Designer: Jonathan Freund Development: Corwin Atwood-Stone, A twood-Stone, Matthew Oatman, Tristan Vrolijk Development Inspiration : The team of the Dark Sun Cam!ai"n Settin"
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1 – RA RAC CES
1 Flaws
Vital Statisti$s Aarako$ra Dwar)es .l)es 0oliaths 2alf-.l)es 2alf-0iants 2alflin"s 2umans Muls 8terrans Thri-kreen
/ 1 3 4 5 6 7
2 – C CAS ASSE SES S
1!
Chara$ter Ad)an$ement 9ar'arian 9ard Cleri$ Druid Fi"hter Monk 8aladin 8sion 8s#$hi$ (arrior an"er o"ue (ilder (i;ard
1 / 5 7 1 6 / / / /5
A$tion 8oints Voluntar# 8o)ert# (ild Talents
44 57 5 5
& – PRE PREST STI' I'E E C CAS ASSES SES
(!
1 1/ 33 34 4 43 44
1&!
Di)ine Ma"i$ 8rimal Ma"i$ Ar$ane Ma"i$ ead#in" S!ells 8sioni$s S!ell =ists 9ardi$ .+$ellen$ies Cleri$ S!ells Druid S!ells 8aladin S!ells 8sioni$ Talents 8sion?(ilder 8owers 8s#$hi$ (arrior 8owers an"er S!ells (i;ard S!ells 0eneral .rrata S!ell .rrata 8ower .rrata 9ardi$ .+$ellen$ies 8sioni$ Talents @ew 8owers @ew S!ells Summon Monster =ist Summon @a @atures All# =i =ist
/ // // /1 /1 /4 /4 /4 1 13 15 15 3/ 33 34 46 46 57 57 51 56 56 67 6
A$adem# (arden Ar$h Defiler Assassin Duelist .lemental Sa)ant 2ealer Ade!t
5 51 53 55 67 6 6/ 63 65 66 7 7 71 74
% – E) E)*I *IP+ P+E$ E$T T
1,1, -
(ealth and Mone# (ea!ons Armor Ammunition S!e$ial Materials Ad)enturin" 0ear .n$hanted
76 76 1 1 Appendi endi3 3 14 DS! Spel Spells ls 3 App 5
! – C" C"ARA ARACT CTER ER #PT #PTI# I#$S $S %1 – C# C#+/ +/AT AT 0 S*RI S*RI A 12 12 Skills 0eneral Feats
– +A' +A'IC IC 0 PSI PSI#$I #$ICS CS
r'an =ife
4 5 7 3 /7
1-2
The races in this chapter replace those found in the Pathfinder Core Rules. Rules.
Height and eight Base Height
Race Aara%ocra, male
*'):
5+ lb.
d&
!) lb.
*':
*+ lb.
d&
!) lb.
('6:
-+ lb.
d)
!5 lb.
Dwarf, female
('5:
+ lb.
d)
!5 lb.
lf, male
*'&:
-+ lb.
d*
!) lb.
lf, female
*'-:
(+ lb.
d*
!) lb.
/oliath, male
*'):
(+ lb.
d&
!5 lb.
/oliath, female
*'(:
&- lb.
d&
!5 lb.
#alf0lf, male
-'-:
(+ lb.
d+
!- lb.
#alf0lf, female
-'):
+ lb.
d+
!- lb.
#alf0/iant, male
+':
,)++ lb.
d
!+ lb.
#alf0/iant, female
6'5:
,++ lb.
d
!+ lb.
#alfling, male
(':
)+ lb.
d)
! lb.
#alfling, female
('+:
(- lb.
d)
! lb.
#uman, male
)'+:
+ lb.
d+
!- lb.
#uman, female
)'-:
&- lb.
d+
!- lb.
Mul, male
-'+:
-+ lb.
d+
!5 lb.
Mul, female
-'-:
+ lb.
d+
!5 lb.
1terran, male
)'+:
(+ lb.
d+
!- lb.
1terran, female
)'5:
+ lb.
d+
!- lb.
*'+:
)-+ lb.
d*
!( lb.
The following section determines a character's starting Aara%ocra, female age, height, and weight. Dwarf, male
You can either e ither generate your character's age randomly or select it yourself, but any character of Middle Age or older must be approved by your DM. As a character ages, his physical ability scores decrease and his mental ability scores increase. The effects of aging are cumulative; however, however, no ability score may be reduced below by aging. At venerable age, the DM should secretly roll to determine each character's ma!imum age. "nce that age is reached, the character dies at some s ome point during the year. year.
To determine a character's height, h eight, roll the modifier dice indicated on the #eight and $eight table and add the result, in inches, to the base height indicated by race and gender. Multiply the result by the weight modifier and add that number to the base weight.
Base eight ei eigh ghtt Mo Modi di!i !ier er Modi!ier
Thri0%reen
Thri0%reen are )+ modifier inches inches longer than their height. .
Random Starting Ages
Aging and Maximum Age
Adulthood
Basic Class1
Simple Class2
Complex Class3
Race
Middle Age1
Old
Venerable
Maximum Age
Aara%ocra
& years
d(
d)
d*
Aara%ocra
- years
(- years
)+ years
d+ years
Dwarf
(+ years
d*
(d*
-d*
Dwarf
++ years
-+ years
++ years
*d+ years
lf
& years
d)
d*
d*
lf
5+ years
5- years
&+ years
d+ years
/oliath
years
d)
d*
d*
/oliath
(- years
-- years
&+ years
(d+ years
#alf0lf
* years
d)
d*
d*
#alf0lf
)+ years
*+ years
5- years
d+ years
#alf0/iant
- years
d*
d*
(d*
#alf0/iant
*+ years
6+ years
+ years
-d+ years
#alfling
) years
d*
d*
(d*
#alfling
-+ years
&+ years
+ years
-d+ years
#uman
- years
d)
d*
d*
#uman
(- years
-+ years
5+ years
d+ years
Mul
& years
d)
d&
d&
Mul
)- years
*- years
6+ years
d+ years
1terran
& years
d)
d*
d+
1terran
(+ years
)+ years
-+ years
d+ years
Thri0%reen
) years
d(
d)
d*
Thri0%reen
77
77
- years
d+ years
Race
2
3
2arbarian, rogue, and and wilder. wilder. 2ard, druid, fighter, fighter, paladin, psychic psychic warrior, and ranger. ranger. ( 3leric, mon%, psion, and and wi4ard. wi4ard.
0 to 8tr, De!, and 3on; to 9nt, $is, and 3ha. 0 to 8tr, De!, and 3on; to 9nt, $is, and 3ha. ( 0( to 8tr, De!, and 3on; to 9nt, $is, and 3ha
.
.
1
Aara%ocra are a freedom/loving race of vulture/li%e humanoids. rom their nests in the high mountain ranges, the aara%ocra can avoid the oy dying their feathers in %aleidoscopic patterns. At the center of each wing, an aara%ocra has a three/ fingered hand, and their foot talons are prehensile, with two opposable thumbs on each. An aara%ocra in flight can manipulate ob>ects with his feet >ust as well as he might with his hands. Aara%ocra heads are dominated by their large, flat bea%. Their eyes are proportionally small, and their ears mere tufts. Homeland= $inter ?est, the largest %nown aara%ocra community, lies in the $hite Mountains. "thers may be found in mountains all over the Tablelands. -ach ma>or nest may be home to several different tribes, who swear neutrality within the nest.
Societ#= -ach aara%ocra tribe is led by a chieftain and a shaman, who is almost always a cleric of Air. Most important occasions in aara%ocra life, such as the ascension of a chieftain or a child's rite of passage, are sanctified by summoning an air elemental and receiving its blessing. Aara%ocra chieftains must win their position through some feat of great s%ill which benefits the tribe; no aara%ocra views simple combat prowess as a true sign of e!cellence. 9f an aara%ocra believes that the chief is leading the tribe poorly, he must both argue his case and perform a deed to match the one which earned the chief his position. 8imilarly, each shaman trains several apprentices, who are e!pected to compete for primacy within the tribe. Relations= Aara%ocra are e!tremely territorial, and fiercely defend their nests from any strangers not %nown to them. They are a confident and proud race, with little empathy for land/bound
*2 $exterit#+ *2 isdom+ ,2 Constitution) Aara%ocra are clever and agile, but their light bones ma%e them frail. Medium) As medium creatures, aara%ocra have no special bonuses or penalties due to their si4e. Mo%ement) Aara%ocra base land speed is + feet, and they have a flight speed of * feet Caverage. -o.,light Vision) Aara%ocra can see twice as far as humans in moonlight and similar conditions of dim light. &atural eapons) Aara%ocra have two claws that deal d) damage, and a secondary bite attac% that deals d* damage. &atural Armor) Aara%ocra have a thic% bony plate in their chests, granting them natural armor. Aerial "ounce) $hen an aara%ocra ma%es a diving charge attac%, it can ma%e a full attac% using only its natural weapons at the end of the charge. Strange "h#siolog#) The base price of any armor made for an aara%ocra character is double the normal price. Claustrophobia) Aara%ocra have a racial fear of enclosed spaces. Any time an aara%ocra is in any building or natural feature smaller than + feet on each side, or is trapped in a crowd of people or animals, or is in any place where it cannot readily see the s%y, it becomes sha%en. -anguage) Aara%ocra characters automatically spea% 3ommon and Auran.
2
Societ#= 3ity/born dwarves conform to human social norms, and are often stronger adherents than the humans themselves. All dwarves believe in the Dwarves are a stern and stoic race characteri4ed by value of a stable hierarchy, and insist that the best incredible passions. All dwarves have a focus, a tas% course for any person is to determine their place in that they devote their lives to accomplishing. The that hierarchy and to remain there. -ven if this focus becomes the essence of the dwarf's being 7 he obedience to hierarchy seems detrimental, it is far defines his own worth by the progress of his focus. better than anarchy. Dwarves place great importance Dwarves spend most of their adult lives with a focus, on %inship, and each dwarf is e!pected to uphold the and usually acEuire a new one within one wee% of honor of his family at all times. completing their previous focus. ?othing ma%es a Relations= Though in many respects dwarves are a dwarf happier than single/mindedly pursuing his sub>ect species, few beings are less servile than a focus, and no enemy is more implacable than a dwarf dwarf. A dwarf's relationship with other species is whose focus has been thwarted. highly individuali4ed. All centers around the focus= "h#sical $escription= Dwarves are short and those beings who assist the dwarf in accomplishing stoc%y, standing roughly one foot shorter than the his focus are worthy friends and allies, while any who average human but considerably wider. Dwarves of stand in the dwarf's path are, at best, obstacles to be both genders are naturally hairless on their heads and avoided, and at worst, enemies to be slaughtered. faces, and have a strong cultural revulsion for the Ad%enturers= Dwarves see% adventure for many of human practice of growing out hair in these areas. the same reasons that a human might 7 to obtain Most dwarves eschew all decoration, believing that wealth, to earn status, to simply e!plore the world. the unadorned physical form is the highest beauty. Many adventuring dwarves leave their homes to Homeland= Most dwarves live among humans in follow an especially demanding focus. the city/states, often as slaves or laborers. A few fully Male &ames= 3aro, Dolgrin, runyar, #ars%, dwarven communities are scattered through the @a4mu%, Morgrym, Bogar. Tablelands, most notably the fortified town of @led, 'emale &ames) Agna, 2odill, yra, 9ngra, @otri, near Tyr, and the twin villages of ?orth and 8outh 1alashi, Busil%a, Yangrit. edopolus along the -stuary of the or%ed Tongue. 'amil# &ames) Arn, ur%, Mern, "rdi%, Tolin.
*2 Constitution+ *2 isdom+ ,2 Charisma) Dwarves are both tough and wise, but also a bit gruff. Medium) As medium creatures, dwarves have no penalties or bonuses due to their si4e. Mo%ement) Dwarves have a base land speed of + feet. Slo. and Stead#) Dwarves are never slowed by armor or encumbrance. $ar/%ision) Dwarves can see in the dar% up to * feet. $.ar%en Concentration) Dwarves gain a + racial bonus to Autohypnosis chec%s and to chec%s to concentrate on spells or powers. They can also use Autohypnosis without training. 'ocused) A dwarf's focus may be any tas%, but anything that would ta%e less than one wee% to accomplish is too simple to become a focus. Any chec% or roll made in pursuit of the focus gains a morale bonus; this bonus also applies to the save D3 of spells or psionic powers cast to advance the focus. Hard#) Dwarves receive a + racial bonus on saving throws against wounds, poison, and disease. Stabilit#) Dwarves receive a ) racial bonus to their 3ombat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning) Dwarves receive a + bonus on 1erception chec%s to notice unusual stonewor%, such as traps or hidden doors in stone walls. They automatically ma%e a chec% to notice such features whenever they pass within feet of them, whether or not they are actively loo%ing. Racial eapons) Dwarves are automatically proficient with impalers and warhammers, and they treat the heartpic% and urgrosh as martial weapons. -anguage) Dwarf characters automatically spea% 3ommon and Dwarven.
-lves view life as an opportunity for e!citement and pleasure, ma%ing them perhaps the greatest optimists on Athas. They roam the Athasian wastelands in nomadic tribes, always on the loo%out for an angle 7 an item of value, a reason to laugh, or >ust a chance to do something new and interesting. -lves prefer a short life of surprise and adventure to a long, dull e!istence. "ther races believe elves to be la4y and dishonest, which is true so far as it goes. -lves are notorious thieves, with no respect for any property that is not their own, and they prefer to avoid labor whenever possible. They would say, however, that leisure is a privilege and a sign of their own magnificence. "h#sical $escription= -lves are much taller than humans, but their thin and graceful forms give an impression of speed rather than ponderous bul%. -ven the strongest elf shows scarcely any muscle in his wiry frame. -lves tend toward a tanned comple!ion even when living out of the sun. Their ears come to long points, and combined with their slanting features ma%e them seem very e!otic an desirable. Homeland= -lves would say that the entire waste is -lven land, but most tribes show little interest in enforcing such claims. There are no %nown elven villages, and apart from the few elves who ta%e up permanent residence in the city/states, no claims of elven communities outside of the tribes. Societ#= -lven culture is based around the ideal of tribal unity. Any true elf would ma%e great sacrifices to benefit his tribe; selfishness is one of the greatest
sins among elves. All members of the tribe are e!pected to contribute, and to %eep up. Any elf who cannot run with the tribe is left to find his own way. -lves spurn the use of mounts for transport, believing that riding a beast is a sign of degeneracy. Relations= -lves prefer the company of their tribe and their personal friends whenever possible. They view strangers as enemies, mar%s, or both, so elves loo% for anything which might give them an edge. -lves always attempt to con, cheat, or steal from other races when given a chance, though if hostility brea%s out, they usually prefer flight to violence. 9f an elf believes that someone might be a worthy friend, he will arrange tests of loyalty to determine if that person would be willing to ta%e ris%s and ma%e sacrifices for him. "nce gained, an elf's trust is unsha%able. Ad%enturers= All elves are afflicted by curiosity and wanderlust, ma%ing them natural adventurers. Most choose to %eep their tribal affiliations, so that they may boast of their accomplishments when they return. Adventuring elves are e!pected to allow their chieftain periodic choice from their spoils; those who hold out are seen as disloyal and selfish. &aming) -lven children remain nameless until they are strong enough to %eep up with the tribe, usually around four years old. At this time, the child is taught to run in the elven fashion, and named after the first interesting thing it does during the training. All elven names have meaning, and an elf's name is believed to reveal his true nature and his destiny. &ames) 2otuu C$ater Bunner, Du%%oti C$ind ighter, -%ee C$ild Dancer, obuu Cirst Bunner, 8haanto Cire eaper, Traa%o CMetal 8tealer.
*2 $exterit#+ *2 Charisma+ ,2 Constitution) -lves are agile and very personable, but their bodies are frail. Medium) As medium creatures, elves receive no bonuses or penalties due to their si4e. Mo%ement) -lves have a base land speed of ) feet. -o.,light Vision) -lves can see twice as far as humans in moonlight and similar conditions of dim light. 0l%en mmunities) -lves gain a + racial bonus to saving throws against charm and compulsion effects. een Senses) -lves receive a + racial bonus to 1erception chec%s. -ong Hustle) -lves can hustle over long distances without penalty. O%erland Run) -lves can run for a number of hours eEual to their 3onstitution score without ma%ing any chec%s. After this time, they must ma%e a 3onstitution chec% every hour CD3 per previous chec% or become e!hausted until they receive at least eight hours of bed rest. (emperature Regulation) -lves resist the effects of heat stro%e more easily than most races. They gain heat protection +. Racial eapons) -lves are automatically proficient with the elven longblade and the longbow, and they treat the double/ tipped spear and the elven curveblade as martial weapons. -anguage) -lf characters automatically spea% 3ommon and -lven.
!
oliaths are a race of mountain/dwelling humanoids who live in the mountains of the Dead ands, south of the Tyr Falley. Their history tells of an ancient >ourney through the wrec%age of a dying land, which ended when they found their current home of #alatargasha, the Mountain That ives. Today, goliaths must e%e out their survival in the harsh obsidian wastes. oliaths have a deep/seated love of competition, %eeping score as a way of measuring their prowess compared to that of their companions. They believe strongly in the value of rules and fair play, and disapprove of cheating in any situation. #owever, they also value fitness above all other traits; goliaths have no sympathy for those who can't pull their own weight. "h#sical $escription= Most goliaths stand at least a head above any humans they meet, though they are still shorter than elves. #owever, the average goliath is half as wide as he is tall, and very muscular besides. oliaths have tough grey s%in, mottled with dar%er patches that form rippling patterns. Their faces are heavy/set, with a >utting eyebrow ridge and wide >aw. oliaths do not grow hair as such, but thin, fu44y organic growths similar to lichen sprout all over the upper bodies of both male and female goliaths. Homeland= The only goliath communities e!ist in the Dead ands, deep inside the trac%less obsidian wastes. A few goliaths have traveled to the Tyr Falley, but none have revealed the location of their home. Societ#= oliath society is deeply structured, guided by an intricate code of etiEuette called
Faimaranta%%a Coy the company of their friends and relatives. The natural goliath love of competition is channeled into specific outlets by the precepts of Faimaranta%%a, with the conseEuence that even a simple game or sport can become a contest for dominance between clans. Relations= oliaths are aware of the civili4ation of the Tyr Falley, and fear for their freedom from the rapacious sorcerer/monarchs. #owever, goliaths hold the only %nown adamantine mine in Athas, granting them the trading leverage to obtain wor%ed wood and other goods that they cannot produce themselves. Ad%enturers= Most goliaths find the struggle for survival in their obsidian hell to be adventure enough. Those who leave the Dead ands are usually outcasts from their clan, though >ust as many are e!iled for political e!pediency as for actual crimes. Honori!ics) Adult goliaths, once they have completed their rite of passage, receive an honorific name which highlights their greatest s%ill or deed. An honorific might change several times during each goliath's life to reflect new accomplishments. Male &ames= Au%an, -glath, autha%, 9li%an, @eothi, o/@ar, Maveith, Meavoi, Thotham, Fima%. 'emale &ames) ae/Al, @uori, Manneath, ?alla, "rilo, 1aavu, 1ethani, Thalai, Gthal, Faunea. Clan &ames) Ana%alathai, atha%anathi, @alagiano, "gola%anu, Thuliaga, Faimei/aga.
*2 Strength+ *2 Constitution+ ,2 $exterit#) oliaths are tough and strong, but their si4e ma%es them clumsy. Medium) As medium creatures, goliaths receive no bonuses or penalties due to si4e Cbut see powerful build. Mo%ement) oliaths have a base land speed of ( feet. -o.,light Vision) oliaths can see twice as far as humans in moonlight and similar conditions of dim light. Altitude Adaptation) oliaths do not ta%e penalties at high altitudes, and they do not lose their acclimation. Athletic) oliaths can ma%e long >umps and high >umps as if they had a running start. $ead -and Sur%i%or) oliaths are well/adapted to their brutal homeland. They receive heat protection , and r esistance 0 against negative energy damage. They also receive a + racial bonus to saving throws against disease. Mountain Mo%ement) oliaths do not ta%e any penalties using the 3limb s%ill for accelerated climbing. "o.er!ul Build) oliaths are large, stoc%y creatures. They are treated as arge for the purpose of maneuvers= they gain a si4e bonus to 3M2 and 3MD, and count as arge for determining whether maneuvers Csuch as whirlwind or swallow whole can affect them. Social Obser%er) oliaths have an instinctive grasp of body language, and receive + racial bonus to 8ense Motive chec%s. -anguage) oliath characters automatically spea% Terran. Most adventuring goliaths find it helpful to learn 3ommon.
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Many humans find themselves drawn to the beautiful and e!otic elves, with their grace and their honeyed words. 8uch unions usually end in bro%en hearts when the elven partner moves on to follow the tribe. 8ometimes, however, and against most conventional logic, a child is conceived from the tryst. #alf/elves are usually shunned by their parents; the elves cast half/ breed children from the tribe, abandoning them to the wastes, while humans believe that the child inherits the shifty and duplicitous nature of its elven parent. This re>ection leaves half/elves depressed and bitter. Most suffer from a crushing need for respect and admiration, especially from humans and elves. #alf/ elves always feel that they will be >udged as inferior unless they prove their worth to their companions. "h#sical $escription= Most half/elves favor their human parent, though they are taller than average and bear the pointed ears and slanted eyes of elves. Many find it relatively easy to pass for human. Homeland= Almost all half/elves dwell in the city/ states, where elves and humans are most li%ely to mingle. They do not form racial communities. Societ#= #alf/elves generally adopt the practices of the local human society. Their hunger to prove their worth to humans has lead many sorcerer/%ings to rela! their pre>udice against non/humans enough to allow some half/elves to enter the Templarate. "nly the most ambitious and ruthless half/elves follow this path, but they often ma%e very effective templars. "n the other side of the same coin, many half/ elves choose to devote their lives to liberation movements. Huite a few of the Feiled Alliance's most
loyal members are half/elves, and they often find leadership positions in resistance cells that oppose the sorcerer/monarchs. #aving e!perienced repression and cruelty their whole lives, half/elves are often sympathetic to slaves and other sub>ugated groups. ew half/elves are able to find honest employment due to human distrust of their elven heritage, leading many of them into the underworld economies of the city/states. #alf/elves are usually Euite attractive, ma%ing them popular in brothels, but those who can afford instruction prefer the bard's life. Huite a few become adept spies and assassins. Relations= #alf/elves tend to have a very comple! relationship with humans and elves. They often feel neglected and betrayed by their parent races, leading them into a bitter resentment. "n the other hand, they crave approval, ac%nowledgment that they measured up to the standards of
*2 to One Abilit# Score) #alf/elves are very versatile, and s%illed at many professions. Medium) As medium creatures, half/elves receive no bonuses or penalties due to si4e. Mo%ement) #alf/elves have a base land speed of ( feet. 0l! Blood) #alf/elves count as both elves and humans for the purposes of any effect related to race. -o.,light Vision) #alf/elves can see twice as far as humans in moonlight and similar conditions of dim light. Adaptabilit#) #alf/elves receive 8%ill ocus as a bonus feat at st level. 0l%en mmunities) #alf/elves gain a + racial bonus to saving throws against charm and compulsion effects. een Senses) #alf/elves receive a + racial bonus to 1erception chec%s. Multitalented) #alf/elves may choose two favored classes instead of one. (emperature Regulation) #alf/elves inherit some of their elven parent's resistance to heat. They gain heat protection . -anguage) #alf/elf characters automatically spea% 3ommon.
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egends tell that in ages past, a sorcerer/Eueen used wi4ardry to blend the race of giants with her human sub>ects in order to create a powerful race of slaves. Though some have disputed the accuracy of this tale, it remains the most popular account of the origins of half/giants. 2red for captivity and slavery, half/giants have the strength of three grown humans and less intelligence than one. They are well aware of their mental limitations, and batten onto the cleverest and most charismatic person that they %now as a guide for the world. #alf/giants tend to have wea%, or at least unformed personalities, and rely on their
Homeland= #alf/giants have very little sense of racial identity, and as a slave race, normally live among humans in the city/states. Societ#= Despite their prowess as warriors, half/ giants seem content to dwell in humanity's shadow. Though there are many free half/giants roaming the Tyr Falley, there are very few half/giant communities. Their simple and uncomplicated personalities ma%e them poor leaders and worse organi4ers. 2y the same to%en, however, one could find some half/giants in nearly any part of the Tablelands. Most half/giants ta%e great pride in stories of great heroes from their own race, and some actively collect these tales. Relations= #alf/giants get along well with all races. Aware of their own mental inferiority, they tend to adopt an attitude of good/natured servility. Moreover, half/giants are social mimics who easily pic% up mannerisms and customs from those around them. A half/giant among elves will underta%e to con and deceive those around him, while among dwarves he might learn to Euarry stone for his living. Ad%enturers= #alf/giants are occasionally ta%en by wanderlust, and see% out new customs and practices that might satisfy them. Most often, though, half/giant adventurers are simply following an interesting companion of another race. &ames) -nslaved half/giants are usually given human names. ree half/giants, or those who gain their freedom later in life, often ta%e new names from whatever race they most admire.
