slashing damage to a corporeal creature with blood or similar bodily fluid with your scythe this round, you may flick the blood off at an opponent within ten feet as a swift action that provokes attacks of opportunity. The opponent must make a Reflex save (DC 10 + class level + Dexterity modifier) or be blinded for 1d2 rounds. Creatures without eyes or other obvious visual sensory organs are immune to this ability.
At level 7, this ability no longer provokes attacks of opportunity.

Flick Away (Ex): Starting at fourth level, as a standard action, you may use your scythe to initiate a bull rush attempt - see Brush Off. You may only use Flick Away when weilding a scythe.
At 9th level, you may use Flick Away as a normal part of any melee attack with your scythe.

Reach of the Reaper (Ex): Starting at fifth level, you have learned how to use your scythe effectively without forcing yourself to be pinned next to an opponent. You may treat any scythe you weild as a 10ft reach weapon. You still threaten any foes adjacent to you.

For Whom the Bell Tolls (Ex): Fear can be a powerful weapon against the weak-willed and the weak-minded, and it is easy to inspire when one weilds Death's weapon. Sarting at sixth level, whenever you make a successful melee attack against a foe wearing Medium or Heavy armor with your scythe, a mournful, bell-like sound fills the air. The victim must make a Will save (DC 10 + Flick Reaper level + Cha modifier) or become Shaken. If they fail another Will save against one of your attacks, they become Frightened, and if they fail a third, Panicked. This is a sonic, mind-affecting ability.

Long Arm of Death (Ex): Starting at tenth level, your hard work has finally paid off, making you the unquestioned master of the battle near you. You may make an unlimited number of attacks of opportunity against foes you threaten while you weild a scythe. Furthermore, instead of using Brush Off, if you make an attack of opportunity on a foe attempting to leave your threatened space, you may make a opposed Strength check, as if you were making a bull rush attempt. If you succeed, you halt their movement and pull them five feet towards you.

2008-04-30, 07:02 PM
More Classes

The ragged-cloaked man didn't seem like too much of a threat for the bandits, despite the jagged scythe he used as a walking stick. They burst from their hiding places with wild whoops and cries, charging the lone traveler.

The scythe swept down and tripped the first of the chargers. Moving with amazing agility, the traveler somehow caught the falling bandit with the hook of the scythe and whirled in a circle, sending him crashing into another of the robbers. The third unfortunate recieved a resounding blow from the haft of the weapon and was kicked away with a resounding thud.

The leader circled warily then, and the lone traveler stood stock still. As the rest of the bandits watched, the ragged-cloaked man surged forward in a blur, and their leader was sent sailing into the air, impossibly fast and high. With a grunt, the traveler bent severely at the knees and followed him up. With a sound like a funeral bell tolling, the scythe came down and the two began descending back towards Earth from more than eighty feet up.

When they finally impacted, sending up dust and dirt, the other three bandits had fled.

Angel of Death

Angels of Death are a class related closely to the Flick Reaper (see signature). Instead of focusing on using the scythe to keep their enemies at bay, the angels take to the skies, using their scythe as a weapon of trick manuevers and powerful strikes that send their enemies airborne. As they gain levels, powerful Angels of Death can even follow their enemies into the skies, delivering powerful finishing blows before crashing their foes down to the unforgiving earth below.

Base Attack Bonus: +8
Skills: Jump 11 ranks, Tumble 5 ranks
Feats: Acrobatic, Combat Expertise, Improved Trip, Skill Focus (Jump), Weapon Focus (Scythe)
Special: The character must learn from either another Angel of Death or must uncover and learn from one of the Reaper's Blades.

Class Features
Angel of Death
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+0|Angel Leap (No Limitations), Sweep Up

+0|Death's Reprimand

+1|Angel Leap (Vertical)

+1|Cast to the Heavens

+1|Angel Leap (Running Start)

+2|For Whom the Bell Tolls

+2|Heavenly Strike

+2|Unwilling Martyr

+3|Soar to the Heavens

+3|Their Souls to Judgement[/table]

Base Attack Bonus: Full
Fortitude Save: Poor
Reflex Save: Good
Will Save: Poor

Hit Die: D10

Class Skills - Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Intimidate (Cha), Tumble (Dex).

Skill Points Per Level - 2 + Intelligence Modifier

Weapon and Armor Proficiency: Angels of Death do gain proficiency with any weapon or armor. Unless otherwise stated, their class features may only be used in light or no armor and while carrying no more than a light load and only while weilding a scythe.

Angel Leap (Ex): While incapable of true flight, the Angels of Death are capable of gravity-defying leaps that awe and astound those who witness them. At first level, the Angel of Death is not limited in how far or high they may jump, regardless of size. At third level, they use the same table for vertical jump distances as they do for horizontal ones. At fifth level, they are always treated as having a running start on jumps.

Sweep Up (Ex): Angels of Death trip opponents by sweeping their bodies up and letting them crash to the ground. Whenever an Angel of Death makes a successful trip attempt, the victim takes 1d4 bludgeoning damage in addition to being knocked prone.

Death's Reprimand (Ex): Starting at second level, an Angel of Death may make an additional attack against an opponent they successfully trip in addition to the one already granted by Improved Trip. This attack is made at their second-highest attack bonus.

Cast to the Heavens (Ex): Starting at fourth level, the Angel of Death begins learning the true strength of his art. When he sucessfully trips an opponent, he may choose to forgo his attack and instead make an opposed Strength check with his victim. Large creatures get a +4 size bonus on this check, Huge creatures get a +8, Gargantuan creatures get +12, and Colossal creatures get +16. Success indicates that he may hurl the opponent ten feet per class level in any direction (except downward). If hurled into the air, the victim takes falling damage as normal. If their motion is stopped by an obstacle (such as a wall, cieling, or living being) both they and the obstacle take 1d6 points of damage per 10 feet that the victim hasn't yet traveled. The victim always lands prone - a living being of the victim's size that is struck by the victim may make a Reflex save (DC = damage dealt) to stay on their feet. Using this ability is a standard action.

For Whom the Bell Tolls (Ex): Fear can be a powerful weapon against the weak-willed and the weak-minded, and it is easy to inspire when one weilds Death's weapon. Sarting at sixth level, whenever you make a successful melee attack against a foe wearing Medium or Heavy armor with your scythe, a mournful, bell-like sound fills the air. The victim must make a Will save (DC 10 + Angel of Death level + Cha modifier) or become Shaken. If they fail another Will save against one of your attacks, they become Frightened, and if they fail a third, Panicked. This is a sonic, mind-affecting, fear ability. The Angel of Death may use this ability in any armor.

Heavenly Strike (Ex): Starting at seventh level, the Angel of Death may leap into the air after a victim of his Cast to the Heavens ability. If he hurls the creature into the air, he may leap after them as a free part of a full-round action. From there, he has one of two options - he may strike with his scythe, automatically gaining a critical hit if he deals damage, or he may slam the creature back down towards the ground, increasing the falling damage they take by one half (x1.5) and reducing the falling damage dealt to the Angel to 0. The Angel of Death only takes half of the falling damage he normally would when using this ability. Using this ability in conjunction with Cast to the Heavens is a full-round action.

Unwilling Martyr (Ex): Starting at eighth level, if the Angel of Death would be struck by a melee or ranged attack, he may make an opposed Strength check with an adjacent creature (besides his attacker) as an immediate action. Creatures get a bonus on this check based on size (see Cast to the Heavens). If he succeeds, he pulls the creature into his square, dealing it 1d4 slashing and causing it to recieve the attack instead of him. The Angel of Death may use this ability in any armor.

Soar to the Heavens (Ex): Starting at ninth level, the Angel of Death may choose to leap off of a victim of his Cast to the Heavens ability, making a Jump check as though his victim were solid ground. This manuever deals the victim 1d6 bludgeoning damage.

Their Soul to Judgement (Ex): At tenth level, the Angel of Death perfects their art, performing astounding displays of arial combat. A number of times per day equal to 1 + the Angel's strength modifier, they may choose to leap after a victim of their Cast to the Heavens ability, sailing into the air after them without making a Jump check. From there, they may make a full attack action, with each successful hit automatically threatening a critical hit. The Angel then rides his opponent to the earth, as the second option of their Heavenly Strike ability. Using this ability is physically tiring and leaves the Angel of Death fatigued for the rest of the encounter.

2008-07-09, 07:21 PM

The Blue Hand - The Blue Hand is an impressive great maul (Complete Warrior) made of blue glassteel. Its mistress, the fearsome mage-priestess Bolverk, used it for centuries to consign her enemies to fates beyond her Material Plane. Sadly, beings immune to the Blue Hand emerged and stole it from her, and the weapon has been lost ever since. It functions as a +4 Disruption Great Maul, and it sends its victims to a random plane of existence (no save) whenever it strikes them. Its user tends to become authoritarian and somewhat aggressive, often lashing out against those who deny their authority. Females weilding the Blue Hand experience the above effects, as well as a general seductive air and wry playfulness.

Cog and Taz - Cog and Taz are a pair of matched shortswords that almost appear as fragments of each other - each one has only one long half of a blade. Despite this seeming frailty, the weapons are incredibly sturdy, functioning as though crafted from adamantine. Cog and Taz each function as +4 Merciful Shortswords of Clouting. When weilded together, they allow the user to use Heal once per day as a swift action and Harm once per day as the same, though it deals only nonlethal damage. Once per week, the weilder may slam the blades together, then against a hard, wooden surface, dealing 2d6 Intelligence damage to any creatures they designate within thirty feet (3d6 if the wooden object in question is a desk) with no save allowed.

The weilder of Cog and Taz finds theirselves ignoring their own physical limitations, working well past exhaustion to get, "Just one more thing done." They become exceptionally forgiving and merciful as time wears on, unable to bear grudges. Eventually, they refuse to slay a living being and often refuse to help their companions do so.

The Discarded Diamond - This stone appears to be the least valuable gem to ever have been cut from the earth. It is riddled with holes and weaknesses, as well as lacking any kind of clarity or shine. When it is held, the weilder feels themself weaken considerably, recieving a -4 penalty to all ability scores while holding or carrying the diamond, as well as to attack rolls, skill checks, and saving throws.

However, the Discarded Diamond does not discriminate. It levies the same penalties on all creatures within 100 feet of its weilder, sapping away their strength. The Diamond feeds off of these energies, gaining a single charge per day that it levies these penalties on a living being without pause. The weilder may choose to spend a charge to designate a single being within 100 feet to not recieve penalties for an hour.

The owner of the Discarded Diamond finds that they are prone to taking idiotic risks, such as charging a battle formation of orcs with no armor, or leaping off of a cliff to get to the bottom faster. These urges are often suicidal and borderline psychotic, usually resulting in the weilder's eventual death. However, the Diamond appreciates the user's courage in following its suggestions - whenever the user takes an action the DM considers to be suicidal, the weilder gets no penalties from the Diamond and instead recieves a +4 bonus to all ability scores, attack rolls, skill checks, and saving throws while in the course of commiting the action.

Caben's Rose - Caben Duur was a monstrosity born of the void eons ago, tormented by thoughts that were not his own and spirits that he never asked for. The creature carved its way through the multiverse, finally ending up at an arena in Sorcen's Baator. There is fought and slew many opponents to slake its lust for blood - until a single man, Kyle Killigan, struck up a conversation with it in a bar. Kyle convinced Caben to give good a try, and the monster went off on his suggestion to the realms of Arborea.