* Strength+ *4 Constitution+ ,2 $exterit#+ ,4 ntelligence+ ,2 Charisma) #alf/giants are very powerful and tough, but their si4e ma%es them clumsy, and they are famously dimwitted. -arge) #alf/giants ta%e a / penalty to Armor 3lass and attac% rolls due to their si4e. #owever, they have a reach of ft. The base price of eEuipment for large creatures is twice that listed in the -Euipment chapter. Mo%ement) #alf/giant base land speed is ) feet. $ar/%ision) #alf/giants can see in dar%ness out to * feet. &atural Armor= #alf/giants have thic%, leathery s%in which grants them a + natural armor bonus to A3. &atural "sionics) #alf/giants gain bonus power point at st level, thereby allowing them to Eualify for psionic feats. Malleable Alignment) $hen creating a half/giant character, choose one a!is of his alignment CgoodIevil or lawIchaos to be fi!ed. The other a!is may be changed once each day when the half/giant wa%es. #alf/giants often find interesting members of other species to pattern themselves on, and adopt the personality characteristics of their
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Those few e!plorers from the Tablelands who travel the Binging Mountains return with fantastic stories of a lush >ungle in the mountain heights. They also bring tales of the terrible dangers of the forest 7 ferocious beasts, deadly plants, and worst of all, tiny children who fight li%e demons. These are not children in truth, though halflings may appear to be human toddlers to the untrained eye. #alflings have had little contact with the people of the Tyr Falley, in part due to the dangers of the impassable mountains between them. More importantly, however, halflings are deeply !enophobic and see other races primarily as potential dinners. They are not true cannibals as some would claim, for no halfling would ever eat another halfling, but they are e!tremely predatory and do not see sentience as a relevant consideration in choosing their meals. #owever, halflings are also a deeply mystical people with strong ties to the land. They believe that they are the guardians of the most fertile land on all of Athas, and will ta%e any measure to protect their forest home from the depredations of lowlanders. "h#sical $escription= #alflings stand barely more than three feet high, but ma%e up for their si4e with an incredible ferocity. Their bodies tend to be lithe rather than muscular. #alflings eschew clothing whenever possible and wal% barefoot, which leaves their s%in tough and thic%ly calloused all over. #alflings have a deep love for their hair, but e!press this love in different ways. $hile some %eep their hair carefully styled and clipped, the more primitive >ungle tribes view such grooming as a sign of wea%ness, and value a wild, un%empt mane pulled into dreadloc%s.
Homeland= #alflings have a thriving tribal civili4ation in the orest Bidge. A few halflings have also chosen to establish villages in the Tyr Falley. Societ#= #alflings share a common culture that is as comple! as it is ancient. Their traditions enshrine the value of halfling life, which ma%es any fighting among their tribes an e!tremely rare occurrence. #alfling tribes assist each other whenever possible, and are Euic% to unite against any e!ternal threat. All halflings are raised with a rich bac%ground of their cultural lore. #alflings are so steeped in their own culture that much of their communication relies upon analogies and allusions to classical tales. An admonition of caution, for e!ample, might ta%e the form of simply saying the name of a halfling hero who met a bad end due to rash action. These references are nearly impossible for other races to decipher. Relations= #alflings see other races as a combination of dangerous invaders and dietary supplements. #alflings are omnivorous, but strongly prefer meat/heavy diets, and they are Euite happy to e!periment with the new taste sensations that an interloper might offer. "n those occasions when they tal% to non/halflings, they often become frustrated by the difficulty of communicating with
*2 $exterit#+ *2 isdom+ ,2 Strength) #alflings are agile and strong/willed, but their small stature ma%es them wea%er than other races. Small) As small creatures, halflings gain a si4e bonus to attac% rolls and A3 and a ) si4e bonus to 8tealth chec%s. #owever, they ta%e a / penalty to their 3M2 and 3MD. Mo%ement) #alfling base land speed is +0 feet. 'earless) #alflings receive a + racial bonus on saving throws against fear. Hal!ling -uc/) #alflings gain a racial bonus to all saving throws. Sure,'ooted) #alflings receive a + racial bonus on Acrobatics and 3limb chec%s. Culture Shoc/) #alflings receive a /+ penalty to Diplomacy and 9ntimidate chec%s when dealing with non/halflings. Racial eapons) #alflings are automatically proficient with atlatls and sloda%s. -anguage) #alfling characters automatically spea% #alfling. Most adventuring halflings find it helpful to learn 3ommon.
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#umans possess a drive to e!pand and control unmatched by any other race on Athas. This drive has lead them to become the dominant species of the Tyr Falley, and arguably the single most powerful species in the world. #umans >ustify their actions as necessary measures to preserve order and civili4ation in the harsh wasteland that Athas has become. #uman societies are turbulent, but they still constantly strive for a sense of order in a chaotic world. Above all else, though, humans are ambitious. They believe that, with effort, they can truly create a perfect world. "h#sical $escription= The humans of the Tyr Falley tend to have dar% s%in, ranging from deep bron4e to solid blac%, with similarly dar% eyes. #uman faces are thic%/boned and heavy/set with widely spaced features and strong >aws. $omen tend to be small/breasted in the parched climate of the Tablelands. #uman hair is usually dar% and %in%ed, and while the e!act fashions vary between cities, they normally wear their hair cropped short. #umans of both genders have an attachment to >ewels that most other races find obno!iously superficial, and humans li%e to display their social status by wearing heavier and finer adornments as their ran% increases. Homeland= #umans can claim most of the Tablelands as their territory. #uman cities dominate the trade routes and the limited agriculture possible in the desolate wastes, ma%ing humanity the de facto masters of the Tyr Falley and its environs. Societ#= #uman social structures tend heavily towards totalitarian monarchies, no matter where they may flourish. #umans instinctively turn to authority figures for reassurance in troubled times, and often create systems which give over control of society so that the rest of humanity can
course of Athasian history, and none have been more successful in doing so than the tyrannical sorcerer/ %ings. -ven when humans have pulled down corrupt leaders, their desire to enforce social order usually leads them to create new overlords in short order. Relations= #umans view themselves as a superior race, and believe that their dominance of the Tyr Falley is derived from inherent mastery rather than historical circumstance. $hile humans willingly ac%nowledge the success of other races, and agree that dwarves are better stonecutters and elves superior runners, they argue that human versatility has made humanity the ideal ruling race. Most humans don't vocali4e this sense of superiority, but it colors all relationships with non/human races. Religion) #umans are nearly uniEue among the races of the Tablelands in having actual religions, as opposed to the more common worship of the elements and paraelements, which have no orthodo!y and few consistent rituals. #umans, by contrast, have been %nown to create religions in the classical sense, with deity figures, sacred te!ts, and regular ritual observances. The people of ulg and Dra> venerate their sorcerer/monarchs as incarnate gods, while the sorcerer/Eueen of Baam poses as the rand Fi4ier of an all/powerful being %nown as 2adna. -ven in cities without state religions, however, humans are prone to ascribe supernatural events to the actions of gods. Divine cults are common in human communities, often based around charismatic leaders preaching an apocalyptic or racist theology. Ad%enturers= #umans become adventurers for many reasons 7 desire for wealth or fame, devotion to a cause, even simple wanderlust and curiosity. &ames) #uman names vary widely by region. The names below are common near the city/state of Tyr. Male &ames= Agis, 2orys, 3raster, -rthos, Milo, Mehendi, 1ave%, Tithian, $althar. 'emale &ames) A%assia, -ssen, @arla, Maron, ?eeva, 8adira, Triana.
*2 to One Abilit# Score) #umans are the ultimate generalists, and are s%illed at any profession. Medium) As medium creatures, humans receive no bonuses or penalties due to si4e. Mo%ement) #uman base land speed is ( feet. Bonus 'eat) #umans receive a bonus feat of their choice at st level. S/illed) #umans gain an additional s%ill point at every level, including st. -anguage) #uman characters automatically spea% 3ommon.
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2orn from the unli%ely mi!ture of dwarf and human blood, muls combine the si4e and adaptable nature of humanity with the strength and resilience of dwarves. The whole is far greater than the sum of its parts; muls are tireless wor%ers who can toil or fight for hours without respite. Gnfortunately, this fact has been noted by human slave breeders, for muls are not easily born. #umans and dwarves do not share the interspecies fertility and attraction that gives rise to half/elves, meaning that even conception ta%es months. $orse, muls are unnatural children who can severely in>ure the mother. More often than not, an!ious overseers will save a mul child by cutting it from the body of its dying mother. Muls themselves are sterile, and cannot create more of their own %ind. 2ut despite the costs and trauma of mul breeding, it is still very common, for the sheer physical prowess of muls ma%es them ideal gladiators, the most valuable sort of slave. "h#sical $escription= 8econd only to half/giants, muls are the strongest of the common humanoid races of the Tablelands. Muls can grow as tall as seven feet, and both men and women are thic%ly muscled and broad shouldered. i%e dwarves, muls do not grow body hair of any sort, and their s%in tends toward dar% shades. Their faces ta%e after those of humans, e!cept for their ears, which are slanted and pressed close to their heads. ?early all muls have tattoos over most of their torso which identify their owner and their s%ills. These tattoos are e!cruciating to remove. Homeland= Muls have no homes e!cept those given to them by their human masters. Most slave
tribes include at least one or two escaped muls. Societ#= 2etween their birth into slavery and their inability to bear children, muls have almost no sense of racial identity. They are Euite literally incapable of forming a real culture without progeny to inherit that culture. #owever, muls can reasonably be said to understand the culture of slavery better than any other race. Their sheer value and their ability to ignore physical pain ma%e muls well able to survive life in the slave pits. Muls learn from their mista%es better than other slaves, not because they are more clever, but because they tend to survive those mista%es. Muls learn to manipulate their masters and fellow slaves ali%e, and often become the most popular slaves. Relations= Muls are remar%ably free of racial pre>udice. They disli%e their masters, but meet enough enslaved humans that they do not associate slavery with humanity as so many other races do. $ith their bac%ground as gladiators, muls assume that most people that they meet are strong and dangerous Cthough not as dangerous as themselves. 8ome escaped muls are surprised to learn that not all beings are trained in weaponry and combat from infancy. ree muls must constantly watch their acEuaintances, for slaver bands have found captured muls to be e!tremely profitable commodities. Ad%enturers= Most muls long for freedom from their captivity, and once they have escaped, they find that adventuring is one of the safest and most lucrative professions available. &ames) As a slave race, muls are normally given human names. 8ome are only given titles, to better indoctrinate them to their destiny in the arena. reed muls often choose new names to signify liberty, which are generally traditional dwarven names.
*2 Strength+ *2 Constitution+ ,2 Charisma) Muls are bred for power endurance, but their low status ma%es them insecure. Medium) As medium creatures, muls have no special bonuses or penalties due to si4e. Mo%ement) A mul's base land speed is ( feet. $.ar! Blood) Muls are treated as dwarves for all purposes related to race. Hard#) Muls receive a + racial bonus to saving throws against poison, disease, and wounds. Rapid Reco%er#) Muls heal from damage with remar%able speed. They naturally recover hit points and physical ability score damage twice as fast as normal. They also gain a + racial bonus to chec%s to stabili4e and regain consciousness. (ireless) Muls receive a ) racial bonus to chec%s for performing e!tended physical actions Crunning, lifting, holding their breath, etc.. They also receive this bonus to resist any effect that would cause them to become fatigued or e!hausted. (oughness) Muls ignore the minor scrapes that might pain a wea%er race. They gain resistance to non/lethal damage. -anguage) Mul characters automatically spea% either 3ommon or Dwarven Cplayer's choice.
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1terran history/chants tell that once, the pterrans were a race of simple hunter/gatherers, living in peaceful coe!istence with their environment. Most pterrans are too respectful to doubt their loremasters, but they find it difficult to believe that their perspective was ever so limited, or their race so wea%. 9n the intervening years, the pterrans encountered a terrible enemy who sub>ugated their whole species as slaves and food sources. A century of brutal guerilla warfare defeated this enemy, but left the pterrans permanently changed. All pterrans are trained in tactics and strategy from a young age; they instinctively assess their surroundings for ambush points and defensive positions, and approach challenges with calm, rational planning. 1terrans believe in conserving their energy for survival, and usually attempt to solve problems with diplomacy or subterfuge before resorting to force. #owever, as soon as a pterran decides that only violence can resolve his difficulties, he will attac% with relentless ferocity and e!pect others to do the same. "h#sical $escription= As reptiles, pterran bodies are covered in light, smooth scales instead of s%in. Their scales are light brown, spec%led with white and grey flec%s. 1terrans have internal genitals, and see little use for clothing apart from armor. 1terrans are usually thin and willowy, and wal% upright with an aw%ward gait, though at need they can move as Euic%ly and surely as any other race. Their three/
fingered hands bear sharp claws, and a heavy, fin/li%e ridge protrudes from their s%ulls. Homeland= 1terrans originate to the west of the Binging Mountains, but have begun to travel east in recent years, establishing several villages south of Tyr. Societ#= 1terran society was shaped by terrible war. They are now highly militaristic, with most of their people receiving combat training of some variety. All pterrans have a life path, which guides their natural talents to fruition along the three traditional roles of warrior, druid, and psion. ife paths are chosen when each pterran is & years old, and each has found use in the pterran military life. Fiolence among pterrans is strictly prohibited by law and custom, which has made most pterrans adept negotiators. 9ntractable disputes are resolved by psionic mediators, who have absolute authority to render >udgments. Relations= 1terrans are wary of other races, but see them as potential allies against future threats. 1terrans %now that they are strong, both individually and as a species, but fear that the ne!t threat might be too great for them to survive on their own. 1terrans formed a strong and successful alliance with the %reen in the fight against their last enemy, and have strong bonds with the several thri/%reen %hans. Ad%enturers= Most pterrans outside of their native land view themselves as emissaries and outriders for their people. They see% %nowledge, power, and allies that could increase their species' chance to survive. Male &ames= -eshan, #riss%ar, ?athhos, 8thisu. 'emale &ames) Ahova, -vathho, Binvath, Fvatha.
*2 Charisma+ ,2 $exterit#) 1terrans are cunning diplomats, but their bodies are infle!ible. Medium) As medium creatures, pterrans have no special bonuses or penalties due to si4e. Mo%ement) 1terran base land speed is ( feet. (#pe 6Humanoid 7Reptilian89) 1terrans are humanoid creatures with the reptilian subtype. -o.,-ight Vision) 1terrans can see twice as far as humans in moonlight and similar conditions of dim light. &atural eapons) 1terrans have two claws that deal d) damage, and a secondary bite attac% that deals d* damage. -i!e "ath) All pterrans choose a life path, which influences their abilities and s%ills. "nce selected, it cannot be changed. Path of the Warrior: The pterran gains + 8trength, a bonus to ortitude saves, and a + bonus to Bide chec%s. Path of the Druid: The pterran gains a + $isdom, a bonus to Befle! saves, and a + bonus to 8urvival chec%s. Path of the Psion: The pterran gains + 9ntelligence, a bonus to $ill saves, and a + bonus to Diplomacy chec%s. Militarism) 1terrans treat @nowledge Cwacraft as a class s%ill, and gain a + racial bonus to @nowledge Cwarcraft chec%s. "oor "erception) 1terrans have bad eyesight and mere slits for ears. They ta%e a /+ penalty to 1erception chec%s. Racial (elepath#) 1terrans can always choose to gain missive as their wild talent, rather than rolling for their wild talent. Racial eapons) 1terrans treat the thana% as a martial weapon instead of an e!otic weapon. 9n addition, all pterrans gain proficiency with one martial weapon of their choice. -anguage) 1terran characters automatically spea% 8aurian. Most adventuring pterrans find it helpful to learn 3ommon.
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Thri/%reen, or >ust <%reen,: are a race of nomadic hunters who roam the world in search of food. @reen hunt all through the night and day, having no physical need for rest, and have never shown any desire to settle or establish any sort of permanent legacy. Thri/ %reen have produced no great wor%s of art, and their cultural stories are closer to hunting instruction than entertainment. As active carnivores, %reen need to eat regularly to survive, and their pac%s range far across the land. Thri/%reen pac%s rarely number more than two do4en individuals, but each one is a ferocious and agile fighter capable of terrible destruction. "h#sical $escription= Thri/%reen resemble large, bipedal insects. Their legs are e!tremely powerful, but incapable of fine manipulation, while their four arms, though tipped in claws, are Euite de!trous. Thri/%reen bodies are encased in a heavy, dun/colored chitin e!os%eleton; they have no internal bone structure of any sort.A thri/%reen has eyes and ears as any other humanoid might, but they also rely heavily on the large, feathery antennae that sit on the top of their heads. @reen eyes are multi/faceted, and their mouths consist of small, >agged pincers. There is no visual difference between male and female thri/%reen; they
can tell the difference by pheromones. Homeland= Most thri/%reen live in the vast dustlands of the 3rimson 8avannah. Thri/%reen do not create cities or any other permanent community. Societ#= Thri/%reen are lead by the strongest member of the pac%. 9nteractions with other races are often complicated by this fact, as any %reen introduced to a new group will attempt to establish dominance, which process closely resembles real violence. $ithin their pac%s, thri/%reen act harmoniously for the best interests of the group. There are no resentments or secrets between pac% mates; all members of the pac% share %nowledge and resources to benefit the whole. Relations= Thri/%reen see other humanoids as competition, and sometimes as food. They do not eat dra Csentient meat races unless desperate, with the e!ception of elves. @reen are fond of the taste of elves, which ma%es relationships with them rather tense. $hen in the company of other races, thri/%reen instinctively attempt to create pac%/li%e relationships. Ad%enturers= Thri/%reen who have been separated from their pac%s may attempt to form new ones with new companions. They will sometimes so>ourn among the dra to observe their hunting techniEues or to learn new psionic principles, which fascinate all %reen. &ames= 3hat'a%cha, a'ti%'chi%, @ach%a, @o/%'%yl, @a'@a'@yl, T'3hai, Tu'tochu%, F4ch/cli%.
*2 Strength+ *4 $exterit#+ *2 isdom+ ,2 ntelligence+ ,2 Charisma) @reen are strong and fast, but their ect to any effects that target humanoids only, such as charm person. $ar/%ision) @reen can see in dar%ness out to * feet. Multiple -imbs) Thri/%reen have four independently/mobile arms, allowing them to ta%e Multiweapon ighting. &atural Armor) Thri/%reen bodies are covered in thic% chitin plates, granting them a natural armor bonus to A3. &atural eapons) Thri/%reen have four claws that deal d) damage, and a secondary bite attac% that deals d* damage. Sleep mmunit#) @reen do not sleep 7 they simply have no physiological or psychological need for rest. They are immune to sleep effects. @reen spellcasters and manifesters must still r est to recover spell slots and power points. Camou!lage) Thri/%reen blend in with the desert, gaining a ) racial bonus to 8tealth in sandy or arid areas. -eap) A %reen's powerful legs grant it a & racial bonus to Acrobatics chec%s to >ump. "ac/ (elepath#) Thri/%reen gain missive as a bonus wild talent. Strange "h#siolog#) The base price of any armor made for a thri/%reen character is double the normal price. Racial eapons) Thri/%reen treat the chat%cha and gyth%a as martial rather than e!otic weapons. -anguage) Thri/%reen characters automatically spea% @reen. Most adventuring %reen find it helpful to learn 3ommon. -e%el Ad5ustment) Thri/%reen characters count as level higher for the purposes of determining their character level. or e!ample, a st/level thri/%reen psychic warrior would count as a + nd level character when determining his strength in the group and the e!perience he needs to level up.
12
The harsh realities of Athas and the dangers of arcane tradition. To refuse a bard from your house is a magic are a constant factor in everyday life. Just as terrible crime, no matter your suspicions about the Athasian races are different, so too are the classes. bard's motives. -nemies often send each other bards as gifts, to %eep the other on edge and, eventually, to deliver the final %iss of death. -!cept as noted here, characters progress as specified in the Pathfinder Core Rules. Abilit# Score ncreases) At every even/numbered level, you may increase two different ability scores by one point each. You do not need to advance the same ability scores every time you level.
-!cept as noted here, barbarians have the class features listed in the Pathfinder Core Rules. S/ills) 2arbarians receive 0 9ntelligence modifier s%ill points at each level. -scape Artist and 1rofession are class s%ills for barbarians. 8wim is no longer a class s%ill. asteland nstincts) ong e!perience with the wastes of Athas has taught barbarians caution. They gain a bonus eEual to one/third their barbarian level to Befle! saves and Armor 3lass against natural ha4ards, such as sandstorms or a stampede. This replaces the barbarian's trap sense ability.
2ards hail from the shadowy corners of Athas' most unsavory dives, wal% out of the most dangerous shadows. Athasian bards are the unEuestioned masters of oral tradition and forgotten lore, but such gifts are not available to >ust anyone. 2ards hoard their secrets li%e a merchant guards his stoc%, and for the same reason. A bard is a dealer in the obscure, the rare, and the hidden. $orst of all, none but the bard %now the truth of the bard's tales. The bard that you hire might well have been purchased already by your enemy, and his every word is a slow poison, leading you onward toward death. 2ards are masters of the subtle arts of murder; many are master poisoncrafters, having gleaned the secret lore of to!ins from their research. ?onetheless, bards are protected by long
The bard class has undergone considerable changes. Gnless specified here, they have none of the class features listed in the Pathfinder Core Rules. Hit $ie) d&. eapon and Armor "ro!iciencies) 2ards are proficient with all simple weapons, plus the bard's friend, elven longblade, garrote, hand crossbow, master's whip, repeating crossbow, scimitar, shortbow, sloda%, splashbow, star%nife, whip, and widow's %nife. S/ills) 2ards receive & 9ntelligence modifier s%ill points at each level. 2ards have the class s%ills listed in the Pathfinder Core Rules. Bardic 0xcellencies) 2ards are capable of a variety of uniEue and speciali4ed s%ills %nown as bardic e!cellencies. 2ards learn new e!cellencies regularly, as shown on the table below. A bard can always choose to learn a lower/level e!cellency in place of a higher/ level e!cellency. The full list of e!cellencies may be found in the Magic chapter, although e!cellencies are not themselves magical effects. Gnless specifically noted, using e!cellencies does not provo%e attac%s of opportunity. The saving throw D3 against an e!cellency eEuals e!cellency level 3harisma modifier. Maximum 0xcellenc# -e%el) 2ardic e!cellencies are divided into levels, much li%e spells. #igher level bards can learn stronger and more comple! e!cellencies. 2ards cannot learn any e!cellency higher level than one/third their class level. Bardic no.ledge) This is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules. Bardic "er!ormance) This is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules.
1
Bard
Hit $ie) d<
-e%el Base Attac/ Bonus
S/ill "oints) < * nt mod=le%el
'ort Sa%e
Re! Sa%e
ill Sa%e Special
0xcel> Max no.n -e%el
1
+
+
+
2ardic %nowledge, bardic performance, poison use, countersong, distraction, fascinate, inspire courage
+
st
2
(
(
(
-fficient alchemist, versatile performance
(
st
3
+
(
(
(
uardian of %nowledge, inspire competence +
(
st
4
(
)
)
)
9mprovisation, trade secret
0
+nd
?
(
)
)
)
3hance Iday, inspire courage +, loremaster Iday
*
+nd
)
0
0
0
9mproved poison use, Euic% reactions +, suggestion, versatile performance
*
+nd
@
0
0
0
0
9nspire competence (
&
(rd
<
*I
*
*
*
Dirge of doom, trade secret
6
(rd
*I
*
*
*
9nspire greatness, loremaster +Iday
6
(rd
1
5I+
5
5
5
3hance +Iday, >ac%/of/all/trades, versatile performance
)th
11
&I(
5
5
5
9nspire competence ), inspire courage (
)th
12
6I)
&
&
&
Huic% reactions ), soothing performance, trade secret
)th
13
6I)
&
&
&
oremaster (Iday
(
0th
14
I0
6
6
6
rightening tune
)
0th
1?
I*I
6
6
6
3hance (Iday, inspire competence 0, inspire heroics
)
0th
1
+I5I+
Trade secret
0
0th
1@
+I5I+
9nspire courage ), loremaster )Iday
*
0th
1<
(I&I(
Mass suggestion, Euic% reactions *
*
0th
1
)I6I)
9nspire competence *
5
0th
2
0II0
+
+
+
3hance )Iday, deadly performance, trade secret
&
0th
"oison :se) 2ards have a reputation as s%illed poisoners second only to their reputation as loremasters. At st level, bards never ris% accidentally poisoning themselves when applying poison to a weapon, and the save D3 against any poison applied by a bard increases by . 0!!icient Alchemist) 2ards wor% hard to be self/ sufficient, and e!tend their efforts to their trademar% s%ills with poisons and alchemy. 8tarting at + nd level, bards gain a competence bonus eEual to their 3harisma modifier to 3raft Calchemy chec%s to create poisons and alchemical items. ell,Versed) This is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules. ;uardian o! Secrets) 2ards are freEuently information dealers, spies, and assassins. ?o matter what their profession, they have valuable information and they %now how to %eep their mouths shut. 8tarting at (rd level, bards receive a + morale bonus to all saves against telepathic powers, enchantment spells, and charm effects.