The spirits that composed and possessed Caben Duur, however, had other plans. They fought him, and Caben found himself trapped in a half-state between being a force of life and a force of death. A group of beings attempted to destroy him once and for all upon his return. Only Kyle Killigan fought to save him.

No one but Kyle himself knows what actually happened, but Caben Duur left behind a single rose. Once a year, the rose opens and weeps nectar of blood. Kyle left it where it lay, and it eventually vanished from its lonely patch of hellish soil.

A mortal who picks up Caben's Rose is immediately bound to it. The rose snakes around his arm, up to his shoulder, and sinks its thorns in painfully. Thereafter, the rose drinks a point of Constitution each day to sustain itself, literally feeding off its bonded mate's blood. In return, the rose offers a measure of its former master's power. The weilder may Heal or Harm once per day with a touch, as a 20th level cleric. Additionally, as an immediate action, they may intercept any spell with the cure or inflict descriptor and redirect its target, even beyond the spell's normal range.

The flower has its greatest power, however, when it is bonded to a Blood Magus (Complete Arcane). The DC for all of its bonded mate's spells and supernatural or spell-like abilities increase by 4. Additionally, their bloodseeking spells deal an additional 5d6 points of damage (on top of any other sources of bonus damage). Lastly, when using their Blood Walk ability, the Blood Magus may traverse planes of existence.

A druid who picks up Caben's Rose does not become bonded to it, instead feeling a strange sense of balance. None of their spells require material components while they possess the rose, and any spell they have that affects plants in any way causes the plants to grow long, dangerous thorns that deal 1d6 points of piercing damage and 1d6 per caster level of the druid of pure divine damage to all creatures hostile to the druid who touch the plants.

The owner of Caben's Rose becomes increasingly schizophrenic and violent, broken by spells of melancholy and self-loathing. As it progresses, the character may need to find a rock in their life - faith, a loved one - to prevent themselves from spiralling into psychotic dementia. As long as the character has someone or something they love enough to truly die for, they can avoid complete insanity.

The Barkeep's Mug - "Ale" Rindel the Barkeep loved drink. He loved it so much that he spent a considerable amount of his fortune comissioning the manufacture and sale of everfull ale mugs, earning his sobriquet. When he died, conssiuers of fine drink everywhere mourned. His personal mug, on the other hand, vanished, presumed stolen.

The Barkeep's Mug appears as an ornate drinking mug, made of polished platinum and studded with small diamonds. It never runs out of drink, and the user need only name any drink they have ever sampled before to change the liquid inside the Barkeep's Mug to the liquor of his choice. But the power of the mug doesn't stop there.

By paying 100 XP per spell level, the user of the Barkeep's Mug may cause the beverage in it to also act as any potion of his choice, from any spell list. Dipping an item into the mug and then drinking the liquid acts as an Identify or Legend Lore spell targeting that item. Additionally, while they own the mug, they may breathe liquor as though it were air.

The owner of the mug finds a strong love for drink (if they didn't have one already) and will find himself prefering to spend most of his time drunk or at least tipsy. They become confident and assured when drunk, often leading to hilarious mistakes. Increasingly, they find that they cannot resist buying drinks for total strangers.

Angel Shroud - The Angel Shroud is the only remnant of a unique and legendary being, the fabled Stygian Angel. In ages past, she was a being of law who spontaenously arose from the River Styx in the Nine Hells of Baator. For milennia, she served the Lords of Hell as an enforcer, messanger, and general, bringing glorious order to Baator. Unfortunately, the angels of the Upper Planes saw her as an abomination, and sent a force down to Baator to bring her down. It was a mighty battle, and much celestial blood was spilled, but eventually, the Stygian Angel was slain by Merikel himself.

Her feathers were collected by Asmodaeus in a show of honor, and he formed a cloak from them. Now, whenever a mortal does an exceptional act furthering the cause of law and evil, he may bequeth the powerful and terrible artifact upon them.

The Angel Shroud appears as an elegant cloak of black feathers that always fits its wearer perfectly. When first put on, the cloak fuses with its wearer, refusing to be parted from them. Their fingers enlongate into elegant, deadly talons that deal 2d6 slashing damage and count as evil and magic for the purposes of damage reduction. The cloak may become a pair of black-feathered wings that grant the user a fly speed of 200 feet (Good).

The user of the cloak may cast Diction and Unholy Blight as spell-like abilites, eight times per day each as a 20th level cleric. Additionally, they gain immunity to all spells with the chaos descriptor and a +6 profane bonus vs. all spells with the good descriptor. Finally, once per week, they may flap their wings and unleash an unholy screech, dealing 20d6 sonic damage to all nonlawful and/or nonevil beings within 100 feet. Creatures dealt damage by this ability (who survive) must succeed at a Will save (DC 30) or have their alignment instantly and irrevocably changed to Lawful Evil.

The owner of the Angel Shroud finds theirselves consumed by thoughts of vengeance against all who wronged them and a special hatred for the clergy of Heironious. They enjoy inflicting pain and misery and eventually become incapable of simply slaying a foe, instead capturing and torturing them for months or even years on end.

The Black Book - This fearsome tome appears as a black-bound book with gilt-leafed pages. Its cover is marked by no name or author, instead bearing a single, imposing symbol - a skull with an open book in its mouth. Legend has it that the Black Book was the personal grimoire of the namless lich of the Rockwell Mountains, who ruled with an iron fist for more than eighty thousand years before he was destroyed. The wizard who brought down the undead monstrosity took the Book as his prize. Both promptly vanished from the face of the world.

The Book confers several powers on its owner simply by being near her. She may read and write all languages with perfect fluency, as well as speak and understand them. The Book allows wizards to memorize two additional spells per level and can, itself, act as a spell book with no page limit (the Book is assumed to already contain all spells of the Necromancy school).