Versatile "er!ormance) This ability is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules. mpro%isation 60x9) 2ards have always relied on their luc% to see them out of bad situations. At )th level, a bard gains a
1!
Aareness (Ex): You are not caught flat/footed in surprise rounds. You also gain a ) competence bonus to 1erception chec%s. Cool !egotiator (Ex): You may ta%e on 2luff and Diplomacy chec%s. "ast #tealth (Ex): This secret is e!actly li%e the rogue talent of the same name specified in the Pathfinder Core Rules Cp. *&. $ealing %onic (Ex): You are able to brew restorative potions. Treat this ability as a speciali4ed version of the 3reate imited 9tem feat which can only be used to create potions of cure ounds. You do not need to %now any spells to create tonics. Treat your bard level as your caster level for this purpose. A bard's healing tonics are not magical. &a'or Psi %alent (Ps): You gain + power points and %nowledge of a single st level psion power. Your manifester level is eEual to your bard level. The save D3 is your 9ntelligence modifier. Your 9ntelligence score must be or higher to select this talent. This talent may be ta%en multiple times; each successive time, you gain additional power point and %nowledge of a different st level power. Prereuisite: psi talent. &aster of Alchem (Ex): $hen you craft alchemical items, you only need to pay half the normal cost for materials. You may also use improvised materials to create alchemical items, which doubles the creation time but cost only one/Euarter of the normal material cost. &aster of *enom (Ex): $hen you craft poisons, you only need to pay half the normal cost for materials. You may also use improvised materials to create poisons, which doubles the creation time but cost only one/Euarter of the normal material cost. #corpion+s %ouch (Ex)= The save D3 against any poison that you apply increases by . This secret may be ta%en multiple times; its effects stac%. Poison,ane (Ex): Add one/half your bard level as a competence bonus to 3raft chec%s to create antito!in and poison antidotes. You only pay one/half the normal material cost to create these items Cthis stac%s with the bonus from Master of Alchemy. You gain a + bonus to saving throws against poison. Poison -as (Ex): You can apply up to three doses of inhaled poison to a smo%estic%. All creatures within the area that the smo%estic% covers are affected by the
poison. 9f you applied more than one dose, the save D3 increases by + for each additional dose. 1oisons applied this way have no onset time. Precision (Ex): You gain a bonus to attac% rolls against creatures with armor or natural armor. This secret ma%e be ta%en multiple times; its effects stac%. Psi %alent (Ps): You can use a single non/discipline psionic talent as a psi/li%e ability three times per day. Your manifester level is eEual to your rogue level. Your 9ntelligence score must be or higher to select this talent. #neak Attack (Ex): This secret is e!actly li%e the rogue feature of the same name specified in the Pathfinder Core Rules Cp. *&. Your snea% attac% deals d* damage. This secret may be ta%en multiple times, each time increasing the snea% attac% damage by d*. #killed (Ex): Add one/half your bard level as a competence bonus to one of the following s%ills= Appraise, 2luff, 3raft Cspecify type, Diplomacy, #eal, 1erform Cspecify type, 1rofession, 8ense Motive, or 8leight of #and. This secret may be ta%en multiple times, selecting a different s%ill each time. 9f the bard selects this secret for a 1erformance s%ill, the competence bonus it grants does not apply to the use of his Fersatile 1erformance ability. Chance 60x9) 2ards live on the edge by habit and by profession. "nce per day per five class levels, a bard may reroll a single d+ roll. #e may %eep the better result. -oremaster) This ability is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules , e!cept that bards gain an additional use for every four levels, not every si!. 8ee the table above. mpro%ed "oison :se 60x9) 8tarting at *th level, bards can apply poison to a weapon as a free action. uic/ Reactions 60x9) 2ards must react swiftly to danger in their profession. 8tarting at * th level, bards gain a + bonus to initiative chec%s. This bonus increases to ) at + th level, and to * at & th level. Dac/,o!,All,(rades) This ability is e!actly li%e the bard feature of the same name specified in the Pathfinder Core Rules.
-!cept as noted here, clerics have the class features listed in the Pathfinder Core Rules.
1$
Build Options) $hen Cleric) Spells Readied "er $a# Cleric) Spell Slots "er $a# ta%ing your first level of -e%el 1 2 3 4 ? @ < -e%el 1 2 3 4 ? @ < cleric, you must decide 1 1 0 + / / / / / / / / ( / / / / / / / / whether to advance as a 2 * ( / / / / / / / / 2 ( / / / / / / / / standard cleric or as a 3 3 * ( + / / / / / / / ( + / / / / / / / templar. 9f you already 4 4 5 ) ( / / / / / / / ) ( / / / / / / / have one or more paladin ? 5 ) ( + / / / / / / ? ) ( + / / / / / / levels, you must follow the & 0 ) ( / / / / / / ) ) ( / / / / / / same choice that you @ @ & 0 ) ( + / / / / / 0 ) ( + / / / / / selected for paladin. 8ee < < 6 * 0 ) ( / / / / / 0 ) ) ( / / / / / the Templar 1riest %it 6 * 0 ) ( + / / / / 0 0 ) ( + / / / / below for details. 1 1 6 5 * 0 ) ( / / / / 0 0 ) ) ( / / / / S/ills) @nowledge 11 11 6 5 * 0 ) ( + / / / 0 0 0 ) ( + / / / Cnature and 8urvival are 12 6 & 5 * 0 ) ( / / / 12 0 0 0 ) ) ( / / / class s%ills for clerics. 13 6 & 5 * 0 ) ( + / / 13 * 0 0 0 ) ( + / / 3lerics receive ) 14 14 L 6 & 5 * 0 ) ( / / * 0 0 0 ) ) ( / / 9ntelligence modifier s%ill 1? 1? L 6 & 5 * 0 ) ( + / * 0 0 0 0 ) ( + / points at each level. 1 L 6 6 & 5 * 0 ) ( / 1 * * 0 0 0 ) ) ( / 0lemental orship) 1@ 1@ L 6 6 & 5 * 0 ) ( + * * * 0 0 0 ) ( + Athasian clerics follow one 1< 1< L 6 6 6 & 5 * 0 ) ( * * * 0 0 0 ) ) ( of the elements or 1 1 L 6 6 6 & 5 * 0 ) ( * * * * 0 0 0 ) ) paraelements, rather than 2 L L 6 6 6 & 5 * 0 ) 2 * * * * 0 0 0 0 0 gods. 8ome choose to L You ready all spells of this level. represents a domain spell. anthropomorphi4e their living creatures and elementals aligned with his elements, but this is a personal decision. Your choice element, and damages undead and elementals of domains is restricted by the element that you opposed to her element. or purposes of channeling worship. energy, Bain opposes Magma and 8un opposes 8ilt. Spells) 3lerics cast divine spells, drawn from the Re,uke Elemental: 3lerics can use their channel list found in the Magic chapter. 3lerics now ready energ ability to restrain elementals aligned with their spells instead of preparing them. 8ee the Magic element. All such elementals within a (/foot radius chapter for information about how to ready spells, and the tables below for the number of readied spells must ma%e a $ill save CD3 K cleric level 3harisma modifier; on failure, they are unable to and spell slots that clerics gain. 3lerics gain an additional readied spell of each spell level which must attac% the cleric and his allies for a number of rounds come from the spell list of one of their domains. They eEual to the cleric's 3harisma modifier. Attac%ing an affected elemental ends this effect. may also ready the spells of the other domain if they Create 0lement) All clerics may use create element so choose. as a spell/li%e ability once per day per two class levels. 0nerg# Spellgi!t) 3lerics have natural s%ill with 8ee the Magic chapter for details. manipulating positive and negative energies. A good cleric automatically readies all cure spells that she is able to cast, while an evil cleric automatically readies all inflict spells. A neutral cleric must choose whether to ready cure or inflict spells upon ta%ing her first cleric level; once this choice is made, it cannot be changed. Channel 0nerg#) The effects of channel energ are no longer dependent on alignment, but rather on element. $hen a cleric channels energy, he heals
Templars are the civil servants within a city/state's government, belonging to organi4ations with such sinister/sounding names as
1'
to his sorcerer/%ing patron. 9n return, the sorcerer/%ing grants them magical powers stolen from the elemental planes. The templars are devoted to upholding the veneration of the sorcerer/%ings, and have responsibility for the secular enforcement of that monarch's laws. 9n most city/states, templars are the ultimate authority. ?ot all templars are eEual, of course. 8ome are merely ta! collectors or glorified cler%s. #owever, competition within the ran%s of the Templarate ensure a constant drive for success 7 and constant political infighting. The Templar 1riest %it is a build option for clerics. Templar priests are devoted servants of the sorcerer/ %ings, and only ac%nowledge the elements so as to steal their gifts and persecute their worshippers. Templar priests do not gain a true cleric's control over elementals, and their powers are not influenced by a cleric's natural gift for manipulating positive and negative energy. #owever, they gain the e!traordinary secular powers of their station, and can channel energy through their sigil to manifest the power of their sorcerer/%ing. &ulticlassing !ote: All templar priests must be accepted into the Templarate and undergo rigorous training and indoctrination before they are allowed to swear fealty and receive their powers. A st level character starting as a templar priest is assumed to have already accomplished these tas%s. Any character who wishes to multiclass into the templar priest %it, however, must complete these reEuirements. iven the political brutality of the Templarate, this could easily become an adventure by itself. S/ills) 2luff, 9ntimidate, and @nowledge Clocal are class s%ills for templar priests. Spells) Templar priests use 3harisma as their primary spellcasting ability Cfor purposes of bonus
Abalach,Re
3harm, Death, 1rotection
Andropinis
3ommunity, aw, ?obility
$as/inor
3haos, Madness, Tric%ery
Hamanu
aw, 8trength, $ar
-alali,"u#
Animal, uc%, 1lant
&ibena#F
@nowledge, Magic, Tric%ery
OronisFF
ood, #ealing, iberation
(ectu/titla#
Destruction, lory, 8trength
L All templars of ?ibenay must be female. LL All templars of "ronis must be good/aligned.
spells, saving throw D3s, and other such statistics. Templar priests also have a slightly different spell list than clerics. $omains) A templar priest's domains are selected based on the sorcerer/%ing he serves. 8ee the table below for details. All domains available to templar priests may be found in the Pathfinder Core Rules. Aura) A templar priest's aura is always lawful neutral. 0nerg# Spellgi!t) Templar priests do not automatically ready cure or inflict spells. Channel 0nerg#) Templar priests determine the daily uses and save D3 of their channel energy ability with their $isdom modifier instead of their 3harisma. They cannot rebu%e elementals. Create 0lement) Templar priests do not gain the ability to use create element. Secular Authorit#) All templar priests have been accepted into the Templarate, and can use their authority as they choose. Templar priests gain the 8ecular Authority feat as a bonus feat at st level; they do not need to meet its prereEuisites. 9n addition, they gain a bonus eEual to one/half their templar priest level to chec%s related to using 8ecular Authority. Sigil) A templar is mar%ed by his sigil, a comple! tattoo somewhere obvious on his body that serves as badge, ran% insignia, and focus all in one. As a templar's ran% increases, his sigil is updated to reflect his new status. The sigil also serves as the templar priest's divine focus. 8igils are distinct to each sorcerer/monarch and instantly recogni4able. MonarchEs Aspect) A templar priest can draw power from his sorcerer/monarch to grant him a commanding and fearful presence. "nce per day per two templar priest levels, he may use a swift action to give himself a ) bonus on one Diplomacy or 9ntimidate chec%. #e may do this after the result of the chec% has already been determined. This ability cannot be used to enhance a 8ecular Authority contest.
-lemental clerics choose from the elemental domains listed below. A cleric chooses two domains associated with the element she serves.
orshippers) Magma, 8ilt
1)
;ranted "o.ers) You are at home in the sandy wastelands of Athas, happily calling the most desolate regions your refuge. Dunestalker (#p)= You always gain the benefits of the spell pass ithout trace. You also gain a bonus eEual to one/half your cleric level to 8urvival chec%s to follow trac%s across sand or similarly loose soil. Wasteland #urvivor (Ex): 8tarting at )th level, you eat use sand or silt in place of food. "ne pound of either is >ust as nutritious for you as an eEuivalent weight in regular food. #and Wraith (#u)= 8tarting at &th level, you gain the ability to transform your body into sand and move freely within the earth. You may transform as a swift action. $hile you are in sand form, you gain DB 0I/ and tremorsense * feet. 9f you are standing on sand or another type of loose ground cover, you are able to burrow at a rate eEual to your land speed. $hile burrowing in this fashion, you gain a + circumstance bonus to 8tealth chec%s and your damage reduction increases to 0I/, but you cannot attac% or cast spells. 9f you end this effect while burrowing, you travel straight up to the surface and reform without harm. You may stay in sand form for up to ( $isdom modifier rounds per day. $omain Spells) st7sand pitD8 , +nd7curse of the ,lack sandsD8 , (rd7sand spraD8 , )th7sand trapD8 , 0th7sand floD8 , *th7,lade ,arrier , 5th7 glass stormD8 , &th7moltenD8 , 6th7 fissureD8
in your eyes, shining a flare of light on things of import. You gain a bonus to 1erception chec%s eEual to one/half your cleric level. 9n addition, you can gain dar%vision for one round per two cleric levels each day. These rounds do not need to be consecutive. This dar%vision pierces even magical dar%ness, allowing you to see normally. *isions in the "lames (#p): 8tarting at * th level, you begin to see images dancing in fire. You can use clairaudience/clairvoance for one round per cleric level per day. These rounds do not need to be consecutive. Your caster level for this ability is eEual to your cleric level. To use this ability, you must concentrate on an open flame of any si4e; you can also use the sun for this purpose without ris% of harm. $omain Spells) st7 faerie fire , +nd7clues of ashD8 , (rd7 continual flame , )th7 fire trackD8 , 0th7true seeing , *th7 find the path , 5th7atch fireD8 , &th7confessor+s flameD8 , 6th7spirit of flameD8
orshippers) ire, 8un ;ranted "o.ers) Your eyes glow with an inner fire, the penetrating ga4e of a seer. The flames guide your mind onto the proper path. You gain a bonus eEual to your $isdom modifier to saves against any ability with the ight %eyword. #oul .eacon (#u): ire mar%s danger and deception
orshippers) Bain ;ranted "o.ers) The air around you chills naturally; not the comforting coolness of shade, but the cold of death and ice. You gain a bonus eEual to your $isdom modifier to ortitude saves against cold ha4ards. Cold #nap (#p): As a standard action, you can create an area of coldness around yourself. All creatures within a +/foot radius emanation ta%e d* cold damage, per two cleric levels you possess Cortitude save to negate; D3 K cleric level $isdom modifier. 9n addition, for one minute per cleric level after you use this ability, the temperature in a +/foot emanation is two bands lower Ce.g., severe heat becomes temperate, or temperate becomes severe cold. You may use this ability a number of times per day eEual to ( your $isdom modifier. Cold Resistance (Ex): At *th level, you gain cold
Air
Desert Mirage, 9ll $inds, Bolling Thunder, 8%y 2lit4, 8oaring 8pirit
Magma
2ro%en 8ands, Dead #eart, 9ll $inds, Mountain's ury
0arth
Decaying Touch, -arthen -mbrace, orged 8tone, Mountain's ury, Buinous 8warm
Rain
3old Malice, Drowning Despair, urious 8torm, iving $ater
'ire
2urning -yes, iery $rath, ight's Bevelation, 8moldering 8pirit
Silt
2ro%en 8ands, Dead #eart, Decaying Touch, 8oul 8layer
ater
Desert Mirage, Drowning Despair, iving $ater, 8%y 2lit4
Sun
2urning -yes, Desert Mirage, iery $rath, ight's Bevelation, 8un lare
,
1+
resistance . This resistance increases to + at + th level. At +th level, you gain immunity to cold. $omain Spells) st7chill touch , +nd7chill metal , (rd7ice storm , )th7enervation , 0th7cone of cold , *th7cerulean hailD8 , 5th7 free0ing sphere , 1th 2horrid ilting3 6th7energ drain
per day eEual to ( your $isdom modifier. 5ife from Death (#u): 8tarting at *th level, you can reclaim energy and nutrition from a corpse as a standard action, recovering two hit points per cleric level. You also gain the benefits of having eaten a full, healthy meal and drun% a full waters%in. You cannot
1.
crushing terror with a ranged touch attac%. "ne target within ( feet is sha%en for one round per two cleric levels you possess. 9f it fails a $ill save CD3 K cleric level $isdom modifier it is also frightened for one round. You can use this ability a number of times each day eEual to ( your $isdom modifier. %he Droning Dark (#u): 8tarting at &th level, one enemy that you hit with a melee touch attac% becomes convinced that it is falling into deep water. 9t is da4ed and silenced for +d( rounds, and ta%es d) damage each round from the psychic frission. This is a mind/ affecting ability that may be used a number of times each day eEual to your $isdom modifier. $omain Spells) st7cause fear , +nd7surface tensionD8 , (rd7control tidesD8 , )th 2lungs of aterD8 3 0th7ater trapD8 , *th7dron on dr landD8 , 5th7hirlpool of doomD8 , &th7 flash floodD8 , 6th7storm of vengeance
points of fire damage point for every cleric level you possess. You can use this ability a number of times per day eEual to ( your $isdom modifier. "ire Resistance (Ex): At *th level, you gain resist fire . This resistance increases to + at + th level. At +th level, you become immune to fire. $omain Spells) st7,urning hands , +nd7 fire trap , (rd7resist energ Ccold or fire only, )th7sunstrokeD8 , 0th7elemental strikeD8 , *th7 fire seeds , 5th7 flame harvest , &th7sun,urst , 6th7conflagrationD8
orshippers) -arth ;ranted "o.ers) You create a natural connection with the stone of the world. 9t hears your calls and rises to your aid. #tone+s -rasp (#u): As a standard action, you can cause stone to flow up from the ground and writhe about one enemy that you hit with a melee touch attac%. The target is entangled for one round per two orshippers) -arth ;ranted "o.ers) You are as strong and enduring as clerics levels that you possess. 9f the target is standing the earth itself. on solid stone, its land and fly speeds are also reduced to 4ero. 9f the target brea%s contact with the ground, Earth .ond (Ex): You draw strength from the land while you are touching the grand. You gain a + bonus this effect ends immediately. You can use this ability a to your 3MD and a bonus to your Armor 3lass number of times per day eEual to ( your $isdom while you are standing on solid ground. modifier. Earth #hock (#u): As a standard action, you are able #tone+s #hield (#u): 8tarting at &th level, you can call to create ripples through the earth. Any creature upon the stone to protect you, encasing you in a hard touching the ground within 0 feet of you falls prone. shell of living roc%. You gain damage reduction !I/, You may use this ability a number of times per day where ! is eEual to one/half your cleric level. You can eEual to ( your $isdom modifier. use this ability for a number of rounds each day eEual th Acid Resistance (Ex): At * level, you gain resist to your cleric level. th acid . This resistance increases to + at + level. At $omain Spells) st7sandstoneD8 , +nd7soften earth and stone , (rd7stone shape , )th7spike stones , 0th7transmute mud +th level, you become immune to acid. to rock , *th7move earth , 5th7statue , &th7repel metal or stone , $omain Spells) st7magic stone , +nd7,ear+s endurance , (rd7secure shelter , )th7all of stone , 0th7stoneskin , *th7 flesh 6th7legendar stonecraft to stone , 5th7hirlpool of doomD8 , &th7iron ,od , 6th7imprisonment orshippers) Bain ;ranted "o.ers) You can command the powers of the storm, bringing gale winds and lightning bolts with orshippers) ire, 8un ;ranted "o.ers) You can call forth fire at your will. your simple whim. lame obeys your commands and smites your foes. #torm .urst (#p): As a standard action, you can create a locali4ed storm around a single enemy within "ire .olt (#p): As a standard action, you can unleash a scorching bolt of elemental fire from your ( feet. This reEuires a successful ranged touch attac%. hand. You can target any single foe within ( feet as a The storm burst deals d& points of nonlethal damage ranged touch attac%. 9f you hit, the fire bolt deals d& for every cleric level you possess. 9n addition, the
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target is buffeted by powerful winds, causing it to ta%e a /+ penalty to attac% rolls for round. You can use this ability a number of times per day eEual to ( your $isdom modifier. 5ightning 5ord (#p): At &th level, you become able to call lightning from the s%y. You can call a number of bolts each day eEual to your cleric level. 9t reEuires a standard action to call lightning, but you can call as many bolts as you want at once. -ach bolt deals (d* electricity damage CBefle! save for half, D3 K cleric level $isdom modifier, or (d damage if you are outside in stormy weather. The bolts fall vertically from the s%y, and stri%e anything directly above your target. ?o creature may be targeted by more than one bolt in a single round, and no two targets may be more than feet apart. $omain Spells) st7 gust of ind , +nd7ee of the stormD8 , (rd7sleet storm , )th7ice storm , 0th7control inds , *th7 summon %r6stormD8 , 5th7hirlind , &th7storm legionD8 , 6th7storm of vengeance
orshippers) Air, Magma ;ranted "o.ers) The to!ic fumes of volcanic vents and swamp gas are yours to command. You gain a bonus eEual to your $isdom modifier to saving throws against poison. Poisonous .reath: You can e!pel a burst of poison gas from your mouth at one ad>acent enemy as a standard action. The target is sic%ened for one round per two cleric levels. 9n addition, if it fails a ortitude save CD3 K cleric level $isdom modifier it is nauseated for one round. You may use this ability a number of times per day eEual to ( your $isdom modifier. %oxic -ale: 8tarting at & th level, you can create a foul/smelling and poisonous whirlwind as a standard action. 9t manifests as a five foot/radius cloud within 0 feet of you. All creatures within the cloud are nauseated and ta%e d* damage for each round that they remain inside it Cortitude save to negate D3 K cleric level $isdom modifier. As a move action, you can shift the cloud ( feet to any point within the range. You are immune to the cloud's effects, as is any creature immune to poison. You can use this ability for a number of rounds each day eEual to your cleric level.
$omain Spells) st7channel stenchD8 , +nd7 protechnics , (rd7,ree0e loreD8 , )th7stinking cloud , 0th7cloudkill , 7th 2acid fog3 5th7 poisoned galeD8 , &th7incendiar cloud , 6th7ind trapD8
orshippers) ire, 8un ;ranted "o.ers) You embrace the cleansing light as an arbiter of truth and righteousness. You gain a bonus to 8ense Motive chec%s eEual to one/half your cleric level. 8udgment of the Pre (#u): You can call down the wrath of the heavens on per>urers as a standard action. Any creature within ( feet of you that has lied in the last 0 rounds ta%es up to d fire damage per two cleric levels. You may choose how many dice you want to roll for damage when you use this power. This ability may be used a number of times per day eEual to ( your $isdom modifier. #unstroke (#u): 8tarting at *th level, you may inflict an enemy with terrible sunstro%e with a melee touch attac%. The target is nauseated for one round per two cleric levels. You may use this ability a number of times per day eEual to ( your $isdom modifier. $omain Spells) st7detect secret doors , +nd70one of truth , 9rd 2invisi,ilit purge3 )th7discern lies , 0th7true seeing , *th7 find the path , 5th7legend lore , &th7discern location , 6th7 foresight
orshippers) Bain, $ater ;ranted "o.ers) $ater is more than >ust sustenance, it is the essence of life. 8wim is a class s%ill for you. $ealing Water (#u): Gsing >ust a drop of water, you can restore health to the dying. As a swift action you can restore one dying or unconscious creature that you touch to hit point. 9t instantly regains consciousness. Alternately, you can choose to heal one creature that you touch for hit point. You may use this ability a number of times each day eEual to ( your $isdom modifier. .lessing of the River (#u): 8tarting at *th level, you can remove one of the following conditions from yourself or one ad>acent creature with a swift action= bleeding, da44led, deafened, fatigued, nauseated, sha%en, or sic%ened. You may use this ability once per day per cleric level.
21
resist this effect. "n failure, it is da4ed and deafened $omain Spells) st7clear aterD8 , +nd7 fog cloud , (rd7 D8 th D8 th D8 th orm+s ,reath , ) 7 pact of ater , 0 7seet ater , 7 2 for d( rounds. You may use this ability a number of times per day eEual to ( your $isdom modifier. aaken ater spiritsD8 3 5th7aters of life CD8, &th7 flash D8 th D8 flood , 6 7ateras *oice of Command (#u): 8tarting at * th level, you can ma%e your voice loud, booming, and powerful as a swift action. You gain a bonus eEual to your cleric orshippers) -arth, Magma level to one Diplomacy or 9ntimidate chec%. You may ;ranted "o.ers) The ancient power of the mountains use this ability a number of times per day eEual to fills you with might and vigor. one/half your cleric level. Wrath of the &ountain: You can fill yourself or an verpoering Command (#p): 8tarting at & th level, ad>acent ally with the consuming ferocity of a volcano you may use suggestion as a spell/li%e ability once per as a swift action. The target gains a bonus on melee day. You may use it twice per day at ( th level, and damage rolls eEual to one/half your cleric level for one three times per day at & th level. The save D3 against round. You can use this ability a number of times each this suggestion is eEual to K cleric level $isdom day eEual to ( your $isdom modifier. modifier. Endurance of the &ountain: "nce per day, you can $omain Spells) st7command , +nd7sound ,urst , (rd7ind grant yourself a bonus on a single ortitude save eEual all , )th7shout , 0th7 greater command , *th7 poer ord3 to your $isdom modifier. stun , 5th7 greater shout , &th7 poer ord3 ,lind , 6th7 poer "issure (#u): 8tarting at &th level, you can spend a ord3 kill standard action to create a fissure in the earth the releases super/heated steam. The fissure is a line from your sEuare that is 0 feet long per cleric level, vents orshippers) -arth steam fifteen feet in the air, and lasts for one round per ;ranted "o.ers) The devastation of the swarm is at two cleric levels. Any creature that starts its ad>acent your command. to the fissure, or moves ad>acent, ta%es d) damage Aura of *ermin (#u): You are able to surround from the steam point for every two cleric levels you yourself with a swarm of supernatural insects which possess. Any creature standing directly on the fissure cluster around any wound and chew their way inside ta%es +d) damage point for every two cleric levels their victim's body. This aura has a + foot radius. All you possess. 3reatures that are standing directly on attac%s made against a target in the aura Cincluding the vent when it opens may ta%e an out/of/turn five yourself deal additional damage eEual to one/half foot step after they have ta%en their damage. $hen your cleric level, and all critical threats mad against a the vent closes, the earth around it returns to normal. target within the aura are automatically confirmed. You can use this ability a number of times each day You may maintain this aura for one round per cleric eEual to your $isdom modifier. level each day. These rounds do not need to be st nd rd $omain Spells) 7enlarge person , + 7heat metal , ( 7 consecutive. th D8 th th spike stones , ) 7oil spra , 0 7 flesh to stone , * 7 Writhing Curse (#u): 8tarting at &th level, you you earthuake , 5th7repel metal or stone , &th7magma tunnelD8 , can use a standard action inflict a horrible fate on one th D8 6 7 fissure creature that you hit with a melee touch attac%. Tiny insects appear within the target's body and swarm under its s%in. or +d) rounds, the target ta%es orshippers) Air damage eEual to your $isdom modifier each round, ;ranted "o.ers) Your voice echoes with thunder, and is sha%en for the entire duration. 9f you have aura giving you an aura of command and power. of vermin active, add its damage bonus to the damage %hundering Word (#u): As a standard action, you from this effect. 9f the target dies while this effect is can cause one creature within ( feet to hear and feel a active and you have readied summon sarm , you may powerful thunderclap. The target is entitled to a $ill cast it as a free action to cause the swarm to burst forth save CD3 K cleric level $isdom modifer to from the target's corpse. You may use this ability a
22
number of times each day eEual to your $isdom modifier. $omain Spells) st7animal messenger , +nd7summon sarm , (rd7repel vermin , )th7 giant vermin , 0th7insect plague , *th7infestationD8 , 5th7creeping doom , &th7smpath , 6th7sarm of anguishD8
orshippers) Air, $ater ;ranted "o.ers) The power of a living storm comes freely at your call. 5ightning Arc (#u): As a standard action, you can unleash an arc of electricity as a ranged touch attac%, targeting two foes within ( feet. This bolt deals d) points of electricity damage point per two cleric levels you possess. The targets cannot be more than 0 feet apart. You can use this ability a number of times per day eEual to ( your $isdom modifier. Electricit Resistance (Ex): At *th level, you gain resist electricity . This resistance increases to + at +th level. At +th level, you become immune to electricity. $omain Spells) st7shocking grasp , +nd7ater shockD8 , (rd7call lightning , )th7uenchD8 , ;th 2lightning storm3 *th7 control eather , 5th7chain lightning , &th7liuid lightningD8 , 6th7ater lightD8
who attac%s you. $hile the flameshield is active, any creature who attac%s you in melee ta%es d* fire damage per two cleric levels for each attac% that it ma%es. You also gain a + A3 bonus against ranged weapon attac%s while the flameshield is active. Activating the flameshield is a standard action, and you can maintain it for one round per day per cleric level. These rounds do not need to be consecutive. $omain Spells) st7,urning hands , +nd7 protechnics , (rd7 fire,all , )th7,lindscorchD8 , 0th7 fire shield , *th7delaed ,last fire,all , 5th7elemental stormD8 , 1th 2incendiar cloud3 6th7 ,la0ing reathD8
orshippers) Air ;ranted "o.ers) You are as light and free as the wind, reveling in the >oy of travel and e!ploration. Your base land speed increases by feet. Agile "eet (#u): As a free action, you can gain increased mobility for one round. or the ne!t round, you ignore all difficult terrain and ta%e no penalties for moving through it. You can use this ability a number of times per day eEual to ( your $isdom modifier. Air #tride (#u): At &th level, you can teleport up to feet per cleric level per day as a move action. This teleportation must be used in 0/foot increments, and does not provo%e attac%s of opportunity. You must have line of sight to your destination to use this ability. orshippers) ire You can bring willing creatures with you, but you ;ranted "o.ers) You %now that the soul is fire, burning and twisting to find its way free. You channel must e!pend an eEual amount of distance for each creature brought. your own soul into your powers. $omain Spells) st7 feather fall , +nd7spider clim, , (rd7 fl , .urning #tare (#u): As a standard action you can )th7air alk , 0th7teleport , *th7ind alk , 5th7 greater cause one creature within ( feet to burst into teleport , &th7reverse gravit , 6th7 greater elemental chariotD8 supernatural flame CBefle! save to negate D3 K cleric level $isdom modifier. The target ta%es d* fire damage for each round that it is on fire. 9t may use orshippers) 8ilt a standard action to attempt to e!tinguish itself, ;ranted "o.ers) Your magic cleanses the world of the gaining another saving throw against the effect. Jumping into large bodies of water or silt will instantly unworthy, Euic%ly and efficiently removing the obstacles in your path. e!tinguish the fire. The fire lasts for a number of Rend #oul (#u): You can tear into the soul of an rounds eEual to one/half your cleric level, or until the enemy with a melee touch attac%. Any target of this target successfully puts out the flame. You may use ability is ta%es d) damage and is sic%ened, and ta%es this ability a number of times each day eEual to ( a further / penalty to saving throws against any effect your $isdom modifier. th applied by you. This effect lasts for one round per two "lameshield: 8tarting at * level you can surround cleric levels that you possess. You can use this ability a yourself in a burning corona that scorches anyone
2
number of times per day eEual to ( your $isdom modifier. #cream of the Damned (#u): 8tarting at &th level, you can force the spirit of a dying creature to manifest itself in the physical world, filling the minds of all nearby with its death pains. As a standard action, choose one creature that has died in the last round. You must have line of sight to its body. All creatures within + feet of the target must ma%e a $ill save CD3 K cleric level $isdom modifier or be frightened for d) rounds. You are immune to this effect. urther, the dead creature targeted by this ability cannot be resurrected for minutes. You may use this ability a number of times per day eEual to your $isdom modifier. $omain Spells) st7ra of enfee,lement , +nd7death markD8 , (rd7death hipD8 , )th7,lack tentacles , 0th7sla living , *th7 harm , 5th7circle of death , &th7trap the soul , 6th7ail of the ,anshee
orshippers) 8un ;ranted "o.ers) Though the sun beats down upon you, its warmth does not harm you. The heat of noon bolsters your spirit and your faith. #unstrider (Ex): You are not harmed by heat, and the sun does not drive you to thirst. You treat all heat ha4ards as two levels lower than they are Ce.g., severe heat is temperate for you, and e!treme heat is only very hot. You can go without water for an additional number of days eEual to your $isdom modifier before suffering from thirst. Your natural healing rate is 0 better than normal during the day. These abilities stac% with any others that grant similar effects. Dessicating Curse (#u): 8tarting at &th level, you can scorch the water from the bodies of an enemy with a ranged touch attac%. The target becomes fatigued and ta%es d* points of damage per three cleric levels you possess. 9t immediately begins suffering the effects of thirst as if it had not drun% water for two days. You may use this ability a number of times each day eEual to ( your $isdom modifier. $omain Spells) st7color spra , +nd7dalight , (rd7searing light , )th7rain,o pattern , 0th7air lensD8 , *th7sun,eam , 5th7 prismatic spra , &th7incendiar cloud , 6th7 prismatic all
-!cept as noted here, druids have the class features listed in the Pathfinder Core Rules. S/ills) 8tealth is a class s%ill for druids. Diplomacy is no longer a class s%ill for druids. Druids receive 0 9ntelligence modifier s%ill points each level. Spells) Druids cast primal spells, drawn from the list found in the Magic chapter. Druids now ready spells instead of preparing them. 8ee the Magic chapter for information about how to ready spells and the nature of primal spells, and the tables below for the number of readied spells and spell slots that druids gain. &atural Spellgi!t) A druid can always find aid in the wilds. Druids automatically ready all summon nature+s all spells that they are able to cast. &ature Bond) Athasian druids who elect to learn a domain can choose any of the elemental domains available to clerics. They gain an additional spell slot of each level and automatically ready the spells associated with the domain. Druids who desire an animal companion now choose from the list of companions presented below. &atureEs Speech 60x9) 8tarting at )th level a druid may spea% with animals >ust as well as any humanoid, as if under the effects of speak ith animals. This replaces their resist nature's lure ability.
A druid's animal companion receives two s%ill points for each druid level that its master attains. This replaces the s%ill point gain noted in the Pathfinder Core Rules. Clarification: The first attac% listed in a companion's entry is its primary attac%; all others are secondary attac%s Cmade at a /0 penalty. The only e!ception to this rule is creatures with two different primary attac%s that they may choose from, such as the ini! C
.oneclas are small reptiles that are almost entirel covered , a shell of thick3 spin ,one< %he are normall timid and often scavengers3 ,ut are nonetheless feared for
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natural armor; Attac/ bite Cd) trip, + claws Cd+; Abilit# Scores 8tr +, De! +, 3on (, 9nt +, $is +, 3ha *; Special ualities low/light vision, scent, poison resistance C) racial bonus to saves vs. poison 4th,-e%el Ad%ancement) SiGe Medium; Attac/ bite Cd* trip, + claws Cd(; Abilit# Scores + 8tr, + 3on; Special ualities sprint Ccharge at ! move speed Ihour
Crodlu look much like a velociraptor/ostrich h,rid< 1@ 1@ L 6 6 & 5 * 0 ) ( + 0 0 0 ) ) ) ( + %heir hides are pe,,l scales3 1< 1< L 6 6 6 & 5 * 0 ) ( 0 0 0 ) ) ) ( ( + the stand upright on 1 1 L 6 6 6 & 5 * 0 ) ) 0 0 0 0 ) ) ) ( ( poerful legs3 and their 2 L L 6 6 6 & 5 * 0 0 2 0 0 0 0 ) ) ) ) ) eaker arms end in icked6 L You ready all spells of this level. looking clas< %he are their poison< %he are omnivores and often scavengers3 and sometimes used as mounts , the daring3 though the must avoided , most predators due to their toxic ,lood< normall ,e raised to domestic life from ,irth< Starting Statistics) SiGe 8mall; Speed ) feet; AC ( Starting Statistics) SiGe arge; Speed 0 feet; AC ( natural armor; Attac/ bite Cd) grab; Abilit# Scores natural armor; Attac/s + claws Cd*, bite Cd&; 8tr , De! *, 3on ), 9nt , $is , 3ha ); Special Abilit# Scores 8tr ), De! *, 3on ), 9nt +, $is ), Abilities grab C) 3M2I3MD to grapple, in>ects 3ha &; Special Abilities ra%e Cwhile grappling; + poison each round maintained, poison C"reuenc claws, d* Special ualities low/light vision, scent round C), Effect 3on and 8tr damage, Cure save, @th,-e%el Ad%ancement) Attac/s bite Cd& grab; 3on/based D3 Special ualities low/light vision, Abilit# Scores 8tr ), De! +; Special Abilities grab scent C) 3M2I3MD to grapple, pounce th 4 ,-e%el Ad%ancement) SiGe Medium; AC natural armor; Attac/ bite C+d) grab; Abilit# Scores 8tr ), De! /+, 3on + A common sight in the astes and cities alike3 dire rats are a scourge to the commoners of Athas< %he gro to the si0e of man dogs3 ith commensurate strength and far greater %he Athasian cheetah has adapted to the harsh desert that natural ,rutalit< %he orst threat3 hoever3 is the diseases its home has ,ecome< Cheetahs are usuall spotless3 and that dire rats often carr< the have developed a special organ in their throat designed Starting Statistics) SiGe 8mall; Speed ) feet, climb + to facilitate ,lood6drinking< Cheetahs are among the fe feet, swim + feet; Attac/ bite Cd) disease; Abilit# predators illing to eat ,oneclas and kivits3 as this organ Scores 8tr , De! 5, 3on +, 9nt +, $is +, 3ha ); filters the poison out of ,lood< .ards pa ell for the ,odies Special Abilities disease Cin>ury, onset d( days, effect of elderl cheetahs3 as the organ in uestion has often d( De! and 3on damage, cure + consecutive saves, ,ecome incredi,l toxic< 3on/based D3; Special ualities low/light vision, Starting Statistics) SiGe 8mall; Speed 0 feet; AC
2$
scent 4th,-e%el Ad%ancement) Attac/ bite Cd* disease; Abilit# Scores 8tr +, 3on +
>nixes are an evolutionar off6spurt of mekillots hich3 legends sa3 removed their tongues to make their tails long< >nixes do indeed have no tongue3 despite their large ,eaked mouths3 and their tails are their most nota,le feature3 three6 Athasian eagle are large3 dark ,irds that are common all uarters the length of their torso and ending in a heav over the %a,lelands< %he are inuisitive and not often paddle< >nixes have a lo6slung frame and strong ,acks3 afraid of humans< 5ike man vultures3 eagle are freuentl making them ideal ,easts of ,urden< found in the ake of caravans3 on the safe assumption that Starting Statistics) SiGe Medium; Speed ) feet; AC * someone ill die and ,ecome a meal< natural armor; Attac/ bite Cd* or tail slap Cd&; Starting Statistics) SiGe 8mall; Speed feet, fly & Abilit# Scores 8tr ), De! ), 3on +, 9nt +, $is +, feet Caverage; AC natural armor; Attac/ bite Cd), 3ha *; Special ualities low/light vision, improved + talons Cd); Abilit# Scores 8tr , De! 0, 3on +, carrying capacity Cdouble 8trength for carrying 9nt +, $is ), 3ha *; Special ualities %een eyes C) purposes racial bonus to 1erception @th,-e%el Ad%ancement) SiGe arge; AC ( natural 4th,-e%el Ad%ancement) Abilit# Scores + 8tr, + 3on armor; Attac/ bite Cd& or tail slap Cd stun; Abilit# Scores 8tr *, De! /+, 3on ); Special Abilities stun Cort save; on failure, target is da4ed for Erdlu are tall3 flightless ,irds hich look uite similar to round, or d) rounds on crit; 8tr/based D3 scaled ostriches< %heir useless ings are thin and leather3 ,ut the have ver strong legs and poerful ,eaks to make up for the lack< Erdlu are ver common herd animals= their 8hakar look much like reptilian ,ulldogs3 ,ut ith much eggs can su,stitute for food or ater and their ,eaks are larger and stronger 'as< %he mouth of a 'hakar seems to fill often reshaped into eapons< most of its face< 8hakar roam the astes in large packs3 Starting Statistics) SiGe Medium; Speed ) feet; AC + surrounding and pulling don their pre< 8hakar are feared natural armor; Attac/ + claws Cd), bite Cd); Abilit# for their intelligence as much as their 'as 2 packs have Scores 8tr ), De! *, 3on (, 9nt +, $is +, 3ha (; driven caravans to flee over cliffs3 or lured hunters into Special ualities low/light vision dead6end canons or natural deadfalls< th 4 ,-e%el Ad%ancement) AC + natural armor; Attac/ Starting Statistics) SiGe 8mall; Speed ( feet; AC + bite Cd*; Abilit# Scores 8tr +, 3on + natural armor; Attac/ bite Cd* trip; Abilit# Scores 8tr , De! 5, 3on +, 9nt (, $is +, 3ha &; Special ualities low/light vision, scent %hese enormous li0ards are much like the small scavengers 4th,-e%el Ad%ancement) SiGe Medium; Speed ) feet; common all over Athas3 ,ut far larger< -iant li0ards have AC natural armor; Attac/ bite Cd& trip or grab; ,een knon to attack crodlu herds or caravans to find the Abilit# Scores * 8tr, /+ De!, + 3on; Special Abilities meals that their si0e necessitates< grab C) 3M2I3MD to grapple Starting Statistics) SiGe Medium; Speed ) feet, burrow + feet; AC ) natural armor; Attac/ bite Cd& grab; Abilit# Scores 8tr ), De! *, 3on ), 9nt , ?ivits look much like small3 slick6,odied ,o,cats ith gra $is 6, 3ha 6; Special Abilities grab C) 3M2I3MD to far< %heir oil sheen is a product of their primar defense3 a grapple Special ualities low/light vision strong poison exuded , musk glands in their skin< th @ ,-e%el Ad%ancement) SiGe arge; AC ( natural Anthing that ,ites a kivit regrets it3 ,ut usuall not for armor; Attac/ bite C+d* grab; Abilit# Scores 8tr &, long< ?ivits hunt the plains and astes3 and are renoned De! /+, 3on ); Special Abilities powerful bite Cbite for their efficient meta,olism3 hich lets them go for over a receives +! 8trength mod to damage instead of .0! eek ithout ater at need< Starting Statistics) SiGe 8mall; Speed ( feet; AC natural armor; Attac/ bite Cd), + claws Cd(; Abilit#
2'
Scores 8tr , De! &, 3on +, 9nt +, $is +, 3ha 6; Special Attac/s poison Cingested, nset round, "reuenc Imin C, Effect d+ 3on damage sic%ened until cured, Cure save, 3on/based D3 Special ualities low/light vision 4th,-e%el Ad%ancement) SiGe Medium; Speed ) feet; AC + natural armor; Attac/ bite Cd*, + claws Cd); Abilit# Scores 8tr ), De! /+, 3on +
%he Athasian lion is a ding species< Despite their strength and cunning3 lions must compete ith the more6numerous li0ards3 ho are ,etter6adapted to retain ater and can hide from the sun under the sands< 5ion prides often find shade and ater at oases3 hich has lead to a ,ount on their heads , fearful caravans< Starting Statistics) SiGe Medium; Speed ) feet; AC natural armor; Attac/ bite Cd*, + claws Cd); Abilit# Scores 8tr (, De! 5, 3on (, 9nt +, $is 0, 3ha ; Special Attac/s ra%e Cwhile grappling; + claws, d) Special ualities low/light vision, scent @th,-e%el Ad%ancement) SiGe arge; AC + natural armor; Attac/ bite Cd& grab, + claws Cd*; Abilit# Scores 8tr &, De! /+, 3on ); Special Attac/s grab C) 3M2I3MD to grapple, pounce, ra%e Cd*
%he ols of Athas are as much scavengers as predators< %he tend to ,e tan or gra3 to ,etter ,lend ith the harsh rocks of the desert< ls are common in the cit6states3 and often vieed as pests< %he expression @aking to an ol6 shit sunrise is roughl analogous to @having a case of the &ondas3 and is used in much the same a< Starting Statistics) SiGe 8mall; Speed feet, fly & feet Caverage; AC natural armor; Attac/ bite Cd), + talons Cd); Abilit# Scores 8tr , De! 0, 3on +, 9nt +, $is ), 3ha *; Special ualities low/light vision 4th,-e%el Ad%ancement) Abilit# Scores + 8tr, + 3on
%he pterrax looks ver similar to a pterodactl3 ,ut ith strong legs tipped in long clas< Pterrax are rare in the %a,lelands3 and normall onl arrive in the compan of a pterran arrior or druid< %he are ell6respected3 hoever3 for their strength3 their nota,le intelligence3 and their innate psionic a,ilities< Starting Statistics) SiGe Medium; Speed feet, fly (
feet Cclumsy; AC natural armor; Attac/ bite Cd*, + claws Cd); Abilit# Scores 8tr +, De! +, 3on +, 9nt (, $is ), 3ha (; Special Attac/s psi/li%e abilities CM , self only; empath Iday, thicken skin Iday Special ualities low/light vision, dar%vision * feet @th,-e%el Ad%ancement) SiGe arge; AC + natural armor; Attac/ bite Cd&, + claws Cd*; Abilit# Scores 8tr *, De! /+, 3on ); Special Attac/s psi/li%e abilities CM (; ,iofeed,ack CDB +I/ Iday 12th,-e%el Ad%ancement) Special Attac/s psi/li%e abilities CM 0; ,od ad'ustment C+d+ Iday
5arge constrictor snakes are common in the astes3 hich is 'ust as ell3 as the are a ma'or dietar staple of mekillots and other large li0ards ho rarel need to fear a snake+s coils< %he can also ,e found in the scru,lands near the Ringing &ountains< $alflings from the forests en'o capturing and taming the larger specimens3 and even using them as riding ,easts< Starting Statistics) SiGe Medium; Speed + feet, climb + feet, swim + feet; AC + natural armor; Attac/ bite Cd) grab; Abilit# Scores 8tr 0, De! 5, 3on (, 9nt , $is +, 3ha +; Special Attac/s grab C) 3M2I3MD to grapple; Special ualities scent 4th,-e%el Ad%ancement) SiGe arge; AC natural armor; Attac/ bite Cd*; Abilit# Scores 8tr &, De! /+, 3on ); Special Attac/s constrict Cd)8tr mod; auto/ damage when successfully grappling
*enomous snakes can ,e found all over the %a,lelands< %he have a solid niche in the faltering ecosstem of the astes3 ,ut their most successful ha,itat has proved to ,e the cit6 states< .ardic poisonmasters import rare and dangerous vipers to aid their craft3 and enough of these snakes have escaped over the centuries to create ,reeding populations< Efforts to ipe out the snakes have failed universall< Starting Statistics) SiGe 8mall; Speed + feet; AC + natural armor; Attac/ bite Cd( poison; Abilit# Scores 8tr &, De! 5, 3on , 9nt , $is +, 3ha +; Special Attac/s poison C"reuenc round C*, Effect 3on damage, Cure save, 3on/based D3; Special ualities scent 4th,-e%el Ad%ancement) SiGe Medium; Attac/ bite Cd) poison; Abilit# Scores 8tr ), De! /+, 3on +
2)
-!cept as noted here, fighters have the class features listed in the Pathfinder Core Rules . Build Options) $hen Options) $hen ta%ing your first level of fighter, you must decide whether to advance as a standard fighter or as a gladiator. 8ee the ladiator %it below for details. S/ills) @nowledge S/ills) @nowledge Cwarcraft and 1erception are class s%ills for fighters. 8wim is no longer a class s%ill for fighters. ighters receive ( 9ntelligence modifier s%ill points per level. eapon ;roups) The ;roups) The weapon groups have been updated in light of the new setting/specific items. Axes: battlea!e, handa!e, heartpic%, impaler, light pic%, throwing a!e, and urgrosh. .lades3 $eav: elven curve blade, gyth%a, heavy macahuitl, >agged macahuitl, lotulis, macahuitl, scimitar, scythe, and thana%. .lades3 5ight: bard's friend, dagger, elven longblade, %ama, %u%ri, sic%le, sloda%, small macahuitl, star%nife, widow's %nife, and wrist ra4ors. .os: composite greatbow, composite longbow, composite shortbow, greatbow, longbow, and shortbow. Close: garrote, heavy shield, heavy tonfa, light shield, puchi%, sap, spi%ed armor, spi%ed gauntlet, spi%ed shield, talid, tonfa, and unarmed stri%e. crossbow, heavy crossbow, crossbow, light Cross,os: hand crossbow, crossbow, repeating crossbow, siege crossbow, and splashbow. Dou,le: dire flail, double/tipped spear, gyth%a, lotulis, Euarterstaff, and urgrosh. "lails: alhula%, dire flail, flail, heavy flail, master's whip, morningstar, nuncha%u, spi%ed chain, and whip. $ammers: club, datchi club, heavy tonfa, greatclub, heavy mace, light hammer, light mace, maul, swatter s watter,, thana%, tonfa, and warhammer. warhammer. &onk: chatch%a, %ama, nuncha%u, Euarterstaff, siangham, unarmed stri%e, and wrist ra4ors. !atural: unarmed stri%e, gauntlet, spi%ed gauntlet, talid, and all natural weapons. Polearms: crusher, duom, halberd, t%aesali, and tri%al. #pears: ala%, double/tipped spear, duom, lance,
longspear, shortspear, trident, and 4er%a. %hron: atlatl, bolas, blowgun, chatch%a, dart, de>ada, double/tipped spear, >avelin, lasso, light hammer, net, sling, throwing a!e, trident, and 4er%a.