However, the true power of the Black Book is in the reading of it. By opening it and reading out loud, the Book deals its wearer 1d3 points of Wisdom damage and allows them to use any summon monster spell they so choose. The creatures called forth all have the psuedonatural template (Complete Arcane).

If the reader continues to utter the foul words aloud, the Book deals them 4d3 points of Charisma damage and forces one creature within 100 feet who can hear the words to make a Will save or be affected as though by mind rape (Book of Vile Darkness).

Continuing to read the Book aloud causes the reader to take 2d3 points of damage to all mental ability scores and summons forth the dread Illurien (MM5) to serve the weilder faithfully for one hour. Afterwards, she becomes free-willed and quite dangerous.

Reading the Book aloud is a full-round action that may be continued for up to three rounds before the Book slams shut and refuses to open until sunset or sunrise, whatever comes first.

The owner of the Black Book becomes obsessed with omnescience and secrets, increasingly willing and ready to commit murder and horrid atrocities for the sake of knowledge. They become perverted and often sexually deviant. Each time they read the book, they feel the need to do so again and again, like an addiction.

2008-07-09, 07:30 PM
Artifacts (Continued)

Meri's Mittens - These gloves were worn by a thief legendary for her hubris, not necessarily her skill. Meri would literally steal the clothes off people's backs, as well as anything and everything shiny that caught her eye, and was never caught at it. When she finally retired, she left the gloves to her daughter - who promptly lost them in an incident that left her highly embarassed in a public manner.

The gloves themselves appear as worn leather riding gloves, and allow the user to use telekinesis at will. However, the gloves can only manipulate clothing, shiny objects, or other similar materials. Within these limits, they are powerful, using telekinesis as a 30th level sorcerer. Any object being telekinetically manipulated by the gloves may be stored in side them by speaking the word, "Sparklies!", with a limit of 100 cubic feet per glove per point of the user's charisma modifier.

The user finds herself becoming more mischevious and obsessed with shiny, sparkling objects. No matter how hard she tries to prevent it, at some point each day that she wears the gloves at least an hour or uses their abilities, they will be rendered nude except for the gloves.

Vici's Wedding Bands - This artifact is actually a pair of matched wedding rings, presented to Tyler Vici and Inaya Elrissa by Sorcen, the lord of Baator. The rings themselves are works of stunning beauty, forged from pure elemental energies that mix and swirl in breathtaking colors. Each ring gives its wearer Energy Resistance 20 against all energy attacks (Fire, Cold, Acid, Electricity, and Sonic).

Tyler's Wedding Band is infused with the Daemonaic energies of its master, as well as his faith and rightousness. The result is an item that is caught between becoming a holy artifact of justice and a foul talisman of hell. It grants the user resistance to positive energy 20 and negative energy 20, as well as rendering them immune to death effects and energy drain. Once per day, they may cast Summon Monster IX, calling forth a monster with either the good or evil subtype as a swift action. If they summon a creature with the good subtype, the user gains the Tanar'ri subtype until the next sunrise or sunset, whatever comes first. If they summon a creature with the evil subtype, the user gains the Eldarin subtype until the next moonrise or moonset, whatever comes first.

Inaya's Wedding Band absorbed its mistress' devotion and smoldering rebelliousness. The wearer becomes immune to spells and abilities with the lawful descriptor, as well as the supernatural abilities of beings with the lawful subtype. Once a day, they may fly into a controlled rage (as a barbarian's mighty rage, but able to tell the difference between friend and foe). The wearer of the ring may also Dimension Door unlimited times per day as a swift action and apply their dexterity modifier to melee damage.

A single being cannot wear both rings at once.

The wearer of Tyler's Wedding Band finds themself becoming cynical and sarcastic, often seeing the world in terms of what's possible and what isn't. At the same time, they will fight seemingly impossible odds and go to incredible lengths for a friend or loved one. More and more, they see no problem using evil tactics in pursuing good.

The wearer of Inaya's Wedding Band gains a growing sense of personal honor that often runs counter to established norms. They rebel instead of negotiate and gain a growing anger complex, directed at anyone who would dare harm or threaten one that they love.

The wearers of the Vici Wedding Bands feel a growing love for each other, and can always tell exactly where the other is, even across planar boundries, and communicate with each other via empathy. If the rings are left on long enough, the feelings of love and devotion become permanent.

The Bunny's Ring - The Bunny was an interesting travel companion. No one was ever quite sure what she did, but she did it with enthusiasm and energy. Her seemingly random behavior was later revealed to be the doing of this ring - originally a mere cursed item, now infused with her essence. After she was cured of it, she donated the ring to a temple of Boccob, which was later sacked by an ogre mage and its band of giants.

The wearer of the Bunny's Ring is affected as though by haste and confusion. But the Ring doesn't stop there. Whenever the wearer is struck by a melee or ranged attack, the ring releases an effect identical to that of a Rod of Wonder. Once per encounter, the wearer may wreath herself in a Cloak of Chaos, as cast by a 20th level cleric.

The wearer of the ring, in addition to the curse, acts random even in their lucid moments, often hugging or kissing strangers in preference to murderous acts. Others inevitably begin seeing the wearer as, "Cute" and "Adorable" rather than as a deadly threat to their existence.

Slaughter Penny - Sometimes, the most innocuos things are what rise to power and prestige. Take the Slaughter Penny as an example of this - for it is nothing more than a humble copper piece. The surface seems perpetually oily and bloody, and no recognizeable seal is stamped into it. For centuries, it has passed from assasin to assasin, always being used to pay for the deaths of others, until its perpetually bloody work stained it forever.

The Slaughter Penny grants the wearer a +20 bonus on all Intimidate checks simply by the virtue of being on his person. However, if they grasp the Penny, they gain a Death Attack as an assasin of their character level. Furthermore, they may render themselves invisible as per greater invisibility at will. Whenever they slay a living being, the Slaughter Penny stores the soul of its victim inside itself. The souls may be expended as though they were charges, allowing the user to cast any necromancy spell on the wizard/sorcerer spell list at the cost of one soul per spell level.

The owner of the Slaughter Penny finds themselves growing detached and emotionless, except for brief flashes of humor when contemplating death or sadism. He starts leaving behind bloody finger and boot prints, and eventually has an almost permanent coating of fresh blood dripping from their bodies. Killing for money only makes the symptoms worse.

The Lord's Dread Fangs - An ancient vampire of legend was once the owner of these fangs, known only as The Lord. His years were long and grew longer by the minute, and his incredible intellect found itself bored - the only sin to one without death.

Eventually, the Lord fell in love with a mortal priestess of Pelor. In his dead heart beat new life and new love - and he knew that he could not restrain himself or keep his love a secret. He confessed all to his beloved, who, rather than rejecting him, asked him to perform penance for his deeds. He cut the very fangs from his mouth and swore never to steal blood again. The fate of both the Lord and the priestess is unknown, but the temple of Pelor still has the fangs as sacred relics.

When a living being finds the Lord's Dread Fangs, they feel the urge to put them in their mouth, which they may accept or ignore at their own will. If they place the teeth in their mouth, the Fangs bond to their canines, granting them the Blood Drain and Blood Dependency special qualities of the Vampire template. The user of the Fangs also gains the benefit of a constant haste and stoneskin spell. If they drink the blood of someone who offered it unto them freely, they gain a +4 morale bonus to Strength and Dexterity for an hour.

The user of the Lord's Dread Fangs finds themselves consumed by wanderlust and the need for new experiences. Their emotions are heightened - they love and hate like fire and ice, and never will they be nuetral on anything. When confronting undead, they feel the increasing need to offer them forgiveness and compassion rather than destruction.

2009-02-18, 01:55 PM
Base Class - The Scourge

"Teratology - Technically, it is the study of monsters and anything to do with them (such as threwd); more broadly, it also means the study and practice of theroscaturgy ("beast-destroying"); that is, monster-hunting."

"Yeah, I met a scourge once. Dark fellow, never looked you in the eye, an' he always clinked when he moved. Then that giant rolled inta town and - gods, I wouldn't wish what he did to that thing on anyone."

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+0|1st Favored Enemy, Scourgecraft I

+0|Accelerate Brewing

+1|Uncanny Dodge


+1|2nd Favored Enemy, Scourgecraft II

+2|Destabalize Mixture


+2|Combat Mixture


+3|3rd Favored Enemy, Scourgecraft III, Imitate Potion I

+3|Improved Uncanny Dodge

+4|Imitate Potion II

+4|Bloody Blows

+4|Imitate Potion III, Iron Fortitude

+5|4th Favored Enemy, Scourgecraft IV

+5|Chemical Cloud


+6|Supersaturate, Slippery Mind

+6|Death Blow

+6|Scourgecraft V, 5th Favored Enemy[/table]

Monster-hunters, mercenaries, chemists, scientists, murderers - Scourges are called a lot of things, and most of them are even accurate. Men and women dedicated to hunting down the blights on civilized folk, Scourges offer up a single service to the world - killing monsters for money. Of course, one Scourge's definition of "monster" is utterly different from another's.

Adventures: Scourges adventure because that is what they are paid to do and how they make their living. What brings one Scourge to adventuring is often vastly different from another - revenge, pay, a sense of justice, or maybe just a love of killing and the need to exercise it on something socially acceptable to kill. Most Scourges are independant operators - they chafe when being ordered about like common footsoldiers.

Characteristics: Scourges fight in stages - they weaken from a distance before closing for melee. Every Scourge is expected to be intelligent and ruthless, and most come off as unfriendly. Those that do make an attempt to be friendly are often viewed as even scarier - how can a murderer be that cheerful?

Alignment: Scourges come from all alignments, but the sad fact of the matter is that there are more evil Scourges than there are good ones. Good-aligned Scourges tend to be miserable wretches who suffer from nightmares and severe (and frequent) crisis of faith. Scourges tend to start their careers as lawful, and end them chaotic-aligned as they become more and more independant.

Religion: Scourges tend to worship gods of slaughter or murder, even if they are good-aligned, because their work falls under those purviews. Those that do not often worship gods and goddesses of protection, guardians, or even vengeance. Scourges don't make a big deal out of their religion, but this is mostly because many of them worship the aforementioned gods of murder.

Background: Scourges come from diverse backgrounds, high-born and low, but all have one thing in common - at some point, they became interested in hunting down and slaying monsters. Some have had family members slain or crippled by marauding beasts, while others are simply interested. Many wanted to become wizards, but lacked the talent for working magic and so turned to alchemy to get a feeling of the power they craved. Others were recruited by the academies to pay of debts owed by their parents. A great deal are simply violent individuals with no desire to be locked up or executed.

Races: Humans and half-elves are the most common Scourges, being the most common races to marry pointless violence with intelligence. Elves and gnomes also boast a fair number of Scourges - these tend to be professionals serving a government rather than independant sell-swords. A surprising number of halflings also become frighteningly effective Scourges as well.

Other Classes: Understandably, Scourges don't get along well with paladins, clerics, or druids. Druids in particular often hold a special hatred for Scourges, and Scourges are more than happy to return the favor. Depending on the Scourge, the party wizard may be a rival or a font of information. Scourges get along very well with rogues, barbarians, and fighters, and have a friendly (one would almost say professional) rivalry with rangers.

Role: Scourges are fonts of knowledge and sources of battlefield control. Their potives can divide the enemy, disorient them, aid their allies and even imitate magic, so the Scourge uses them as often as possible. When the enemy is sufficiently off-balance, they close in for melee, using their knowledge of anatomy to deal wicked blows.