The arena is the battlefield of the gladiator. rom hand/to/hand combat in the mud pits of small forts to the grand games of the city/states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence. A master of crowd control and the art of prolonged combat, gladiators are e!pert showmen as well as deadly fighters. They train to best wild beasts in the deadly games, or to slay the most s%illed champions of the arena. They fight for glory, wealth, prestige, and power. They fight to survive. 8ome are merely slaves, fighting for the prospect of freedom, while others enter the arena of their own will, for the thrill of the sport or the promise of riches and fame. The ladiator %it is a build option for ighters. ladiators, unli%e most fighters, are e!pert showmen who can delight an audience and infuriate their enemies. They are also e!cellent at prolonging a fight, the better to encourage the crowd. #owever, they lac% some of the versatility and pure death/dealing prowess of a normal fighter, as their entertainer's instincts are not always well/suited to the brutality of pitched battle. S/ills) ladiators S/ills) ladiators receive one additional s%ill point per level C) 9nt modIlevel. Acrobatics, Acrobatics, 2luff, @nowledge Clocal, 1erform, and 8ense Motive are class s%ills for gladiators. @nowledge Cdungeoneering, @nowledge Cengineering, Bide, and 8urvival are no longer class s%ills for gladiators. Bonus 'eats) ladiators 'eats) ladiators do not gain bonus feats as Euic%ly as normal fighters. They receive a bonus feat at first level, and at every fourth class level C) th , &th , etc. eapon (raining) ladiators (raining) ladiators do not train for ma!imum efficiency with their weapons, instead practicing techniEues to draw out a fight. ladiators gain weapon training every eight class levels C&th and *th. eapon Master#) ladiators Master#) ladiators do not gain the fighter's weapon mastery feature. ;ladiatorial $ispla#) The $ispla#) The hallmar% of a gladiator
2+
'ighter 6;ladiator9
Hit $ie) d1
-e%e -e %ell Ba Basse At Atta tac/ c/ Bo Bon nus 'o 'ort rt Sa% a%ee
S/ill "oints) 4 * nt mod per le%el
Re!! Sa Re Sa%e %e il illl Sa% a%ee Sp Spec ecia iall
1
+
ladiatorial display, chant , team stri%e Id), mercy
2
+
(
2ravery , e!otic weapon
3
(
(
Armor training , taunt
4
)
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2onus feat
?
0
)
3hant +, no mercy
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0
+
+
2ravery +, e!otic weapon, sha%e it off
@
5I+
0
+
+
Armor training +, team stri%e +I+d)
<
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*
+
+
2onus feat, weapon training
6I)
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(
(
3onfounding feint
1
I0
5
(
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2ravery (, chant (, e!otic weapon, gladiator's presence
11
I*I
5
(
(
Armor training (
12
+I5I+
&
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2onus feat
13
(I&I(
&
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Terror wal%ing
14
)I6I)
6
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Team stri%e (I(d), bravery ), e!otic weapon
1?
0II0
6
0
0
Biposte stance, chant (, armor training )
1
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0
0
2onus feat, weapon training +
1@
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0
0
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1<
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2ravery 0, e!otic weapon
1
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2
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Master of the arena, chant ), bonus feat
.
is his performance. A good show focuses the gladiator, e!cites the crowd, and unnerves the opponent. #e can use this ability for a number of rounds per day eEual to ) his 3harisma modifier. At each level after st a gladiator can use gladiatorial display an additional two times per day. day. -ach round, the gladiator can produce any of the types of gladiatorial display that he has mastered. 8tarting a gladiatorial display is a standard action, but it can be maintained each round as a free action. action. A gladiatorial display is not interrupted by damage, but it ends if the gladiator cannot spend a free action to maintain the display Cunconsciousness, paralysis, etc.. 8tarting at 5th level, gladiators can begin a gladiatorial display as a move action. 8tarting at ( th level, they may do so as a free action. $hile engaged in a gladiatorial display, display, gladiators gain a bonus eEual to their class level to any 2luff, Diplomacy, Diplomacy, or 1erform chec%s made to influence an arena crowd. Chant: A st/level gladiator can start a resounding chant, granting confidence to himself and his allies. The gladiator and all allies who can hear him gain a morale bonus to A3 and to saving throws against fear
effects. At 0th level, and every five gladiator levels thereafter, thereafter, this bonus increases by . %eam #trike: At st level, gladiators %now special tric%s for group/fighting, using their own attac%s to drive their enemies onto the blades of their allies. "nce per round, when a gladiator hits an enemy with a melee attac% while using this display, display, he may designate one ally who threatens that enemy as the beneficiary of the team stri%e. That ally's ally's ne!t attac% against that enemy gains a bonus to hit and deals an additional d) damage. This bonus is lost if the enemy moves out of the ally's threat range. The bonuses granted by team stri%e increase for every seven gladiator levels C+I+d) at 5 th level, (I(d) at )th level. %aunt: 8tarting at ( rd level, gladiators learn to unnerve their opponents with >ust a glance. $hile using this display, a gladiator may attempt to demorali4e an opponent as a swift action Csee 9ntimidate, Pathfinder Core p. 66. or this purpose, use the gladiator's class level his 3harisma modifier or his 9ntimidate bonus, whichever is higher. All abilities abilities which affect a normal use of the 9ntimidate s%ill to demorali4e an enemy also apply to this display. display.
2.
#hake >t ff: 8tarting at * th level, gladiators can shrug off fear and discomfort, or help an ally do the same. or each round that this display is active, the gladiator can attempt to end a mind/affecting effect on himself or one ad>acent ally. ally. The beneficiary can reroll a failed save or opposed s%ill chec% against the D3 of the original effect. 9f the effect allows no save or chec% to resist it, the effect ends automatically. automatically. Confounding "eint: 8tarting at 6 th level, gladiators can drive foes into confusion and distraction. As a swift action, the gladiator can ma%e a 2luff chec% against a single target, opposed by that creature's 3ombat Maneuver Defense. 9f the gladiator wins the contest, the target is da4ed for round. A creature that has been targeted by a confounding feint in the last hour gains a + cumulative bonus to its 3MD to resist successive feints, whether or not the feint was successful, and no matter which gladiator attempted the feint. Riposte #tance: 8tarting at 0 th level, gladiators develop the ability to counter enemy attac%s with their own. "nce per turn, when an enemy attac%s the gladiator while he is using this display, display, he may choose to either use his Armor 3lass to defend against the attac% or to roll an opposing attac% roll at his highest base attac% bonus. Treat Treat the result of this attac% roll as the gladiator's Armor 3lass against that attac%. 9f the attac% misses, the gladiator automatically counter/ attac%s and deals damage eEual to his 8trength modifier to the attac%er Dragon+s "ur: At 5th level, a gladiator can enter a passionate fren4y, fill himself with ferocity. #e gains the benefits of freedom of movement movement , , gains temporary hit points eEual to twice his class level, and receives a morale bonus to damage rolls eEual to his 3harisma modifier. modifier. #e also gains a ) bonus to his 3M2 and 3MD. Merc#) At Merc#) At st level, a gladiator suffers no penalties when attac%ing to inflict non/lethal non /lethal damage. nd 0xotic eapon) At eapon) At + level, and every four gladiator levels thereafter, a gladiator gains -!otic $eapon $eapon 1roficiency as a bonus feat. &o Merc#) At Merc#) At 0th level, a gladiator can e!ecute a coup/de/grace as a standard action instead of a full/ round action. ;ladiatorEs "resence) At "resence) At th level, gladiators gain either 9nspiring 1resence or 9ntimidating 1resence as a
bonus feat. They must meet the prereEuisites for the feat. 9f they do not meet the prereEuisites at th level, they gain the feat as soon as they do meet its prereEuisites. (error al/ing) At al/ing) At (th level, when a gladiator successfully demorali4es a creature with the 9ntimidate s%ill, it becomes panic%ed instead of sha%en the first time that it is demorali4ed in that day. day. 9f the gladiator later successfully demorali4es the same creature again, it is sha%en as normal. Master o! the Arena) At Arena) At +th level, a gladiator has perfected the s%ills of the arena. #e can maintain two different gladiatorial displays. Doing so does not reEuire him to e!pend additional daily uses of his gladiatorial performance ability.
?ot all psionic talents are as direct or apparent as a %ineticist's fire bolts or a telepath's command. 1sychic academies teach some with psionic gifts to turn their power inward, toward perfection of body and soul rather than the mind. Mon%s are the end/products of this training, committed practitioners of the $ay who have learned to focus their $ill on their own bodies. Mon%s are deeply meditative by nature, as it is their deep %nowledge of the $ay that allows them to channel their energies. 8ome few retreat from the world to ensure the peace of mind that their study demands. Most, however, ma%e their way as s%illed warriors. Mon%s are often found wor%ing as protectors for the merchant houses and the academies, or as bodyguards for f or the wealthy. wealthy. 9n the culture of corruption found in the city/states, mon% guardians are considered highly reliable. Gnscrupulous mon%s can find easy employment as assassins, thieves, and spies. There are even a few mon%s living in the city/ states who >oin the Templarate. Templarate. Most mon%s belong to a secret fraternity, fraternity, holding membership in one of the seven %nown to e!ist. "nly mon%s are invited to >oin any of the fraternities, and only after a careful analysis of their character by established members. 8ome mon%s refuse to >oin, while others are never offered a chance. Though few outside the academies of the $ay %now of these societies, there is a great deal of speculation among the scholars about the purpose of each group.
0
Mon%s come from all sorts of bac%grounds. Gnli%e psions, whose ran%s include many of o f the well/born who desire a soft life of power for their children, becoming a mon% is rarely considered appropriate for a child from a wealthy family. -ven well/established mon%s are rarely better than mercenaries or adventurers. 8ome choose to follow the mon%'s path because they were re>ected from the more rigorous disciplines e!pected of psions. "thers were brought into the academy by the patronage of a powerful member; depending on the patron in Euestion, the motives may range from nepotism to generosity. generosity. More than one successful mon% began his career as a scholarship student from a poor family who had shown early promise to some master's chance study. study. And sometimes, very rarely, rarely, such masters have retired away from the academy and trained a few select pupils outside the strictures of the formal system.
$hen defilers poison the land with their magic, or rogue psions distort the $ay for their own gain, the ordinary people of Athas have few defenders. There are not many who can stand against the supernatural s upernatural powers of spell and mind. Those who can are %nown by different names in different places, but the spirit spirit of all such titles may be found in the word ority of paladins have been scarred by rec%less or abusive powers, and their hatred of intemperate spellcraft runs deep. Most paladins are wanderers, roaming across the Tyr region in search of the renegade mages who are their lawful prey. prey. A paladin's craft is illegal in the city/ states, where they are labeled disturbers of the peace and e!iled upon discovery, discovery, but many paladins still operate covertly within the walls of the cities. Templar are loathe to confront a paladin without overwhelming superiority. superiority. 1aladins, in turn, are near/ universally contemptuous and hostile toward the Templarate, and are usually %eystones in resistance movements against the sorcerer/%ings. inally, inally, paladins will congregate at ma>or magical disasters which tend to reanimate the dead. 1aladins view the undead as one of the worst conseEuences of sorcery, sorcery, and will go to great lengths to destroy them. Many paladins follow the elemental and paraelemental powers, drawing their abilities from the pseudo/divinities of the planes. "thers draw their power from deep meditation on the $ay, which they see as a divinely inspired source of stability. stability. 8till others claim atheism, and say that their abilities come from their deep convictions. Though all paladins are capable of a form of spellcasting, most prefer to refer thin% of them as miracles or talents instead.
-!cept as noted here, mon%s have the class features listed in the Pathfinder Core Rules . eapon "ro!iciencies) Athasian "ro!iciencies) Athasian mon%s are proficient with the chatch%a, club, crossbow Clight or heavy, dagger, handa!e, >avelin, %ama, nuncha%u, Euarterstaff, shortspear, siangham, sling, spear, tonfa, and wrist ra4or. S/ills) Autohypnosis, S/ills) Autohypnosis, Disguise, @nowledge Cpsionics, and 1sicraft are class s%ills for mon%s. @nowledge Chistory and 8wim are no longer class s%ills for mon%s. Mon%s gain 0 9ntelligence modifier s%ill points per level. "sionic) Mon%s "sionic) Mon%s are treated as having a power point reserve for the purpose of acEuiring psionic feats and mainting a psionic focus gnore Heat) Athasian Heat) Athasian mon%s control their bodies to remain cool even during a summer noon, or warm during the coldest night. 8tarting at 0 th level, mon%s gain heat protection (. gnore (hirst) Athasian (hirst) Athasian mon%s can suppress their body's need for water, water, reducing both their awareness of thirst and their e!penditure of moisture. 8tarting at 6th level, mon%s can last without any hydration for a number of days eEual to their $isdom modifier. After that time, start applying penalties for thirst as normal. The paladin class has undergone considerable changes. Gnless specified here, they have none of the $iamond Soul) Athasian Soul) Athasian mon%s gain psi class features listed in the Pathfinder Core Rules. resistance instead of spell resistance.
1
Alignment) Athasian paladins serve the elements and the people of Athas, but their morals and methods are as varied as in any other profession. or every paladin who would hold trials and careful investigations to determine the identity of a village's defiler, there is another who would simply slaughter the entire village in their beds to ensure that the mage could not escape. 1aladins have no alignment restrictions. They are usually not chaotic, but this is not a reEuirement. Hit $ie) d. Build Options) $hen ta%ing your first level of paladin, you must decide whether to advance as a standard paladin or as a templar. 8ee the Templar @night %it below for details. 1aladins who lose their calling often
Hit $ie) d1
-e%el Base Attac/ Bonus 'ort Sa%e
proficient with simple and martial weapons, with all types of armor, and with all shields e!cept tower shields. $etect Mage 6Sp9) 1aladins can use detect psionics and detect magic at will, as the power and spell. $etect $e!iler 6Sp9) 1aladins constantly gain the benefits of the defiler scent spell. Smite 'oe 6Su9) This is e!actly identical to the smite evil ability described in the Pathfinder Core Rules , with the following e!ceptions. irst, it deals no additional damage to evil outsiders. 8econd, the alignment of the target does not matter. inally, the paladin gains 0 paladin level spell and power resistance against the spells and powers of the smite target. $i%ine ;race 6Su9) At +nd level, paladins gain the feature of the same name described in the Pathfinder Core Rules. -a# On Hands 6Su9) At +nd level, paladins gain the feature of the same name described in the Pathfinder Core Rules. Aura o! Courage 6Su9) At (rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules.
S/ill "oints) 3 * nt mod per le%el
Re! Sa%e ill Sa%e Special
1
+
+
Detect mage, detect defiler, smite foe Iday
2
+
(
(
Divine grace, lay on hands
3
(
(
(
Aura of courage, divine health, >udgment, mercy
4
)
)
)
3hannel positive energy, smite foe +Iday, spells
?
0
)
)
Mageslayer's weapon Iday
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0
+
0
Mercy
@
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0
+
0
8mite foe (Iday
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*
+
*
Aura of resolve
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*
(
*
Mageslayer's weapon +Iday, mercy
1
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5
(
5
8mite foe )Iday
11
I*I
5
(
5
Bally the hunters
12
+I5I+
&
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&
Mercy
13
(I&I(
&
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&
Mageslayer's weapon (Iday, smite foe 0Iday
14
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6
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6
Aura of sanctity
1?
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6
0
6
Mercy
1
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$i%ine Health 60x9) At (rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules. Merc# 6Su9) At (rd level, paladins gain the feature of the same name described in the Pathfinder Core Rules. Dudgment 6Su9) 8tarting at (rd level, a paladin can choose to forgo the bonus damage of her smite foe ability to instead cause her target to be afflicted by a status condition. A paladin may use this ability to inflict any status condition that she could could cure with a mercy, with the following e!ceptions= cursed, diseased, poisoned, and staggered. This effect is applied to all attac%s that the paladin ma%es in a round, and must be chosen before the paladin rolls the attac%s. -ach condition lasts for one round. ?o more than one status condition may be inflicted at one time. Channel "ositi%e 0nerg# 6Su9) At )th level, paladins gain the feature of the same name described in the Pathfinder Core Rules. Spells) At )th level, paladins gain the feature of the same name described in the Pathfinder Core Rules , with the following e!ceptions. 1aladins cast divine spells, drawn from the list found in the Magic chapter. 1aladins now ready spells instead of preparing them. 8ee the Magic chapter for information about how to ready spells, and the table to the right for the number of readied spells and spell slots that paladins gain. Magesla#erEs eapon 6Su9) The hallmar% power of a paladin is her ability to render a mage completely vulnerable to her attac%s. 8tarting at 0 th level, a paladin may spend a standard action to concentrate on a melee weapon, empowering it. This empowerment lasts for one minute per paladin level. or the duration, the weapon gains a enhancement bonus. 9n addition, the first time that the weapon stri%es a spellcaster or manifester in a round, the target of the attac% must succeed on a concentration chec% CD3 0 damage dealt or be unable to cast spells or manifest powers the following round. The enhancement bonus granted by this ability increases by at & th level, and every three paladin levels thereafter. These bonuses can be added to the weapon, stac%ing with e!isting enhancement bonuses Cto a ma!imum of 0, or they can be used to add any of the following weapon properties= acidic3 defending , disruption , flaming , free0ing , keen , pschokinetic , shocking , suppression Cchoose
"aladin Spells Spells Readied
Spell Slots
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magical or psionic, or any ,urst enchantments for the elemental enchantments on this list. These bonuses are added to any properties that the weapon already has, but duplicate abilities do not stac%. 9f the weapon is not already magical, at least a enhancement bonus must be added before any properties. The bonuses and properties are determined when the paladin empowers her mageslayer's weapon, and cannot be changed until she does so again. Any other character holding a mageslayer's weapon gains none of the benefits of this ability, but they return if the paladin wields the weapon again. These bonuses apply only to one end of a double weapon. A paladin can use this ability once per day at 0th level, and one additional time per day for every four additional levels, to a ma!imum of four times per day at 5th level. Aura o! Resol%e 6Su9) This is e!actly identical to the aura of resolve ability described in the Pathfinder Core Rules , e!cept that the immunity and save bonus also apply to compulsion effects. Rall# (he Hunters 6Su9) This is e!actly identical to the aura of >ustice ability described in the Pathfinder
Core Rules , e!cept that it applies to smite foe instead of smite evil. Aura o! Sanctit# 6Su9) At )th level, paladins gain 0 paladin level spell and power resistance. The spell and power resistance granted by their smite foe ability increases to paladin level. Allies within feet of the paladin gain spell and power resistance eEual to the paladin's level. ChampionEs Aegis 6Su9) At 5th level, a paladin gains DB 0Icold iron. 8he also becomes immune to the effects of a defiling radius, and to the effects of a defiler's ra4e feats. Magebane 6Su9) At +th level, a paladin becomes the ultimate hunter of the supernatural. #er damage reduction increases to Icold iron. $henever she channels positive energy or uses lay on hands to heal, she heals the ma!imum possible amount. inally, when she uses smite foe against an arcane spellcaster or psionic manifester, she may attempt to sunder the target's powers. -very time she hits the target, it must ma%e a $ill save CD3 0 the paladin's 3harisma modifier; on a failure, the target cannot cast spells or manifest powers for +) hours.
%nights view themselves, with some cause, as the only barrier between the mages and control of society and government. The Templar @night %it is a build option for paladins. Templar %nights are a sorcerer/%ing's generals and enforcers, and have no interest in hunting mages. They wor% for the most abusive mages in the world without a Eualm. Templar %nights gain the authority due to their position and a ran%/ sigil that denotes their ran% and privileges. &ulticlassing !ote: All templar %nights must be accepted into the Templarate and undergo rigorous training and indoctrination before they are allowed to swear fealty and receive their powers. A st level character starting as a templar %night is assumed to have already accomplished these tas%s. Any character who wishes to multiclass into the templar %night %it, however, must complete these reEuirements. iven the political brutality of the Templarate, this could easily become an adventure by itself. Conversion: Gnli%e clerics, paladins are not necessarily bound by an oath or conduit to the elemental planes. Any paladin can forsa%e his path to enter a sorcerer/%ing's service. Mechanically, the conversion process is simple= remove all abilities that templar %nights do not receive, and add all those that Templars are more than >ust functionaries for a they do. 3lass s%ills are not affected by this process. sorcerer/%ing. They are the police investigators, the bodyguards, the military commanders 7 in short, they This may only be done while leveling up. 3haracter/ wise, this decision is li%ely comple! and harrowing for are leaders of the sorcerer/%ing's forces in all their the 13, which emotional aspect should be capacities. Those who emphasi4e martial prowess emphasi4ed. Despite the ease of converting a over learning and mystical training are given many character's statistics, the loss of a paladin's calling titles, but as a group they are %nown as
!
S/ill "oints) + 9ntelligence modifier per level. Mani!estation) 1sions are able to manifest psionic powers. They have a power point reserve, they %now psionic powers, and they have a manifester level eEual to their psion level plus their levels in other classes that grant power manifestation. 1sions can manifest any power that has a power point cost eEual to or lower than their manifester level. The Difficulty 3lass for saving throws against psion powers is the power's level the psion's 9ntelligence modifier. To learn or manifest a power, a psion must have an The psion class has undergone considerable changes. 9ntelligence score of at least the power's level. They have none of the class features listed in the "o.er "oints) A psion's ability to manifest powers Expanded Psionics $and,ook. is limited by the power points he has available. #is Hit $ie) d*. base daily allotment of power points is given on the Starting Mone#) (d) ! 3p Caverage 50 3p. table below. 9n addition, he receives bonus powers eapon and Armor "ro!iciencies) 1sions are each day if he has a high 9ntelligence score Csee proficient with the club, dagger, heavy crossbow, light Expanded Psionics $and,ook , p. &. A psion's race may crossbow, Euarterstaff, and short spear. They are not provide bonus power points per day, as may certain proficient with any armor or with shields. feats and items. A psion must rest in order to recover Class S/ills) Autohypnosis, 3raft, ly, @nowledge his power points. -ach hour of rest allows the psion to Call, inguistics, 1rofession, 1sicraft. C9n addition, see regain one/Euarter of his daily power point pool. Disciplines. "o.ers no.n) 1sions begins play %nowing
badge, ran% insignia, and focus all in one. As a templar's ran% increases, his sigil is updated to reflect his new status. The sigil also serves as the templar %night's divine focus. 8igils are distinct to each sorcerer/monarch and instantly recogni4able. Spells) Templar %nights have a slightly different spell list than paladins. 8ee the Magic chapter for details.
"sion
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several psion powers. -ach time they reach a new level, they unloc% the %nowledge of new powers. 3hoose the powers %nown from the psion power list, or from the list of powers associated with your discipline. You cannot learn powers from disciplines other than your own Cbut see Multidisciplinary, below. The number of times that a psion can manifest powers in a day is limited only by his daily power points. A psion simply %nows his powers; they are ingrained in his mind. #e does not prepare or ready powers, although he must rest each day in order to recover all of his power points. (alents) All psions have talents, special %nac%s or abilities which they may use freely. Talents are psionic powers that cannot be augmented and have no power point cost. Thus, they may be used as many times each day as a psion desires. -ach psion has only a few talents 7 see the table below for details. 1sions receive a free talent specific to their discipline at st level. $iscipline) All psions are specialists in one of the si! psionic disciplines. -ach discipline provides its devotees with additional class s%ills, a talent, special abilities, and a list of uniEue powers that can only be learned by specialists. 1sions cannot learn powers restricted to disciplines other than their own Cbut see Metadisciplinary. S.i!t 'ocus) 1sions gain 8wift ocus as a bonus feat. Bonus 'eats) 1sions gain a bonus feat at 0th , th , 0th , and +th levels. These feats are supplemental to those gained by normal leveling, and must be selected from psionic, metapsionic, or psionic item creation feats. Metadisciplinar#) As a psion advances, the distinctions between the disciplines begin to blur. ?o psion ever completely escapes his own training and inclinations, but advanced disciples of the mental arts can learn to act outside their specialty. At & th and *th levels, when a psion learns a new talent, he may choose that talent from those granted by other disciplines. 8tarting at th level, a psion becomes able to learn the lesser powers of other disciplines. #e may learn powers from a different discipline's list, but he treats his psion level as levels lower than it is for determining which powers he can learn. This does not affect his ability to manifest those powers.
A discipline is one of si! groupings of powers, each defined by a common theme. The si! disciplines are clairsentience, metacreativity, psycho%inesis, psychometabolism, psychoportation, and telepathy. -ach discipline offers its specialists additional class s%ills, a uniEue talent, a special ability, and a list of restricted powers that only members of that discipline can learn.
A psion ho speciali0es in clairsentience is a,le to extend the reach of their phsical senses< %his includes precognitive faculties3 hich aid ,oth in information6gathering and com,at3 as ell as the a,ilit to see distant places< (itle) 8eer Class S/ills) Appraise, 1erception, 8ense Motive. ;ranted Abilities) 8eers gain a bonus to initiative chec%s eEual to one/half their psion level Cminimum . "orearned (#u): A seer is always able to ta%e action during a surprise round, although he is still flatfooted. #elective Precognition (#u): "nce per day, a seer can gain a + bonus to Armor 3lass or to one saving throw after he has learned the result of the attac% or save. This ability may be used an additional time each day for every five psion levels the seer possesses. ?no Enem (#u): A seer may attempt to gain detailed %nowledge of any creature he can see as a swift action. #e ma%es a @nowledge chec% with a bonus eEual to his 9ntelligence modifier, using his class level in place of his ran%s if the former is higher. The seer must be able to see the creature that he is learning about. #crseeker (#u): 8tarting at &th level, a seer is always aware of attempts to supernaturally observe his actions. #e constantly gains the benefits of detect remote vieing. 9n addition, whenever he uses his abilities to scry on something, he treats the sub>ect as one category more familiar to him. Fery familiar sub>ects ta%e a / penalty to their saving throw. Perfect Warning (#u): At +th level, a seer may ta%e + on initiative and 1erception chec%s. (alent) 8ensory host
A psion speciali0ing in metacreativit learns to manipulate
'
ectoplasm3 a semi6real su,stance dran forth from the -re< Ectoplasm ma ,e used to create o,'ects or tools3 as ell as animated constructs to serve the psion+s ill< (itle) 8haper Class S/ills) Disguise, #eal, 8urvival. ;ranted Abilities) 8hapers gain a bonus to 3raft chec%s eEual to one/half their psion level. #ta,ili0e Ectoplasm (Ex): $henever you manifest a Metacreativity Ccreation power, increase its duration by a number of rounds eEual to one/half your psion level Cminimum . Ectoplasmic #hard (#p): A shaper can create a piece of psychically/charged ammunition from ectoplasm with a swift action. An ectoplasmic shard can be a standard item of ammunition for a crossbow, bow, sling, or blowgun, and can be fired normally from any appropriate weapon Ci.e., an ectoplasmic bolt could be fired from any crossbow. Alternately, the shaper can cause the shard to leap toward any creature within ( feet as a free action. 9n either case, the shard reEuires a ranged touch attac% to hit, and deals d& damage point per psion level. A shaper may not have more than one ectoplasmic shard in creation at once, but one that he has created is permanent until it is used. This ability may be used a number of times each day eEual to ( 9ntelligence modifier. Pschic Phalanx (#u): 8tarting at &th level, a shaper can create a solid barrier that protects himself and his allies. All allies within ( feet of the shaper gain a + deflection bonus to A3 while the barrier is active. urthermore, any enemy that ma%es a melee attac% against an ally protected by the barrier receives a psychic shoc% that deals damage eEual to the shaper's 9ntelligence modifier. The A3 bonus granted by this ability increases to ( at ( th level, and to ) at & th level. 3reating the barrier is a standard action, but it can be lowered as a swift action. 8hapers may use this ability for a number of rounds each day eEual to ( 9ntelligence modifier. Astral -uardian (Ex): At +th level, a shaper can choose to ma%e the duration of astral construct permanent. ?o shaper may have more than one permanent astral construct at once; if he ma%es another construct permanent, the previous one immediately vanishes. (alent) 3reate Tool
Psions ho speciali0e in kinesis are skilled at the manipulation of phsical o,'ects outside themselves< %he scope of their manipulation ranges from simple movement or agitation to poerful energ ,lasts3 making kineticists idel6feared as artiller masters< (itle) @ineticist Class S/ills) Disable Device, 9ntimidate, 8leight of #and. ;ranted Abilities ) @ineticists gain a bonus eEual to one/Euarter their psion level Cminimum to ranged attac%s for psionic powers or abilities. Piercing Energ (#u): Any power that a %ineticist manifests that deals hit point damage gains a bonus to its damage roll eEual to one/half the %ineticist's psion level. This bonus also applies to class features of psionic classes that create damaging energy effects. The bonus damage is only applied once per power; if a power targets several creatures, such as by creating multiple missiles or rays, the psion may divide the bonus damage between each pro>ectile. The damage dealt by this ability is the same type as the power. %elekinetic .olt (#p): As a standard action a %ineticist can release a bolt of force to stri%e any target within 0 feet. The bolt reEuires a ranged touch attac% and deals d& 9ntelligence modifier bludgeoning damage, and gains the benefits of the %ineticist's piercing energ ability. This ability can be used a number of times each day eEual to ( 9ntelligence modifier. &etapsionic Devastation (Ex): At &th level, %ineticists can apply any one metapsionic feat that they %now to a single 1sycho%inetic power that they are about to manifest. This metapsionic feat does not increase the power point cost of the power, and does not count toward the augmentation limit. A %ineticist can do this once per day, and an additional time per day for every two psion levels he possesses beyond &th level. Pierce Resistance (Ex): At +th level, a %ineticist may roll twice to defeat an enemy's psi resistance against his 1sycho%inetic powers. 9n addition, once per day he may force one enemy to reroll its saving throw against one of his 1sycho%inetic powers, and use the worse result. (alent) ar #and, reater
)
to resolve the fall, activating this ability halves any falling damage that the nomad would otherwise ta%e. A pschometa,olic specialist has learned to alter his th phsical form3 or the forms of near, creatures< %his allos At * level, the nomad's maneuverability increases to ood. At th level, his speed increases to twice his the psion to heal and to harm3 or to augment his phsical land speed. At ) th level, his maneuverability increases capa,ilities< to 1erfect. (itle) 8hifter %eleport ther (#u): As a standard action, a nomad Class S/ills) Acrobatics, -scape Artist, #eal. can cause one ally within 0 feet to teleport. The ally ;ranted Abilities) 8hifters gain a bonus to e!its its own space and enters any space within 0 feet ortitude saves against environmental ha4ards eEual of the nomad. The ally does not provo%e an attac% of to one/Euarter their psion level Cminimum . opportunity for this movement, although the nomad Phsical Enhancement (#u): 8hifters gain a does provo%e for manifesting this ability. ?omads enhancement bonus to a single physical ability score may use this ability once per day per three class levels. of their choice C8trength, De!terity, or 3onstitution. Dimensional #tride (#u): 8tarting at &th level, a This bonus increases by every five psion levels. The nomad can teleport up to ( feet per psion level each shifter may change which ability score this bonus day as a standard action. This teleport must be used in applies to with one hour of meditation. five/foot increments. Teleporting in this fashion does $ealing Reserve (#u): 8hifters maintain a pool of not provo%e an attac% of opportunity. You can bring mental energy that allows them to heal their own other willing creatures with you, but you must e!pend in>uries as a standard action. A shifter may use this an eEual amount of distance for each creature other energy to regain a number of hit points eEual to five times his psion level each day. These hit points may be than yourself. "reedom of #k (#u): At +th level, a nomad can divided up as the shifter desires. using his pschic lift ability at will. Energ A,sorption (#u): At *th level, a shifter gains (alent) ightfoot an amount of energy absorption eEual to three times his psion level each day. $henever he ta%e energy damage, apply immunities, resistances, and %he most feared and mistrusted psions are those ho have vulnerabilities first. 9f he still would ta%e damage, learned to control the minds of others< #uch psions can send reduce your daily absorption total by that amount. mental communications3 read thoughts3 and sei0e poer Any damage in e!cess of the absorption limit is over the minds of other ,eings< applied normally. (itle) Mindbender Perfect Conditioning (#u): At +th level, shifters apply their enhancement bonus to two physical ability Class S/ills) 2luff, Diplomacy, 8ense Motive. ;ranted Abilities) Telepaths gain a bonus eEual to scores. one/half their psion level to 8ense Motive chec%s. (alent) -ndurance >nfluence &ind (#u): Telepaths gain a + enhancement bonus to 2luff, Diplomacy, and Psions ho develop the discipline of pschoportation learn 9ntimidate chec%s. This bonus increases by for the skill of moving themselves and others ith their poers< every five psion levels the telepath obtains, up to a ma!imum of * at + th level. (itle) ?omad Da0ing %ouch (#u): A telepath can cause a creature Class S/ills) Acrobatics, 3limb, 8wim. ;ranted Abilities) A nomad's land speed increases by to become da4ed for one round with a melee touch attac%. 3reatures with more hit dice than the telepath's 0 feet per four psion levels Cminimum 0 feet. manifester level are unaffected. This mind/affecting Pschic 5ift (#u): A nomad can fly for one round ability may be used a number of times each day eEual per psion level each day at a rate eEual to his land to ( 9ntelligence modifier. speed Caverage maneuverability. 3hoosing to fly in Pro'ect Emotion (#u): 8tarting at &th level, a telepath this manner is a free action. 9f activated while falling from any height that would ta%e less than a full round can broadcast a powerful emotion to all creatures
+
Mani!estation) 1sychic warriors are able to manifest psionic powers. They have a power point reserve, they %now psionic powers, and they have a manifester level eEual to their psychic warrior level plus their levels in other classes that grant manifestation. 1sychic warriors can manifest any power that has a power point cost eEual to or lower than their manifester level. The Difficulty 3lass for saving throws against psychic warrior powers is the power's level the psychic warrior's $isdom modifier. To learn or manifest a power, a psychic warrior must have a $isdom score of at least the power's level. "o.er "oints) A psychic warrior's ability to manifest powers is limited by the power points he has available. #is base daily allotment of power points is given on the table below. 9n addition, he receives bonus powers each day if he has a high $isdom score Csee Expanded Psionics $and,ook , p. &. A psychic warrior's race may provide bonus power points per day, as may certain feats and items. A psychic warrior must rest in order to recover his power points. -ach hour of rest allows the psychic warrior to regain one/ Euarter of his daily power point pool. "o.ers no.n) 1sychic warriors begins play %nowing several psychic warrior powers. -ach time they reach a new level, they unloc% the %nowledge of new powers. 3hoose the powers %nown from the psychic warrior power list. The number of times that a psychic warrior can manifest powers in a day is limited only by his daily power points. A psychic warrior simply %nows his power; they are ingrained in his mind. #e does not prepare or ready powers, The psychic warrior class has undergone considerable although he must rest each day in order to recover all changes. They have none of the class features listed in of his power points. the Expanded Psionics $and,ook. Maximum "o.er -e%el) 1sychic warriors are Hit $ie) d&. more limited in their %nowledge of the $ay than Starting Mone#) 0d) ! 3p Caverage +0 3p. psions. They cannot %now any psychic warrior power eapon and Armor "ro!iciencies) 1sychic with a level higher than one/third their psychic warriors are proficient with all simple and martial warrior level Crounded up. weapons, with light, medium, and heavy armor, and (alents) All psychic warriors have talents, special with all shields Ce!cept tower shields. %nac%s or abilities which they may use freely. Talents Class S/ills) Acrobatics, Autohypnosis, 3limb, are psionic powers that cannot be augmented and 3raft, ly, 9ntimidate, @nowledge Cpsionics, have no power point cost. Thus, they may be used as @nowledge Cwarcraft, 1rofession, 1sicraft, Bide, many times each day as the psychic warrior desires. 1erception, 8urvival. -ach psychic warrior has only a few talents 7 see the S/ill "oints) ( 9ntelligence modifier per level. table below for details.
within ( feet. for a number of rounds each day eEual to his psion level. These rounds do not need to be consecutive. -ach aura affects a specific category of creature 7 allies, enemies, or all creatures. This is a mind/affecting ability. Activating the aura is a standard action, but it can be lowered as a free action. The psion may change which emotion he pro>ect with a swift action. Awe= The telepath gains a ) bonus on Diplomacy, 9ntimidate, and 1erform chec%s with all creatures. 3alm= Allies gain a + bonus to $ill saves and Autohypnosis, 8ense Motive, and concentration chec%s. ood $ill= All creatures or enemies move up one attitude category relative to all creatures Csee Diplomacy. This ends immediately when the aura fades. Bage= All creatures, allies, or enemies ta%e a /+ penalty to A3 and gain a + bonus to attac% rolls. 8tatic= All creatures e!cept the psion are da4ed; the psion is staggered and loses his De!terity bonus to A3. -ach round, affected creatures may ma%e a $ill save CD3 K psion level 9ntelligence modifier to become staggered for that round. Terror= -nemies are sha%en. &irrormind: At +th level, whenever a telepath succeeds on a saving throw against an enchantment spell or telepathy power, that spell or power is reflected bac% at its caster, as per spell turning. (alent) 3ontact Mindlin%
.
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1
5I+
5
(
(
reater glyph power
0
)
*
)th
11
&I(
5
(
(
3ombat training C+
*&
*
*
)th
12
6I)
&
)
)
reater glyph power
50
5
*
)th
13
6I)
&
)
)
Mindward (
&*
6
5
0th
14
I0
6
)
)
reater glyph power
+
5
0th
1?
I*I
6
0
0
3ombat training
6
+
5
0th
1
+I5I+
0
0
reater glyph power
(+
+(
&
*th
1@
+I5I+
0
0
Mindward )
*)
+)
&
*th
1<
(I&I(
*
*
reater glyph power
50
+0
&
*th
1
)I6I)
*
*
3ombat training C(
&&
+*
6
*th
2
0II0
+
*
*
lyph of mastery, greater glyph power
+0
+5
6
*th
"sionic ;l#ph 6Su9) 1sychic warriors are uniEue in their ability to utili4e psionic glyphs, special psychic tattoos that invest their wearers with enchantments and augmentations. -ach psychic warrior starts with a basic psionic glyph which he improves over time as his mastery of the $ay improves. Despite being a tattoo, a psionic glyph does not always need to be visible; psychic warriors can ad>ust the opacity of their glyphs as a swift action. A psionic glyph always appears when viewed with detect psionics or similar powers, however. 9t also appears spontaneously whenever the psychic warrior manifests a power with a Fisual display. A psionic glyph can be enchanted or augmented as if it were a magical item. lyphs hold two enchantment
warrior's class level. "nce a psychic warrior's glyph has been enchanted, any weapon or armor he bears gains the enchantments of the appropriate slot in his glyph. The glyph's enchantments do not stac% with any that are naturally present in the item; unless the psychic warrior wishes otherwise, the glyph overrides the item's own enchantments. 9f the psychic warrior is wielding two weapons or a double weapon, only one weapon Cor one end of the double weapon gains the glyph enchantments. The other benefits from any natural enchantments that are present. ;l#ph "o.er 6Su9) At st level, +nd level, and every even/numbered level thereafter, psychic warriors gain further bonuses from their glyphs. These bonuses are chosen from the following list. Channeling #trike: The psychic warrior can use touch powers against enemies that he stri%es with a weapon. $hile holding the charge on a touch power, he can ma%e a single melee attac% at his highest base attac% bonus as a standard action. 9f he hits, he can discharge the power against the target.
!0
-lph of Alacrit: All movement speeds that the psychic warrior possesses naturally increase by 0 feet. Those gained through the use of items, spells, powers, or other such temporary and non/intrinsic means are not affected. This glyph can be selected more than once; its effects stac%. -lph of Competence: 3hoose one of the following s%ills= Acrobatics, 3limb, -scape Artist, ly, Bide, 8tealth, 8wim. $hile maintaining his psionic focus, the psychic warrior gains a competence bonus to the chosen s%ill eEual to one/half his psychic warrior level Cminimum . -lph of Defense: The psychic warrior gain a bonus eEual to one/half his psychic warrior level Cminimum to all concentration chec%s made in combat. -lph of Deflection: The psychic warrior can surround himself with a %inetic barrier as a swift action. This barrier provides a deflection bonus to A3 for one round. This bonus increases to + at 0th level, and by a further for every five psychic warrior levels thereafter. The bonus doubles if the psychic warrior ta%es the Total Defense action. The psychic warrior may use this ability a number of times each day eEual to ( $isdom modifier. -lph of Devastation: $hen the psychic warrior threatens a critical hit, he can automatically confirm it. #e can use this ability a number of times each day eEual to his $isdom modifier. -lph of "ocus: As a free action, the psychic warrior retains his psionic focus when he would otherwise lose it. This ability can be used once per day, and one additional time per day for every five psychic warrior levels. -lph of Resilience: "nce per day, the psychic warrior can grant himself temporary hit points eEual to his psychic warrior level as an immediate action. This ability can be used in response to being reduced below points; in this case, the psychic warrior remains conscious and able to act normally. These temporary hit points last for one minute. 9f his hit points drop below due to the loss of these temporary hit points, he immediately fall unconscious and start dying as normal. -lph of #torage: The psychic warrior can tuc% items away in an e!tra/dimensional poc%et. 8toring or retrieving an item reEuires a swift action. To store an item, the psychic warrior must touch it with his hand.
A recovered item appears in his hand; if it is a weapon, it is ready to wield. The storage can hold a ma!imum of + lb., plus an additional 0 lb. per psychic warrior level. -lph of #uppression: The psychic warrior can shrug off supernatural effects while maintaining his psionic focus. 9f he ma%es a successful ortitude or $ill save against a an attac% that normally deals half damage or has a reduced effect on a successful save, he instead ta%es no damage and does not suffer any effects. &artial %raining: 9nstead of developing his glyph, the psychic warrior concentrates on improving his mundane combat s%ills. ain a bonus combat or psionic feat. This glyph power may be selected more than once. Combat (raining 60x9) At (rd level, and every four class levels thereafter, psychic warriors develop their abilities with ordinary martial combat. 3ombat training provides a bonus to a specific aspect of a warrior's combat routine. At th level, this bonus increases to +; at 6th level, it increases to (. 3hoose one of the following benefits= Armor "lexi,ilit: 3hoose one group of armor Clight, medium, or heavy. Beduce the armor chec% penalty and increase the ma! De!terity bonus of the chosen armor type by the listed bonus. Armor &aneuvera,ilit: You ta%e no movement speed penalties for wearing medium armor. 9f you ta%e this benefit twice, you apply this feature to heavy armor as well. Weapon %raining: 3hoose one group of weapons from those listed for fighters. You gain the listed bonus to attac% and damage rolls with those weapons. You also gain the listed bonus to your 3M2 when using those weapons, and to your 3MD when defending against disarm or sunder attempts while wielding those weapons. 9f a weapon belongs to multiple groups, it only benefits from this ability once. Mind.ard 6Su9) At 0th level, psychic warriors learn to defend themselves against psychic attac%s. They gain a bonus to all saving throws against enchantment spells and telepathy powers. This bonus increases by every four class levels, to a ma!imum of ) at 5 th level. ;reater ;l#ph "o.er 6Su9) 8tarting at th level, a psychic warrior can choose glyph powers from this list
!1
instead of the glyph power list if he wishes. #e can still choose a lower/level glyph power. Channeling "lurr: The psychic warrior can discharge touch powers against enemies while ma%ing a full attac%. 9f he ta%es a ull Attac% action holding the charge on a touch power, he can discharge that power against the first creature that he hits. Prereuisite: channeling stri%e. -lph of Alertness: The psychic warrior gain the improved uncanny dodge feature CPathfinder Core , p. *6. Treat his psychic warrior level as his rogue level for the purpose of this ability. -lph of Dis'unction: The psychic warrior can temporarily disrupt the enchantments on magic items. $hen he ma%es a sunder maneuver, he can choose to dis>unct the item. 9f he succeeds on the maneuver, he deals no damage to the item, but all magical or psionic enchantments that it possesses cease to function for one round per psychic warrior level. Artifacts cannot be dis>uncted, and unenchanted items are unaffected by this ability. This ability can be used a number of times each day eEual to ( $isdom modifier. -lph of Reprisal: The psychic warrior can e!pend his psionic focus as an immediate action to stri%e bac% at an attac%er. "ne creature that has >ust attac%ed him in melee is engulfed in a psychic blast that deals ( damage per psychic warrior level CBefle! half, D3 K psychic warrior level $isdom modifier. -lph of #triking= "nce per round, the psychic warrior can ma%e an attac% of opportunity against an opponent who has >ust been hit by a melee attac%. This counts toward his normal limit of opportunity attac%s each round. This ability may only be used once per round, no matter how many opportunity attac%s the psychic warrior is able to ma%e. -lph of *ampirism: $hen the psychic warrior hits with a melee attac%, he can suc% the life out of his target, regaining hit points eEual to his psychic warrior level. #e may use this ability a number of times each day eEual to his $isdom modifier. -reater -lph of Competence: The psychic warrior can ta%e on any s%ills that he has chosen for glph of competence , even if he would not normally be able to do so. Prereuisite: glyph of competence. -reater -lph of Devastation: "nce per round, when the psychic warrior scores a critical hit, he may deal bonus damage eEual to his psychic warrior level.
Prereuisite: glyph of devastation. -reater -lph of Resilience: As glph of resilience , but the psychic warrior can e!pend his psionic focus to gain the benefit of this ability even if he has already used it that day. Prereuisite: glyph of resilience. &indsearing -lph: 2efore the psychic warrior ma%e an attac%, he can choose to spend 0 power points to augment the attac% with a mind/tearing psychic blast. 9f he hits, the target ta%es d) points of 9ntelligence, $isdom, or 3harisma damage. The affected ability score must be chosen before the attac% is rolled. 9f the attac% misses, all power points spent on this ability are lost. or every ( additional power points spent, this ability deals damage to the chosen attribute. This ability is sub>ect to normal limits on how many power points can be spent to augment a power. #pace,ending -lph: $hile maintaining his psionic focus, the psychic warrior can teleport as a move action. #e must have line of sight to his destination, and he must be able to fit there. #e can move as far as he wants in a single >ump, but he cannot travel more than + feet per class level per day using this ability. ;l#ph o! Master# 6Su9) At +th level, a psychic warrior has perfectly balanced the disciplines of martial combat and the psionic $ay. $henever he manifests a psionic power, he gains a bonus to the damage dealt by his ne!t weapon attac%. $hen he successfully hits with a weapon attac% in combat, he regains power point. #e can also regain his psionic focus as a swift action.
-!cept as noted here, rangers have the class features listed in the Pathfinder Core Rules. 'a%ored 0nemies (errain) The geography of Athas is different from that of the 1athfinder setting, and Athasian rangers have different favored enemy and terrain options. 8ee the table below for details. Spells) Bangers cast primal spells, drawn from the list found in the Magic chapter. Bangers now ready spells instead of preparing them. 8ee the Magic chapter for information about how to ready spells and the nature of primal spells, and the tables below for the number of readied spells and spell slots that rangers gain.
!2
Ranger 'a%ored (argets 'a%ored 0nemies
Ranger Spells
'a%ored (errains
Spells Readied
Spell Slots
-e%el
1
2
3
4
-e%el
1
2
3
4
orest
1
/
/
/
/
1
/
/
/
/
3onstruct
Mountain
2
/
/
/
/
2
/
/
/
/
#umanoid Cdwarf
"bsidian $aste
3
/
/
/
/
3
/
/
/
/
#umanoid Celf
1lanes Celemental, pic% one
4
/
/
/
4
/
/
/
#umanoid Cgiant
1lanes Cthe rey
?
+
/
/
/
?
/
/
/
#umanoid Cgith
1lanes Cthe 2lac%
+
/
/
/
/
/
/
#umanoid Chalfling
Buins, reen Age
@
(
/
/
@
/
/
#umanoid Chuman
8alt lat
<
(
+
/
/
<
/
/
#umanoid C>o4hal
8andy $aste
(
+
/
/
+
/
/
#umanoid Cpsionic
8crub 1lains
1
)
(
/
1
+
/
#umanoid Cpterran
8ilt 2asin Cincludes the 8ea of 8ilt
11
)
(
+
/
11
+
/
#umanoid Cother subtype
8tony 2arrens
12
)
(
+
/
12
+
+
/
Magical beast
Twisted $aste
13
)
)
(
13
(
+
Monstrous humanoid
Gnderground
14
0
)
(
+
14
(
+
"o4e
Grban
1?
0
)
(
+
1?
(
+
+
"utsider Cby element
$ater Csurface and underwater
1
0
)
)
(
1
(
(
+
"utsider Cshadow giant
1@
0
0
)
(
1@
)
(
+
+
1lant
1<
0
0
)
(
1<
)
(
+
+
Gndead
1
*
0
)
)
1
)
(
(
+
2
*
0
0
)
2
)
)
(
(
Aberration
2adland
Animal
Fermin .
.
HunterEs Bond) A ranger who elects to gain an animal companion can choose can choose his companion from the following list= boneclaw, cheetah, crodlu, dire rat, eagle, erdlu, >ha%ar, %ivit, owl, sna%e Cviper or constrictor.