Game Rule Information

Abilities: Scourges benefit first from high Intelligence scores, then high Dexterity, Constitution, and Strength. Intelligence controls the save DCs of their potives, as well as a host of their class features.
Alignment: Any
Hit Dice: D8

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Craft (Alchemy) (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Dungeoneering, Local, Nature, the Planes, Religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (Abyssal, Auran, Aquan, Celestial, Goblin, Gnoll, Ignan, Infernal, Orc, Terran) (None), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at First Level: (6 + Intelligence Modifier) x4
Skill Points Per Level: 6 + Intelligence Modifier

Class Features

Weapon and Armor Proficiency: Scourges are proficient with all simple weapons, as well as the bolas, flail, handaxe, hand crossbow, longsword, raipier, shortsword, and whip. They are proficient in light and medium armor.

Favored Enemy (Ex): At 1st level, a scourge may select one of the following types of creatures: Aberration, Animal, Dragon, Elemental, Fey, Giant, Humanoid (Aquatic), Humanoid (Goblinoid), Humanoid (Gnoll), Humanoid (Orc) Humanoid (Reptilian), Magical Beast, Monstrous Humanoid, Ooze, Outsider (Any), Undead, or Vermin. The Scourge gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Scourge may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the Scourge chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the Scourge’s bonuses do not stack; he simply uses whichever bonus is higher.

Scourgecraft (Ex): At first level and again at 5th level and every five levels thereafter, the Scourge may select a minor mutation. The Scourge uses their alchemy and knowledge of their own bodies to modify themselves. Scourgecraft is only possible through extensive study both of the art and of one's own body. Because each body is different, a Scourge cannot bestow these abilities on another being. A Scourge may make a selection from his current level of Scourgecraft or any level below it. Unless otherwise stated, all penalties stack.

It is important to note that Scourges are constantly working on their Scourgecraft - it does not simply appear on them. Instead, each tier is the culmination of much work and scientific discovery, and is gained over time.

I - At this level, the Scourge is just beginning to enhance themselves in cautious steps. The abilities are minor and provide small, but useful, abilities and bonuses.

Brighteyes: The Scourge enhances his vision through chemical treatment to his eyes, gaining a +2 bonus on Spot checks and a +1 bonus on Search checks.

Keen Nose: The Scourge stimulates growth in his olfactory nerves, granting him a +2 bonus on Survival checks and a +1 bonus on Alchemy checks when making items that do not inflict hit point damage.

Sensative Skin: The Scourge stimulates his sense of touch to hypersensative levels, granting him a +2 bonus on Spot checks made to avoid being pickpocketed and a +2 bonus to Appraise checks when handling the object in question.

Heightened Hearing: The Scourge uses chemicals to change the nature of their eardrums and inner ears, gaining a +2 bonus on Listen checks and a +1 bonus on Balance checks.

Taste Enhancement: By stimulating their tongue, the Scourge quadruples their sense of taste. They may detect poisons by tasting food and water and may determine the ingredients of a substance by tasting a small amount of it (note that they may still be affected by these substances).

II - At this level, the Scourge is more confident in his abilites, trying stranger and more potent mutations. His lifestyle and personality start changing in little ways, and they seem irritable and snappish much of the time.

Wolf's Nose: Through further stimulation of his olfactory nerves, the Scourge gains the Scent special quality. His nose develops frequent bleeds. A Scourge must first have the Keen Nose mutation to take this one.

Hyper-Hearing: The Scourge continues to experiment upon his inner ear and eardrum, developing Blindsense within ten feet (the hearing based version described in the Dungeon Master's Guide). The Scourge increasingly begins to detest loud noises and crowds and suffers often from migrane headaches. The Scourge must have the Heightened Hearing mutation to select this one.

Autosanguination: Through excercise, injections, and controlled breathing, the Scourge learns how to direct the flow of blood in their body to some extent. They gain DR 2/Bludgeoning and a +2 bonus on Fortitude saves vs. poison. The Scourge's blood changes to a strange color and is often more viscious than normal, which disturbs many who see them bleed.

Adrenalin Enhancer: By carefully creating and then inserting an artificial gland into their neck, the Scourge gets increased adrenalin in their system. They gain a +2 inherant bonus to Strength and a +1 inherant bonus to Initiative, but a -2 penalty on spot and search checks. The Scourge becomes energetic and even hyper, always restless, and has trouble sleeping.

Enhanced Skeletal Structure: Through harsh conditioning and injections into his system, the Scourge hardens his bones. He gains DR 3/Slashing or Piercing and take 1d6 points of falling damage per twenty feet fallen, not ten. The Scourge is constantly in low levels of pain and is more stiff, gaining a -2 penalty to Escape Artist checks and Use Rope checks.

III - At this level, the Scourge makes major anatomical and cosmetic changes to themselves, often having to wear concealing clothing or skulk in the shadows. Many look at themselves in horror, but by now they've become addicted to the chemicals in their system.

Talons: The Scourge changes the skeletal structure of their hands and chemicaly treats their nails, creating talons. Treat these talons as natural attacks that deal 1d6 points of slashing damage. They threaten a critical hit on a 20 with a x3 modifier. The Scourge takes a -2 penalty to Craft checks requiring delicate work (except Alchemy) and to Use Rope checks, but gains a +2 bonus to Climb checks.

Redundant Organs: Through a long and painful process of growing, then inserting, artificial organs into their body, the Scourge becomes 50% immune to critical hits and stunning, but permanently loses two points of Constitution due to bodily trauma. They develop a prodigious appetite, eating three times as much as normal without gaining weight.

Toughened Hide: Via chemical treatment and scarification, the Scourge develops a tough hide, gaining a +3 bonus to natural armor. This bonus increases by +1 for each additional Scourgecraft the character gains, to a maximum of +5 at level 20. The Scourge's skin becomes hideous, inflicting a -4 penalty on all Charisma-based checks except Perform and Intimidate.