-!cept as noted here, rogues have the class features listed in the Pathfinder Core Rules. Rogue (alents) Bogues can choose the following talents in addition to those presented in the Pathfinder Core Rules. Athasian rogues cannot choose the minor magic or ma>or magic talents. Dune %rader: You gain a ) bonus to Diplomacy chec%s to buy or sell goods. "nce per day, you can retry a 2luff or Diplomacy chec% that did not produce a satisfactory result. &a'or Psi %alent: You gain + power points and %nowledge of a single st level psion power. Your manifester level is eEual to your rogue level. The save D3 is your 9ntelligence modifier. Your 9ntelligence score must be or higher to select this talent. This
talent may be ta%en multiple times; each successive time, you gain additional power point and %nowledge of a different st level power. Prereuisite: psi talent. Psi %alent: You gain a single psionic talent as a psi/ li%e ability usable at will. Your manifester level is eEual to your rogue level. Your 9ntelligence score must be or higher to select this talent.
The wilder class has undergone considerable changes. They have none of the class features listed in the Expanded Psionics $and,ook. Hit $ie) d&. Starting Mone#) )d) ! 3p Caverage 3p. eapon and Armor "ro!iciencies) $ilders are proficient with all simple weapons, with light armor, and with shields Ce!cept tower shields. Class S/ills) Acrobatics, 2luff, 3limb, 3raft, Diplomacy, ly, #andle Animal, 9ntimidate, @nowledge Cpsionics, 1erception, 1erform, 1rofession, 1sicraft, 8ense Motive.
!
S/ill "oints) ) 9ntelligence modifier per level. Mani!estation) $ilders are able to manifest psionic powers. They have a power point reserve, they %now psionic powers, and they have a manifester level eEual to their wilder level plus their levels in other classes that grant power manifestation. $ilders can manifest any power that has a power point cost eEual to or lower than their manifester level. The Difficulty 3lass for saving throws against wilder powers is the power's level the wilder's 3harisma modifier. To learn or manifest a power, a wilder must have an 3harisma score of at least the power's level. "o.er "oints) A wilder's ability to manifest powers is limited by the power points she has available. #er base daily allotment of power points is given on the table below. 9n addition, she receives bonus powers each day if she has a high 3harisma score Csee Expanded Psionics $and,ook , p. &. A wilder's race may provide bonus power points per day, as may certain feats and items. A wilder must rest in order to recover his power points. -ach hour of rest allows the wilder to regain one/Euarter of his daily ilder -e%el Base Attac/ Bonus
Hit $ie) d< 'ort Sa%e
Re! Sa%e
power point pool. "o.ers no.n) $ilders begins play %nowing several wilder powers. -ach time they reach a new level, they unloc% the %nowledge of new powers. 3hoose the powers %nown from the wilder power list. The number of times that a wilder can manifest powers in a day is limited only by his daily power points. A wilder simply %nows her powers; they are ingrained in her mind. 8he does not prepare or ready powers, although she must rest each day in order to recover all of her power points. (alents) All wilders have talents, special %nac%s or abilities which they may use freely. Talents are psionic powers that cannot be augmented and have no power point cost. Thus, they may be used as many times each day as a wilder desires. -ach wilder has only a few talents 7 see the table above for details. "s#chic Aspect 6Su9) A wilder's powers are fueled by driving passions. These passions can be channeled into specific configurations called psychic aspects, which grant the wilder powerful abilities. 8he can only display one aspect at a given time. 3hanging aspects reEuires one minute of concentration.
S/ill "oints) 4 * nt mod per le%el ill Sa%e Special
"o.er "o.ers (alents "oints no.n no.n
Max -e%el
1
+
1sychic aspect, wild surge
)
+
)
st
2
(
8urging euphoria
&
(
)
st
3
(
$ild surge +
*
0
)
+nd
4
+
)
++
*
0
+nd
?
+
)
Aspect, volatile mind C 11
(+
&
0
(rd
(
+
+
0
$ild surge (
)+
6
0
(rd
@
(
+
+
0
8urging euphoria +
00
*
)th
<
)
+
+
*
Bapid display
*&
+
*
)th
)
(
(
*
Folatile mind C+ 11
&6
)
*
0th
1
0
(
(
5
Aspect, wild surge )
0
0
5
0th
11
0
(
(
5
Besist enervation Iday
(+
5
5
*th
12
*I
)
)
&
8urging euphoria (
0+
&
5
*th
13
*I
)
)
&
Folatile mind C( 11
&&
+
&
5th
14
5I+
)
)
6
$ild surge 0
++
+
&
5th
1?
5I+
0
0
6
Aspect
+0)
+(
&
&th
1
&I(
0
0
+&(
+)
6
&th
1@
&I(
0
0
8urging euphoria ), volatile mind C) 11
(()
+*
6
6th
1<
6I)
*
*
$ild surge *
(**
+5
6
6th
1
6I)
*
*
Diminished enervation
))
+6
6th
2
I0
*
*
+
Dual/aspect mind
)(*
(
6th
.
!!
A wilder %nows two different psychic aspects at st level, chosen from the list below. At 0th level, th level, and 0th level, she can learn an additional aspect. ild Surge 6Su9) A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wilder surge, a wilder gains phenomenal psionic strength, but may harm herself by the rec%less use of her power. A wilder can choose to invo%e a wild surge whenever she manifests a power. $hen she does so, she gains to her manifester level for that power, and bonus points eEual to the manifester level bonus. These power points can only be used to augment that power, and are lost if not used immediately. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could. A wilder cannot use the "verchannel feat in con>unction with her wild surge. At (rd level, a wilder can choose to boost her manifester level by + instead of , and by a further for every four wilder levels thereafter. 8he does not need to use the strongest boost if she does not wish to; an th level wilder Cma!imum wild surge ) can surge for + manifester levels freely. A wild surge represents a dangerous burst of energy, which can easily harm the wilder. 9mmediately following a wild surge Cafter the power has manifested, a wilder may be overcome by psychic enervation. The chance of suffering psychic enervation is 0 per manifester level added with the wild surge. A wilder affected by psychic enervation is da4ed until the end of her ne!t turn and loses a number of power points eEual to her wilder level. Surging 0uphoria 60x9) 8tarting at +nd level, when a wilder uses her wild surge ability, she gains a morale bonus to all attac% rolls, damage rolls, and saving throws for a number of rounds eEual to the manifester level boost of the wild surge. A wilder who is overcome by psychic enervation does not gain this bonus. At 5th level, and every five wilder levels thereafter, this bonus increases by . Volatile Mind 60x9) A wilder's temperamental mind is hard to manipulate. $hen any telepathy power is manifested on a wilder of 0 th level or higher, the manifester must pay power point more than he would otherwise have spent. This e!tra cost cannot be used to augment the power; it is simply a wasted
power point. 1ower points that can only be used for augmentation cannot be used for this purpose. The manifester still cannot e!ceed the normal limits on how many power points he may spend at once; if this ability would raise the cost past that limit, the power fails and the power points spent on it are lost. 8imilarly, if the manifester does not have enough power points in his reserve to pay the e!tra cost, the power fails and the power points spent on it are lost. The additional cost increases by power point for every four wilder levels earned past 0 th , to a ma!imum of ) e!tra points at 5 th level. As a swift action, a wilder can choose to lower this effect for round Cfor instance, to allow an ally to manifest a beneficial telepathy power on her. Rapid $ispla#) At &th level, a wilder becomes able to Euic%ly display or change her psychic aspect. A number of times each day eEual to her 3harisma modifier, she may change her psychic aspect as a full/ round action. At ) th level, she can instead change her aspect as a standard action. At +th level, she can use this ability to switch aspects as a swift action. Resist 0ner%ation) At th level, a wilder can reduce the effects of psychic enervation by redirecting the energy into her aspect. 9f she does so, she suffers no ill effects from the enervation, but her aspect is suppressed for one round per manifester level gained from the wild surge. 8he cannot wild surge until she regains her aspect, and she still does not gain the benefits of surging euphoria. $iminished 0ner%ation) At 6th level, a wilder affected by psychic enervation is staggered for one round instead of da4ed. $ual,Aspect Mind) 8tarting at + th level, the wilder becomes a perfect master of her internal chaos. 8he can display two psychic aspects at once, and gain the benefits of both. 9f she uses resist enervation to avoid the harmful effects of psychic enervation, only one aspect of her choice is suppressed, and she can continue to use wild surge as long as at least one aspect is active.
A wilder's signature is her ability to display psychic aspects, towering emotional pro>ections which empower her with the ability to channel powerful emotions into nearby creatures.
!$
Aspect S/ill 6Su9) -ach aspect is associated with a s%ill. A wilder gains a + bonus to the aspect s%ill associated with the aspect that she is displaying. This bonus increases by for every five wilder levels. This bonus does not stac% with itself. Surging "ro5ection 6Su9) $hen a wilder uses wild surge, she can choose to release a wave of emotion as well. The surging pro>ection occurs even if the wilder suffers from psychic enervation from the wild surge. Gnless otherwise noted, a surging pro>ection affects either all allies or all enemies within 0 feet per modified manifester level of the wilder. 9f the pro>ection calls for a saving throw, it is a $ill save CD3 wilder's 3harisma modifier. ;ranted Abilities) -ach aspect grants one or more special abilities that can only be used while displaying that aspect. 9f a granted ability specifies a limited number of daily uses, those uses do not reset when the wilder changes aspects. Aspect "o.ers) $hile displaying an aspect, a wilder gains access to a specific set of powers associated with that aspect. 8he can manifest these powers as if she %new them normally. A wilder gains access to her first aspect power at ( rd level, and to another one every four wilder levels thereafter.
Aspect S/ill) Diplomacy. Surging "ro5ection) -nemies must save or become sha%en for d( rounds. ;ranted Abilities) The wilder pro>ects an aura of incredible power, ma%ing herself an ob>ect of awe and veneration. #acrosanct (#u)= The wilder ma%es herself appear to be too powerful to ris% angering. The first time that an enemy attempts to harm the wilder, it must ma%e a $ill save CD3 K wilder level wilder's 3harisma modifier. 9f it fails the save, it cannot ta%e any action that would harm the wilder for one round. ?o creature may be affected by this ability more than once every +) hours. 8tarting at & th level, a creature that fails its save ta%es a /0 penalty to attac% rolls against the wilder for one minute. A creature that succeeds on its save ta%es the same penalty for round. ?neel .efore %he &aster (#u): 8tarting at )th level, the wilder may pro>ect a wave of awe as a standard action
to force a creature that she can see to surrender. The target must ma%e a $ill save CD3 K wilder level 3harisma modifier. 9f it fails, it %neels before the wilder, becoming da4ed and prone for round. 9f the wilder desires, she may then ma%e a Diplomacy chec% to improve the target's attitude as a free action. The wilder may use this ability a number of times each day eEual to her 3harisma modifier. Aspect "o.ers) (rd7deflect strike; 5th7 psionic dominate; th7 precognition3 greater; 0th7reddopsi
Aspect S/ill) 2luff. Surging "ro5ection) Allies gain + bonus to ne!t attac% roll or s%ill chec%. ;ranted Abilities) The wilder pro>ects absolute confidence to her allies. Competence (#u): The wilder and all allies within feet gain a bonus to s%ill chec%s. This bonus increases by at 0 th level, and by a further for every five wilder levels thereafter. At 6 th level, the radius of the aura increases to 0 feet. At 5 th level, it increases to + feet. Dire Risk (#u): 8tarting at &th level, the wilder can cause an enemy to ta%e a terrible chance. $hen an enemy the wilder can see ta%es a five/foot step or uses the withdraw action, the wilder can use an immediate action to ma%e that movement provo%e attac%s of opportunity. 8he may use this ability a number of times each day eEual to her 3harisma modifier. Aspect "o.ers) (rd7calm emotions3 psionic; 5th7 freedom of movement3 psionic; th7second chance; 0th7 hpercognition
Aspect S/ill) Diplomacy. Surging "ro5ection) Allies can remove one of the following conditions= fatigued, sha%en, or sic%ened. ;ranted Abilities) The wilder pro>ects a sense of >oy and rela!ation that her allies find empowering. Aura of *igor (#u): As a swift action, the wilder can grant herself and all allies within feet temporary hit points eEual to one/half her wilder level. 8oful #tride (#u): The wilder and all allies within * feet gain a 0 bonus to their movement speed. This bonus increases to feet at &th level, and to 0 feet at 0 th level.
!'
Aspect "o.ers) (rd7levitate3 psionic; 5th7accelerate; th7 psionic revivif; 0th7temporal acceleration
Aspect S/ill) 2luff. Surging "ro5ection) -nemies must save or become fatigued for d) rounds. ;ranted Abilities) The wilder pro>ects an aura of lust and passion. Caress (#u): The wilder may choose to manifest any mind/affecting power as a touch power. 9f she does so, she gains a + bonus to the power's save D3 and to caster level chec%s to overcome power resistance. 8he may use this ability a number of times each day eEual to ( her 3harisma modifier. #tupefaction (#u): "nce per day, the wilder may stop an attac%ing enemy in its trac%s as an immediate action. $hen the wilder is the target of a melee attac%, she may activate this ability to force the attac%er to ma%e a $ill save CD3 K wilder level 3harisma modifier or become stunned for round. 8he gains an additional use of this ability for every four wilder levels she attains. Aspect "o.ers) (rd7 psionic charm; 5th7control ,od; th7 psionic dominate; 0th7true meta,olism
which enemy she is targeting. The sub>ect is entitled to a $ill save CD3 K wilder level 3harisma modifier to resist this ability. -nemies affected by this ability do not lose any actions on their own turn. Aspect "o.ers) (rd7id insinuation; 5th7 false sensor input; th7 form of doom; 0th7insanit
Aspect S/ill) Diplomacy. Surging "ro5ection) -nemies ta%e a /+ penalty to A3 and saving throws for round. ;ranted Abilities) The wilder pro>ects a sense of terrible shame and failure. Crushing "ailure (#u): "nce per day, after an enemy has rolled an attac% roll, s%ill chec%, or ability chec%, the wilder can ma%e the result a natural . 8he may do this after seeing the result of the chec%. 8he gains another daily use of this ability for every five wilder levels she attains. >nflict #elf65oathing (#u): 8tarting at & th level, once per day when the wilder manifests a power she can force one creature that she can see to suffer from terrible self/doubt. The target must ma%e a $ill save CD3 K wilder level 3harisma modifier or become nauseated and sic%ened for d) rounds. Gsing this ability is part of manifesting the power. The wilder gains an additional use of this ability for every two wilder levels she attains beyond & th level. Aspect S/ill) 2luff. Surging "ro5ection) d) enemies must save or become Aspect "o.ers) (rd7aversion= 5th7death urge= th7 repugnance; 0th7null psionics field confused for round. ;ranted Abilities) The wilder pro>ects burning an!iety and mental chaos, confusing the thoughts of Aspect S/ill) 9ntimidate. her foes. Surging "ro5ection) -nemies ta%e a penalty to their Echoes of &adness (#u): "nce per day, when the ne!t damage roll eEual to one/half the wilder's class wilder successfully saves against a mind/affecting ability, she may use an immediate action to manifest a level Cminimum /. ;ranted Abilities) The wilder pro>ects pain and mind/affecting power against the creature that targeted her. 8he gains an additional daily use of this anguish onto her enemies. Channel Agon (#u): $henever the wilder damages ability for every five wilder levels she obtains. a creature with a mind/affecting power, she recovers &aelstrom of Chaos (#u): As a standard action, the power point per level of the power. The wilder only wilder can do one of the following things to a single gains this benefit once per power. random enemy within * feet= force that enemy to Crippling .last (#u): 8tarting at &th level, when the move its speed in a random direction, force that to wilder manifests a power that deals hit point damage, ma%e a natural or weapon attac% against another she can choose to forego dealing that damage to cause random enemy, or if that enemy is on the ground, force it to drop its weapons and fall prone. The wilder 3onstitution damage for every die of damage that the power would have dealt. 1owers that deal damage may choose which effect to cause after she %nows
!)
over more than a single round only deal 3onstitution damage on the first round. 9f the power does not normally allow the sub>ects to ma%e a saving throw, they are entitled to a ortitude save for half damage. The wilder gains another daily use of this ability for every four wilder levels after & th. Aspect "o.ers) (rd7mind thrust; 5th7empathic transfer3 hostile; th7 fuse flesh; 0th7ultra,last
Aspect S/ill) 9ntimidate. Surging "ro5ection) -nemies must save or become sha%en for d( round. ;ranted Abilities) The wilder pro>ects crippling fear into her enemies' minds. %error+s #hield (#u): "nce per round, the wilder is threatened by an enemy, she may use a free action to instill fear in that enemy. 9t must ma%e a $ill save CD3 K wilder level 3harisma modifier; if it fails, it must move 0 feet away from the wilder. This movement does not provo%e opportunity attac%s. The wilder can affect one additional enemy with this ability for every five wilder levels she attains. Cause "ear (#u): 8tarting at &th level, once per day when the wilder manifests a power she can force one creature that she can see to flee. The target must ma%e a $ill save CD3 K wilder level 3harisma modifier or become panic%ed for d) rounds. Gsing this ability is part of manifesting the power. The wilder gains an additional use of this ability for every two wilder levels she attains beyond & th level. Aspect "o.ers) (rd 2demorali0e= 5th7aversion; th7 pschic crush; 0th7recall death
row, she deals + damage on the second round, ) damage on the third round and if she damaged the enemy on the fourth round, she would deal * damage. Damage bonuses from this ability are static Cthat is, a power that deals multiple dice of damage only gains the bonus once and may only be applied once per round. At &th level, the damage bonus increases to (. At 0th level, it increases to ). .erserker+s %enacit (#u): 8tarting at *th level, the wilder and all allies within ( feet of her do not become unconscious when reduced below hit points. They are still dying and ta%e damage as normal. Any ally that moves farther than ( feet from the wilder immediately becomes unconscious. Aspect "o.ers) (rd7energ missile; 5th7share pain3 forced; th7accelerate; 0th7disintegrate3 psionic
-!cept as noted here, wi4ards have the class features listed in the Pathfinder Core Rules. S/ills) 2luff and Disguise are class s%ills for wi4ards. Spells= $i4ards now ready spells instead of preparing them. 8ee the Magic chapter for information about how to ready spells, and the tables below for the readied spells and spell slots that wi4ards gain. A wi4ard's spells are divided into three groups= 8imple, 3omple!, and -!otic. 8imple spells represent basic magic, and can be readied by any wi4ard who can ready spells of the appropriate level. 3omple! spells represent a fundamental insight into the nature of magic. $i4ards must choose which schools of 3omple! spells they can ready at first level. A specialist wi4ard can ready 3omple! spells of his speciali4ed school, plus the 3omple! spells of five Aspect S/ill) 9ntimidate. other schools. A universalist wi4ard can ready all Surging "ro5ection) Allies gain a bonus to their ne!t 3omple! spells. inally, -!otic spells are a wi4ard's damage roll eEual to one/half the wilder's class level own custom creations, and are almost always uniEue. Cminimum . A wi4ard can ready any e!otic spell that he %nows. ;ranted Abilities) The wilder pro>ects an incredible Spellboo/s) $i4ards no longer store their spells in sense of anger and rage. spellboo%s. 9nstead, a spellboo% contains the comple! *engeance (#u): $hen the wilder deals damage to an enemy, she gains a + bonus to future damage rolls formulae, diagrams, and notes that a wi4ard needs. A wi4ard without his own spellboo% cannot ready against that enemy. This bonus lasts until the wilder 3omple! or -!otic spells, and he readies two fewer goes a round without dealing damage to that enemy. spells of each level. 9f he uses another wi4ard's The benefits of this ability stac%; thus, if the wilder spellboo%, he can only ready 3omple! spells that both deals damage to the same enemy three rounds in a
!+
he and the other wi4ard iGard) Spells Readied "er $a# iGard) Spell Slots "er $a# were able to ready. -e%el 1 2 3 4 ? @ < -e%el 1 2 3 4 ? @ < $i4ards usually find it 1 1 0 ( / / / / / / / / ( / / / / / / / / necessary to conceal the 2 * ) / / / / / / / / 2 ( / / / / / / / / nature of their spellboo%s 3 3 * ) ( / / / / / / / ( + / / / / / / / from strangers, who are 4 4 5 0 ) / / / / / / / ) ( / / / / / / / unli%ely to be friendly to a ? 5 0 ) ( / / / / / / ? ) ( + / / / / / / %nown mage. $i4ards can & * 0 ) / / / / / / ) ) ( / / / / / / use the Disguise s%ill to @ @ & * 0 ) ( / / / / / 0 ) ( + / / / / / disguise their spellboo%s < < 6 5 * 0 ) / / / / / 0 ) ) ( / / / / / as innocuous ob>ects. 6 5 * 0 ) ( / / / / 0 0 ) ( + / / / / Many braid their spells 1 1 6 & 5 * 0 ) / / / / 0 0 ) ) ( / / / / into giant hair ropes, or 11 11 6 & 5 * 0 ) ( / / / 0 0 0 ) ( + / / / pass them off as especially 12 6 6 & 5 * 0 ) / / / 12 0 0 0 ) ) ( / / / comple! s%etches. A 13 6 6 & 5 * 0 ) ( / / 13 * 0 0 0 ) ( + / / successful 1erception or 14 14 L 6 & 5 * 0 ) / / * 0 0 0 ) ) ( / / 8pellcraft chec%, against 1? 1? L 6 & 5 * 0 ) ( / * * 0 0 0 ) ( + / the D3 set by the wi4ard's 1 L 6 & 5 * 0 ) / 1 * * 0 0 0 ) ) ( / Disguise result, reveals the 1@ 1@ L 6 & 5 * 0 ) ( * * * 0 0 0 ) ( + true nature of a spellboo%. 1< 1< L 6 & 5 * 0 ) * * * 0 0 0 ) ) ( $e!iling) Athasian 1 1 L 6 & 5 * 0 ) * * * * 0 0 0 ) ) mages draw their power 2 L L 6 & 5 * 0 2 * * * * 0 0 0 0 0 from the life essence of L You ready all spells of this level. living things. Many mages, called defilers, draw this essence Euic%ly and brutally, prestige classes reEuire that a character be either a preserver or defiler. obtaining more power in the process but %illing 2ecause a wi4ard's power comes from the life/ nearby flora and ma%ing fauna wea% and ill. $hen energy around him, his magical strength varies based casting an arcane spell, any wi4ard can e!tend the casting time of the spell to a full/round action to gain a on how many living things are nearby. 8ee the Magic chapter for details. bonus to the caster level and the save D3 of that SpecialiGation) 8pecialist wi4ards only choose one spell. Doing so %ills all plants in a radius eEual to 0 school of opposition. 9t ta%es two readied slots to feet per spell level. C3antrips %ill all plants in the ready a spell from an opposed school, and two spell caster's own sEuare. All living creatures e!cept the defiler inside the defiling radius suffer a / penalty to slots to cast a spell from an opposed school. 8pecialist wi4ards choose five schools of spells at all chec%s for round. 1lant creatures also suffer + character creation. They can cast 3omple! spells from damage per spell level. The power of defiling can be these schools, as well as 3omple! schools of the increased with Ba4e feats. 8ome wi4ards, called preservers, choose not to use speciali4ed school. Gniversalist wi4ards can cast 3omple! spells from all eight schools. this power and maintain the health of the life around 8pecialist wi4ards do not receive additional spell them. -ven to a preserver, however, defiling is an ever/present temptation. A preserver who defiles must slots. #owever, their caster level is one higher than normal for spells of their speciali4ed school, and they ma%e a $ill save CD3 spell level number of gain a bonus to save D3s of spells from their times previously defiled or become a defiler 7 a spellcaster addicted to defiling. -ven if he succeeds, he speciali4ed school. They also gain a + bonus to saving loses his preserver status and becomes tainted. Tainted throws against spells of their speciali4ed school. mages and defilers can cleanse the taint and ease their Gniversalist wi4ards do not gain any of these benefits. 8ome speciali4ations have been modified as addiction with the conversion spell. 8ome feats and
!.
follows. Con'uration: The acid dart ability deals d& acid damage per wi4ard level. Evocation: The force missile ability deals d& 9ntelligence modifier force damage. 9t is still enhanced by intense spells as normal. %ransmutation: The telekinetic fist ability deals d& bludgeoning damage per wi4ard level. Cra!t -imited tem) $i4ards receive 3raft imited 9tem as a bonus feat at st level. This replaces their 8cribe 8croll feat. 0xotic Spells) At +nd level, and again at each wi4ard level thereafter, a wi4ard devotes himself to studying the arcane arts and creates a custom spell. This spell is an -!otic spell, a >ealously/guarded secret among all wi4ards. A specialist wi4ard cannot create an -!otic spell from his opposed school. 1layers must present their proposed -!otic spell to the DM for revision, and are encouraged to ta%e -!otic spells from other source material, such as the #pell Compendium. Bonus 'eats) $i4ards can use their bonus feats to select Ba4e feats or any Arcane Armor Training eat. 1reservers can also use them to select the 1ath De!ter feat; defilers can select 1ath 8inister.