Inhuman Reflexes: By inserting small, artificial electrical organs into his body and conditioning himself rigorously, the Scourge brings his reactions up to superhuman levels. He gains a +4 enhancement bonus to Reflex saves and Initiative checks. They grow increasingly paranoid, taking a -4 penalty to Sense Motive checks, and they require more energy to perform the same tasks, becoming fatigued and exhausted in half the time.

Acid Spittle: By modifying their salivary glands, the Scourge may spit a minor form of acid once per encounter. The Scourge rolls a ranged touch attack (Maximum range 10 feet) - success indicates that the victim takes 1d6 points of acid damage and is struck blind (if they have eyes) for the duration of the encounter or until they wash their eyes out with water as a full-round action. At the DM's discretion, creatures with multiple eyes might not be blinded by this ability. The Scourge loses their sense of taste.

IV - At this level, the Scourge no longer anatomically resembles anything human. They carry around an aura of strangeness that makes folk shy away from them, and they are often angry or irritated all the time. Many Scourges at this level have problems making real friends.

Extrasensory Perception: By stimulating all of their senses and further insertion of artificial organs, the Scourge gains Blindsight within 20 feet. The only way to negate this blindsight is incorporeality or burrowing - otherwise, it is infalliable. The Scourge develops twitches and palsies, taking a -2 penalty to Initiative and developing a -4 penalty to all Dexterity-based skills except for Move Silently.

Spines: By augmenting their skeletal structure and taking injections, the Scourge develops spines on their back and shoulders that may be extended and retracted at will (if painfully). Creatures striking the Scourge in melee with nonreach weapons take 1d6 points of piercing damage from the spines. Once per day, the Scourge may go prone and fire all of their spines like missles. They make a ranged attack vs. all enemies in a 20 foot radius, dealing 3d6 points of piercing damage and threatening a critical hit on a 20 with a x3 modifier. The Scourge takes a -4 penalty on all Charisma-based checks except Intimidate and Perform.

Prosanguination: Through further experimentation on his blood, the Scourge enhances his own natural healing to an incredible rate, gaining Fast Healing 2 but permanently losing two points of Constitution. The damage reduction gained from their Autosanguination mutation increases to 6/Bludgeoning. The Scourge must have the Autosanguination mutation to select this one.

Bone Lacing: Through chemical treatment and a strict regimen of conditioning, the Scourge further enhances their bone structure. The DR from their Enhanced Skeletal Structure mutation increases to 8/Slashing or Piercing and they no longer take damage from falling. Furthermore, due to a fusing of their ribcage, they gain 25% immunity to critical hits and stunning (this stacks with the bonus granted by Redundant Organs). The Scourge permanently loses two points of Constitution when they select this mutation, and must have the Enhanced Skeletal Structure mutation to do so.

Celerity: By enhancing leg muscles and nervous reflexes, the Scourge becomes a paragon of speed. They gain a +2 inherant bonus to Dexerity and a +4 bonus to Initiative, as well as a +10 inherant bonus to their base land speed. Their other muscles recieve less blood, resulting in a permanent loss of 2 points of Strength and an increased ease of becoming fatigued and exhausted, doing so in one-quarter of the normal time. The Scourge must have Inhuman Reflexes in order to select this mutation.

V - The Scourge is clearly inhuman and often seen as mad or dangerous. Only their badge of office and the monster blood tattos they wear keep them relatively safe from molestation by mobs with pitchforks. Secrecy and lies are now an accepted part of their life.

Wings: Carefully grown wings are surgically grafted onto the Scourge's body. These wings are bat-like and grant the Scourge a 50 foot fly speed with average manueverability, as well as the benefits of the Hover feat. The Scourges appetite increases immensely, and they eat four times the amount a normal person does (this replaces the appetite increase from Redundant Organs, if any).

Claws: The Scourge further alters his hands, increasing the damage of his claws to 2d6. They gain a burrow speed of 15 feet and a climb speed equal to their base land speed. The penalties from the Talons mutation increase by 4 points, and the Scourge must have the Talons mutation to select this one.

Poison Spittle: The Scourge alters his salivary glands beyond recognition, making them produce deadly poison. By making a ranged touch attack (maximum range 10 feet), the Scourge may force one victim to make a Fortitude save (DC 10 + 1/2 class level + Con modifier) or die. Failure indicates that they instead take 2d4 points of Constitution damage.

Bladed Tail: A carefully grown tail is grafted onto the Scourges body, ending in a bladelike bone growth. This tail is prehensile, though it cannot weild weapons, and acts as a natural attack dealing 3d6 points of damage. The tail also grants a +2 bonus on Climb, Balance, and Jump checks.

Exoskeleton: Through treatments and artificial insertion, the Scourge develops a light exoskeleton, increasing his natural armor bonus by +4 and making him immune to critical hits and stunning. Furthermore, the exoskeleton shields him from much harm, granting him a +4 bonus on Reflex saves vs. area of effect attacks. The hideous nature of this exoskeleton inflicts a -4 penalty on all Charisma-based checks except for Intimidate and Perform.

Accelerated Brewing (Ex): Alchemy is a lot of "hurry up and wait" and Scourges learn early on that you have to multitask if you're going to get things done. Starting at second level, a Craft (Alchemy) check only takes eight hours for a Scourge, and they may make one check per class level in that same eight hour period.

Example - Mason Lakan, a 2nd level Scourge, is making some Alchemist's Fire to replenish his stock. He rolls two seperate checks - one for each batch he wants to make - and sits around, waiting for things to react so he can mix them. After eight hours, both are finished.

Uncanny Dodge (Ex): The Scourge spends most of his time in the wilds, and due to the nature of his profession, has to be on guard at all times. He retains his Dexterity bonus to armor class even if caught flat-footed or struck by an invisible attacker, though he still loses it if immobilized. If the Scourge already has Uncanny Dodge from another class, he automatically gains Improved Uncanny Dodge (see below) instead.

Grenadier (Ex): Scourges specialize in grenade-based combat, and have a host of techniques that they use to make themselves more effective at it. Starting at level four, they add an additional 15 feet to the range increments of grenade-like weapons that they use and an additional 5 feet to the splash radius. Furthermore, if they are using a grenade-like weapon that deals lesser damage when used as a splash weapon (such as acid), they deal base damage instead.

Destabalize Mixture (Ex): Starting at level six, the Scourge knows how to make particularly volatile mixtures. Items the Scourge makes using Craft (Alchemy) have all save DCs involved in them increased by 2 and deal an additional 1d6 points of damage (if they deal damage in the first place). Their duration, if any, is increased by 50% (1.5 times the normal duration).

Evasion (Ex): Starting at seventh level, the Scourge can avoid even magical and unusual attacks with astonishing agility. Whenever they roll a reflex save for half damage, they take no damage on a sucessful save. They still take full damage on a failed save. A Scourge may only use this ability in medium or lighter armor and while carrying no more than a medium load. A helpless Scourge does not gain the benefit of Evasion.

Combat Mixture (Ex): Starting at eighth level, at the cost of finesse and using more materials, a Scourge can whip up an alchemic compound as a move action that provokes attacks of opportunity in the middle of combat. Using up raw materials equal to 1.5 times the item's market price, the Scourge whips up his mixture. It must be used on his next turn or it becomes impotant, the materials wasted.

Painwrack (Ex): The Scourge's potives hurt, and he knows it. Starting at level nine, whenever a creature that has already sustained hit point damage takes damage from the Scourges mixtures, that creature must make a Fortitude save (DC 10 + 1/2 class level + Intelligence modifier) or be wracked with pain, taking a -2 penalty to attack and damage rolls, skill checks, ability checks, and saving throws for a number of rounds equal to half the Scourge's levels in this class.

Imitate Potion (Ex): Starting at tenth level, the Scourge can even imitate magic with his alchemy. Treat this as brewing a potion, except that the Scourge pays full market price for the potion and no XP. At tenth level, they can only make potions from the first-level spell list provided below. At twelfth level, they may make second-level potions, and at fourteenth, third-level. The Craft (Alchemy) DC to make a potion is (20 + level of the spell), and the Scourge's caster level is considered to be one-half their class level.

Potions made with this ability may be hurled as grenade-like weapons, affecting whomever they hit. They have no splash.

First Level - Cure Light Wounds, Endure Elements, Expeditious Retreat, Inflict Light Wounds, Jump, Obscuring Mist.

Second Level - Blindness/Deafness, Bear's Endurance, Bull's Strength, Cat's Grace, Calm Emotions, Cure Moderate Wounds, Delay Poison, Fog Cloud, Inflict Moderate Wounds, Remove Paralysis, Resist Energy, See Invisibility, Spider Climb, Touch of Idiocy.

Third Level - Contagion, Cure Serious Wounds, Fireball, Haste, Hold Person, Inflict Serious Wounds, Protection from Energy, Rage, Remove Disease, Slow, Stinking Cloud, Water Breathing.

Improved Uncanny Dodge (Ex): A Scourge of 11th level or higher can no longer be flanked, as he reacts equally well to opponents on both sides. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Bloody Blows (Ex): A Scourge always hits where it hurts. Starting at 13th level, a Scourge does an additional 1d6 points of damage to his victims in melee, so long as said creature has been damaged since the last round. Creatures immune to critical hits are also immune to this ability.

Against a Scourge's favored enemy, he instead does an additional amount of damage equal to his class level.

Iron Fortitude (Ex): Starting at fourteenth level, a Scourge may resist the most virulent of magical poisons and supernatural diseases with ease. Whenever he makes a Fortitude save against an effect that has a Fortitude (Partial) save or against a poison, nothing happens to him on a successful save. He still suffers the full effects if he fails.

Chemical Cloud (Ex): Starting at sixteenth level, when crafting an alchemical device that doesn't take a lot of effort to apply (such as alchemist's fire or scentbreaker powder, or one of his potions), the Scourge may choose to put it into a special kind of delivery device. When activated as a standard action, the device releases a cloud of the substance, affecting all but the Scourge within it. The cloud is a circle with a 20-foot radius, centered on the Scourge, and lasts for (class level + Intelligence modifier) divided by two rounds. Potions and alchemical items that deal damage to not gain a duration.

Eviscerate (Ex): Starting at seventeenth level, whenever a Scourge successfully deals slashing damage to a creature, that creature must make a Reflex save (DC 20 + Intelligence modifier) or take a point of Constitution damage as the Scourge rips away part of their vital organs. Creatures immune to critical hits are also immune to this ability.

Supersaturate (Ex): Starting at eighteenth level, the Scourge has learned to mix chemicals in ever-more volatile ways. By increasing the gold cost by 1.5 when creating an item with Craft (Alchemy), they may choose one of the following options. This ability may only be applied once per item crafted.

- Double the amount of damage dice rolled (if any) and increase the area by 1.5 (if any).

- Triple the duration (if any) and double the bonuses/penalties (if any).

- Maximize the effect.

Slippery Mind (Ex): This ability represents the Scourge’s ability to wriggle free from magical effects that would otherwise control or compel him. If a Scourge is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Death Blow (Ex): Starting at nineteenth level, the Scourge may make a Death Blow as a standard action. If they succeed at a melee attack, their victim must make a Fortitude save (DC 10 + 1/2 class level + Intelligence modifier) or die. If they succeed, it is counted as an automatic critical hit instead. Creatures immune to critical hits are also immune to this ability. Death Blows take some time to set up, and may only be performed once every four rounds.

Death Blow is a normal part of all melee attacks made against a Scourge's favored enemies.