$0
The options presented here supplement those in the Pathfinder Core Rules e!cept where noted.
The predominance of psionics in Athas reEuires new s%ills to address psionic abilities. "ther s%ills have new or e!panded roles in Athas.
I You have trained your mind to achieve incredible focus, gaining mastery over both mental and physical processes. Chec/) The D3 and the effect of a successful chec% depend on the tas% you attempt. >gnore Pain: 9f you are inhibited by some sort of pain/based effect, such as a caltrop wound, a minor wound, or a sm,ol of pain spell, you can attempt to ignore it. The D3 of this chec% is either 0 or the 8ave D3 of effect that created the pain, whichever is higher. 9f you succeed, you can ignore all penalties associated with the pain for one round per point by which your Autohypnosis chec% result e!ceeded the D3. >gnore Privation: 9f you are suffering from the negative effects of hunger, thirst, heat, or cold, you can ma%e a D3 + Autohypnosis chec% to resist them. 9f you succeed, such penalties do not hinder you for one hour per point by which your Autohypnosis chec% result e!ceeded +. &emori0e: You can attempt to memori4e a long string of numbers, a long passage of verse, or some other particularly difficult piece of information. Memori4ing information reEuires a successful D3 0 Autohypnosis chec%. -ach chec% allows you to memori4e a single page of te!t Cup to & words, (as/ 9gnore pain
Autoh#pnosis $C 0 or saving throw D3
9gnore privation
+
Memori4e
0
Besist death
3on chec% D3
Besist fear
saving throw D3
Besist poison
saving throw D3
Besist unconsciousness
numbers, diagrams, or sigils. You do not need to understand the meaning of something that you memori4e. 9f a document is longer than one page, you can ma%e additional chec%s for each additional page. You can memori4e a similar amount of spo%en language or other active interaction. You retain information memori4ed this way forever; however, you can only recall it with another successful Autohypnosis chec%. Resist Death: Your body naturally attempts to attain eEuilibrium even while you are unconscious. You can ma%e an Autohypnosis chec% instead of a 3onstitution chec% to stabili4e while you are dying. Resist "ear: 9n response to any fear effect, you ma%e a saving throw normally. 9f you fail the saving throw, you can ma%e an Autohypnosis chec% on your ne!t round even while overcome by fear, with a D3 eEual to the original save D3 against the fear effect. 9f you succeed, you shrug off the fear without further penalty. 9f you fail, the fear affects you normally and you gain no further attempts to shrug off that particular fear effect. Resist Poison: You can choose to substitute an Autohypnosis chec% for one saving throw against poison. You cannot resist the initial application of poison in this way. Resist 4nconsciousness: 9f reduced to hit points, you can ma%e a D3 + Autohypnosis chec%. 9f successful, you can ta%e an action without ta%ing damage for doing so. A failed Autohypnosis chec% in this circumstance does not prevent you from acting, but does mean that you ta%e damage as normal for doing so. Action) An Autohypnosis chec% normally reEuires either no action Cwhen used reactively, such to resist an effect or a standard action Cto ignore an effect. Memori4ation reEuires as much time as would normally be reEuired to study the material to be memori4ed Cnormally about one minute. Becalling memori4ed material is a free action. (r# Again) Yes, for memori4ation and resisting unconsciousness, although a success does not negate previous failures. ?o, for other uses.
+
.
$1
Briber# 0tiJuette Sub5ect Status Bribe 8pellcasters may use 2luff to conceal the fact that they Gnimportant Cslave, wor%man & 3p are casting a spell. This is an especially important s%ill for wi4ards, who are freEuently the target of lynch Middling Cordinary guard, street merchant * 3p mobs when they are too obvious about the use of their 9mportant Cacademy psion, low/ran% templar ( 3p powers. $hen casting a spell, the caster may attempt ?otable Cmiddle/ran% templar, popular gladiator 0 3p to conceal the verbal and somatic components by amous Cchampion gladiator, high/ran% templar 3p ma%ing a 2luff chec%, opposed by 8ense Motive or 8pellcraft. "n a success, the caster managed to distract Bribe Cost Modi!iers Cost the audience or weave the words and gestures into the 13 is renowned /0 conversation. 3asting a concealed spell still provo%es 13's profession is illegal 0 opportunity attac%s in combat. 13 is a foreigner 0 Special) The caster suffers a /+ penalty to his 2luff 13 is wanted chec% if he is defiling. 8ub>ect is a slave /+0 The target gains a 0 bonus to its 8ense Motive or 8ub>ect is a noble +0 8pellcraft chec% if it closely observing the caster. 8ub>ect is a templar 0 The target gains a 0 bonus to its 8ense Motive or 8pellcraft chec% if it %nows that the character is a shown on the table above. Farious circumstantial spellcaster. factors can affect the amount of the bribe; the DM may modify these values as he sees fit. All cost ad>ustments are additive Ce.g., a wanted 13 C bribe cost attempting to bribe a templar C0 bribe cost would The Diplomacy s%ill can be used to bribe an ?13 to do what the 13 wishes without Euestion. Many ?13s, pay +0 of the base cost. i%e a normal Diplomacy chec%, bribery etiEuette ta%es at least one minute of especially in the corrupt city/states, will demand continuous interaction. bribes as well as ordinary persuasion. Templars can
also use Diplomacy to enforce their authoirty in their home city Csee 8ecular Authority, below. .ri,er Etiuette: You can precisely determine how to offer a bribe in any circumstance. You %now how to time the offer, the amount that will garner the desired reaction, and the best way to disguise a bribe so that it doesn't call attention from witnesses. A bribery etiEuette chec% is a Diplomacy chec% opposed by the sub>ect's 8ense Motive chec%. The sub>ect ta%es bonuses or penalties to its 8ense Motive chec% as if you were attempting to ad>ust its attitude Csee Pathfinder Core Rules , p. 6). 9f you fail this chec%, you have insulted the sub>ect. 9ts attitude toward you falls by one category, and you must spend twice as much on the bribe if you wish the sub>ect to do as you as%. 9f you fail this chec% by or more, you call attention to yourself in some way Cthe sub>ect attempts to inform the authorities, you were clumsy in passing the bribe and alerted witnesses, etc.. To bribe a character, you must give him a number of ceramic pieces, or an item valued eEuivalently, as
The #eal s%ill can be used to restore a dehydrated creature to health, treat minor wounds, and reduce the effects of ma>or wounds Csee the 3ombat N 8urvival chapter. Ameliorate &a'or Wound: A successful D3 0 #eal chec% reduces the effect of one ma>or wound. The penalties of the ma>or wound are reduced by point, plus additional point for every 0 points by which the #eal chec% result e!ceeded 0. -ven if all penalties from the wound are eliminated, the wound persists and can become a serious wound or permanent in>ury as normal. Ameliorating a ma>or wound ta%es five minutes. Prevent Permanent >n'ur: 9f a healer acts Euic%ly, he (as/ Ameliorate ma>or wound
0
1revent permanent in>ury
+0
Treat dehydration Treat minor wound .
$2
Heal $C
0 or + 0
can prevent his patient from becoming crippled by a critical wound. A successful D3 +0 #eal chec%, administered within one minute of the sub>ect receiving a permanent in>ury, cures the permanent in>ury. Any other penalties that the target has received from in>uries, such as ability damage from severe wounds, are not affected by this chec%. 1reventing a permanent in>ury ta%es +d minutes, which do not count against the one minute time limit. CThat is, the healer must begin the #eal chec% within one minute, but does not need to finish his operation within that time. %reat Dehdration: Treating dehydration reEuires long/term care CD3 0, as normal. Dehydration reEuires +) hours to heal, and twice as much water as would normally be reEuired each day for the local conditions Csee the 3ombat N 8urvival chapter. 9f the patient had also ta%en damage from heat, the D3 of the #eal chec% increases by 0 and healing reEuires )& hours. %reat &inor Wound: A successful D3 0 #eal chec% completely cures a minor wound. The sub>ect is healed of one additional minor wound for every 0 points by which the #eal chec% result e!ceeded 0. Treating a minor wound ta%es one minute. This chec% can be rushed and accomplished in a standard action, but the healer ta%es a / penalty to the #eal chec%. (r# Again) ?o wound can be treated more than once by any of these abilities.
Dar% 8un features two new types of @nowledge. 2oth are used e!actly li%e e!isting @nowledge s%ills. @nowledge Cpsionics covers ancient psionic mysteries and traditions, psychic symbols, locations of psionic academies and proper conduct within an academy, astral constructs, and psionic races. @nowledge Cwarcraft covers combat tactics, campaign strategy, troop formations, military logistics and organi4ation, the common tactics of each city/ state, and the strategies of famous generals.
-anguages o! Athas -anguage
(#pical Spea/ers
Alphabet
AEuan
$ater elementals
-lven
Auran
Air elementals
8aurian
3ommon
#umans, half/elves, half/giants
3ommon
DruidicL
Druids Conly
Druidic
Dwarven
Dwarves, muls
Dwarven
-lven
-lves, half/elves
-lven
-ntomic
9nsectoid creatures
@reen
iant
iants
Dwarven
ith
ith
-lven
9gnan
ire elementals
8aurian
@reen
Thri/%reen
@reen
Bhul/thaunL
ound in reen Age ruins
Bhulisti
8aurian
Jo4hals, pterrans, yuan/ti
8aurian
8ylvan
#alflings, aara%ocra
8ylvan
Terran
-arth elementals
8aurian
L This language is not spo%en.
order to read anything. or each ran% in inguistics, a character may choose to either learn a new spo%en language or a new written language. 9t is not necessary to spea% a language in order to read it, or vice versus. The iteracy feat allows characters to learn to read without putting points in inguistics.
The manipulation of psionic abilities is a special and uniEue s%ill, distinct from the eEuivalent manipulation of magic. 1sicraft allows a psionic character to identify powers and psionically/enchanted items, to craft psionic items, and other practical applications of psionic %nowledge. 1sicraft can do the same things as 8pellcraft, but for psionic abilities and items.
The local terrain affects the difficulty of foraging for supplies, as shown on the table below. 9n addition, 8urvival can be used to deto!ify food. Detoxif "ood: Many creatures of the wastes use poison, and even the plants often contain virulent to!ins. Gsually such to!ins are not dangerous enough The ability to read has been outlawed for thousands of to inflict ability damage on characters, but they do prevent anyone from eating them Cor at least, from years by the sorcerer/%ings. All characters in a Dar% %eeping the food down. A character trained in 8un campaign begin the game without the ability to 8urvival can attempt to deto!ify such food sources in read or write, and must ta%e ran%s in inguistics in order to ma%e them safe to eat. Deto!ifying food
$
Sur%i%al) (errain Modi!iers !or 'oraging (errain
0xamples
$C Modi!ier
Abundant
orests, oceans, gardens
ertile
8avannahs, swamps, mud flats
0
9nfertile
2adlands, stony barrens
2arren
2oulder fields, scrublands
0
Desolate
8ea of 8ilt, salt flats
+
Foid
"bsidian wastes
+0
Bene!it) You gain proficiency with studded leather and chitin armor. As a swift action, you can reduce the arcane spell failure caused by your armor by + for any spells that you cast this round. This bonus replaces that provided by Arcane Armor Training= Apprentice.
Bou can no cast arcane spells in some medium armors reEuires two chec%s= a @nowledge Cnature chec% CD3 ithout penalt< "rereJuisites) Ability to cast arcane spells, Arcane and a 8urvival chec% CD3 0. 9f both are Armor Training= 9nitiate successful, the character renders up to one pound of Bene!it) You gain proficiency with hide and scale food safe for consumption. Deto!ifying food ta%es ten armor. As a swift action, you can reduce the arcane minutes. spell failure caused by your armor by +0 for any spells that you cast this round. This bonus replaces that provided by Arcane Armor Training= 9nitiate. -nchanted ob>ects in Athas can be created through arcane, divine, or psionic power, but all share basic similarities. The Gse -nchanted Device s%ill allows a Bou can no cast spells in an medium armor ithout character to perform the functions of Gse Magic penalt< Device, but for an enchanted ob>ect with any of the "rereJuisites) Ability to cast arcane spells, Arcane three power sources. Gse -nchanted Device replaces Armor Training= 9nitiate, and either Arcane Armor both Gse Magic Device and Gse 1sionic Device. Any Training= Journeyman or Medium Armor 1roficiency character with either s%ill on their class s%ill list treats Bene!it) You gain proficiency with shell and Gse -nchanted Device as a class s%ill. breastplate armor. As a swift action, you can reduce the arcane spell failure caused by your armor by ( for any spells that you cast this round. This bonus replaces that provided by Arcane Armor Training= These feats are available to all characters, and supplement the feats presented in the Pathfinder Core Journeyman. .
Rules e!cept where noted in the Defunct eats section.
Bou have learned ho to make the complex gestures of arcane spellcasting hile earing light armor< "rereJuisites) Ability to cast arcane spells Bene!it) You gain proficiency with padded and leather armor. As a swift action, you can reduce the arcane spell failure caused by your armor by for any spells that you cast this round.
Bou can no cast arcane spells in an light armor ithout penalt< "rereJuisites) Ability to cast arcane spells, and either Arcane Armor Training= Apprentice or ight Armor 1roficiency
Bou can no cast spells in some heav armor ithout penalt< "rereJuisites) Ability to cast arcane spells, Arcane Armor Training= 9nitiate, Arcane Armor Training= Adept Bene!it) You gain proficiency with banded and splinted armor. As a swift action, you can reduce the arcane spell failure caused by your armor by (0 for any spells that you cast this round. This bonus replaces that provided by Arcane Armor Training= Adept.
Bou can no cast spells in an heav armor ithout penalt<
$!
"rereJuisites) Ability to cast arcane spells, Arcane Armor Training= 9nitiate, Arcane Armor Training= Adept, and either Arcane Armor Training= Master or #eavy Armor 1roficiency Bene!it) You gain proficiency with half/plate and full/plate armor. As a swift action, you can reduce the arcane spell failure caused by your armor by )0 for any spells that you cast this round. This bonus replaces that provided by Arcane Armor Training= Master.
Bour decisive attacks are frightening to our foes< "rereJuisites) 3ha (, 9mproved 3ritical, 1erform 0 ran%s Bene!it) $hen you confirm a critical hit, all enemies with feet who can see you must ma%e a $ill save CD3 K your level your 3harisma modifier or become sha%en for a number of rounds eEual to your 3harisma modifier. This is a mind/ affecting fear effect. $hether or not the save is successful, no creature can be affected by your brutal attac% more than once per combat encounter.
Bour master of spellcasting in armor has reached its pinnacle< "rereJuisites) Ability to cast arcane spells, Arcane Armor Training= 9nitiate, Arcane Armor Training= Adept, Arcane Armor Training= randmaster Bene!it) You no longer suffer from arcane spell failure from any armor or shield. 9n addition, you can choose to use your 9ntelligence modifier instead of your De!terity modifier to improve your Armor 3lass. Any circumstance that restricts or denies your De!terity bonus to A3 Csuch as armor ma! De! limits or being flatfooted restricts your 9ntelligence bonus to A3 in the same way.
Bou have access to a group of spies or informants ho pass ou information< "rereJuisites) 2luff ( ran%s, @nowledge Clocal ran%, access to a spy networ% Csee 8pecial Bene!it) This feat grants three new uses for the 2luff s%ill and one new use for the 8ense Motive s%ill. >dentif Agent: -ach spy networ% leaves tells, subtle signs which indicate to those in their networ% that this person is also a member. Tells vary between each networ%, and are usually changed regularly to avoid detection. 9dentifying an agent for any networ% whose tells you %now reEuires a D3 8ense Motive chec%. "nce you have identified an agent in your own Bour ,los inspire our companions to greater efforts< networ%, you can use any of the following abilities "rereJuisites) 3ha (, 9mproved 3ritical, 1erform with that agent. 0 ran%s .lack &arket: You use your networ% to reEuisition Bene!it) $hen you confirm a critical hit, all allies supplies from the local blac% mar%et. "btaining the within * feet who can see you receive a + morale supplies reEuires a D3 + 2luff chec%; you gain a + bonus to attac% rolls for round. 3haracters cannot bonus to the chec% if your networ% is especially strong gain this benefit more than once per round. in this region or city. 2lac% mar%et supplies obtained in this way are delivered to you within d) hours, and your agents' discretion reduces the li%elihood of People seem to ant to trust ou< templar entanglements. 9f the result of your 2luff st "rereJuisites) Must be ta%en at level chec% was (0 or higher, your agent managed to get Bene!it) You gain a ( bonus to Diplomacy chec%s. you a + discount. The DM may rule that some urther, people who are indifferent or friendly toward ob>ects are not available on the blac% mar%et in your you are more li%ely to trust you than they are to trust current region or city. another person with whom they have an eEuivalent Contact >nformant: You pass a tip to one or more relationship. or e!ample, if you and another person informants that you want to meet to discuss new were both accused of theft by a mutual friend, the information. 1assing the tip reEuires a D3 ) 2luff friend would believe you over the other person. chec%. 8uch a meeting reEuires d) hours to arrange. inally, you gain a bonus to the D3 of compulsion "nce the meeting has convened, you can ma%e a effects that you create. special Diplomacy chec% to gather information. This
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chec% ta%es only ten minutes, and you gain a bonus to the chec% for every + points by which your 2luff chec% result e!ceeded ). Your networ% is much more li%ely to have access to secret or obscure information than ordinary people, but its %nowledge is sub>ect to the DM's discretion as normal. %radecraft: You pass a reEuest that one of your agents obtain a confidential or personal item for you. This reEuires that you have an agent in place to obtain that item; this is sub>ect to the DM's discretion. 9f you do, you must convince the agent to underta%e the acEuisition for you with a successful 2luff chec%. The D3 of this chec% depends on the nature of the item and the danger of the assignment. A simple item or easy tas% Csuch as ta%ing an item from a slave is D3 , an important item or difficult tas% Csuch as copying a noble's family seal is D3 +, and a critical item or dangerous tas% Csuch as obtaining pre/sealed Templarate papers is D3 ( or higher. 9f you succeed on this chec%, the DM will roll to determine the outcome of the assignment. 9t will ta%e d) days to complete most tradecraft assignments, although it may ta%e longer for especially comple! or difficult assignments. You can only ma%e use of a networ% in an area where you have agents. 8ince each networ% is different, you must wor% with your DM when you ta%e this feat to determine the nature of your networ%. Special) To Eualify for this feat, you must have access to a clandestine networ% of some sort. This networ% can be your own creation, if you have had the time and resources to create one. More li%ely, you have been granted access to the networ%s associated with a merchant house, the psionic academies, the Feiled Alliance, or the Templarate of a city/state. You must have membership in such an organi4ation to gain access to a networ% this way, and you must also be in a position of trust.
Bou can consult the spirits of the land on a uestion of importance< "rereJuisites) $is (, ability to cast primal spells Bene!it) You can spend ten minutes of uninterrupted meditation to pose a Euestion to the spirits of the land and receive an answer. After this time has passed, you can ma%e a chec% using any
@nowledge s%ill. You gain a 0 insight bonus to the chec%. 9f you are successful, you learn the information that you sought. You ma%e this chec% as if you were trained in the @nowledge s%ill in Euestion, even if you have no ran%s in the s%ill.
Bou fight ferociousl hen trapped< "rereJuisites) $is (, 2ase attac% bonus ( Bene!it) You receive a + bonus to attac% rolls and A3 when you are flan%ed, or when you are threatened and have your bac% to a wall.
%he terror of our presence causes our enemies to flee< "rereJuisites) 3ha 5, 9ntimidate ran%s, 9ntimidating 1resence, 1ersistent Terror, Huic% Demorali4ation Bene!it) "nce per day, when you successfully demorali4e an enemy, you can cause one creature that you demorali4ed to become frightened instead of sha%en. 9f you have ) or more ran%s in 9ntimidate, you can do this twice per day; if you have & or more ran%s in 9ntimidate, you can do this three times per day.
Bour sneak attacks alas inflict serious damage< "rereJuisites) De! 0, base attac% bonus ( Bene!it) $hen you ma%e a snea% attac%, you can reroll any result of on your snea% attac%'s e!tra damage dice. You must %eep the new result, even if it is another .
Bou dra poer form the spirits of the land to destro those ho ould threaten them< "rereJuisites) Ability to cast primal spells Bene!it) You gain a + bonus to attac% and damage rolls against defilers. You gain a bonus to your caster level when casting spells against a defiler Cthis bonus does not apply to non/defilers affected by the same spell, and your spells deal damage per die to defilers.
Bour animal companion has continued to gro in strength
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;eneral 'eats
"rereJuisites
Bene!its
Arcane Armor Training= Apprentice
Ability to cast arcane spells
Beduce arcane spell failure by
Arcane Armor Training= 9nitiate
Ability to cast arcane spells, Arcane Armor Training= Apprentice or ight Armor 1roficiency
Beduce arcane spell failure by +
Arcane Armor Training= Journeyman
Arcane Armor Training= 9nitiate
Beduce arcane spell failure by +0
Arcane Armor Training= Adept
Arcane Armor Training= 9nitiate, Arcane Armor Training= Journeyman or Medium Armor 1roficiency
Beduce arcane spell failure by (
Arcane Armor Training= Adept
Beduce arcane spell failure by (0
Arcane Armor Training= Master
Arcane Armor Training= randmaster Arcane Armor Training= Adept, Arcane Armor Training= Master or #eavy Armor 1roficiency Arcane Armor 8uperiority
Arcane Armor Training= randmaster
Beduce arcane spell failure by )0
Gse 9ntelligence for A3 instead of De!
Arena 3lamorL
3ha (, 9mproved 3ritical, 1erform 0 ran%s 3ritical hit grants allies + attac% bonus
2orn eader
Must be ta%en at st level
2rutal Attac%L
3ha (, 9mproved 3ritical, 1erform 0 ran%s 3ritical hit ma%es enemies sha%en
3landestine ?etwor%
2luff ( ran%s, @nowledge Clocal ran%, access to a spy networ%
You have a networ% of spies who report to you and can perform tas%s for you
3ommunion of the Ancients
$is (, ability to cast primal spells
8pirits of the land answer your Euestions
3ornered ighterL
$is (, base attac% bonus (
+ attac% and A3 when cornered or flan%ed
Deadly 1recisionL
De! 0, base attac% bonus (
Beroll s on snea% attac% damage
Defender of the and
Ability to cast primal spells
Attac%s and spells are stronger vs. defilers
Devoted 3ompanion
Animal companion
) level for animal companion, up to #D
Discipline of the $ay
lurry of blows, ability to manifest st level powers, lawful alignment
8tac% levels in mon% and psionic classes for class features
Dra%e's 3hild
Must be ta%en at st level, 8tr (, $is (
ort and $ill, to certain saves, ( to one 3raft, 1rofession, or @nowledge s%ill
ield "fficer
7
+ Diplomacy and @nowledge Cwarcraft
orce of $ill
9ron $ill
Ma%e $ill save against psionic powers
ladiatorial -ntertainer
ladiatorial performance
ain si! rounds of performance per day
reasing The $heels
3ha (, Diplomacy ( ran%s, @nowledge Clocal ( ran%s
ain ) bonus to Diplomacy chec%s to bribe someone, halve bribe cost
#ardy
2ase ortitude save
( to saves vs. wounds, avoid ma>or wound
#eat -ndurance
-ndurance
+ heat protection, + saves vs. fire
#eroic Destiny
7
( Diplomacy, compulsion D3, people trust you more than others
ain more action points, action dice st
#idden Talent
Must be ta%en at level
Manifest a psionic power
9mproved 3alled 8hotL
9nt (, 3ombat -!pertise
+ 3M2I3MD, called shots don't provo%e
9nt (, 3ombat -!pertise, 9mproved 3alled 8hot, base attac% bonus * or higher
-nemies ta%e /) to save against your called shots and bleed when you wound them
9mprovisational 2rawlerL
2ase attac% bonus
?o penalty for using improvised weapons
9nsect #andler
#andle Animal ran%, @nowledge Cnature Train vermin as if they were intelligent ran% animals
9nspiring 1resenceL
3ha 0
Diplomacy chec% Iround grants bonuses to an ally
9ntimidating 1resenceL
3ha (, 9ntimidate ( ran%s
Demorali4e 3ha mod creatures at once
Huic% Demorali4ationL
9ntimidate * ran%s, 9ntimidating 1resence
Demorali4e single enemy as swift action
1ersistent TerrorL
9ntimidate ) ran%s, 9ntimidating 1resence
Demorali4ation lasts longer, can be repeated
reater 3alled 8hotL
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;eneral 'eats+ cont>
"rereJuisites
Bene!its
3ha 5, 9ntimidate ran%s, 9ntimidating 1resence, 1resistent Terror, Huic% Demorali4ation
righten enemies that you demorali4e
3ha 0, 9ntimidate 5 ran%s, 9ntimidating 1resence
Deal e!tra damage to fearful creatures
@eeper of the 2alance
Ability to cast primal spells, @nowledge Carcana ( ran%s
8tac% levels in druid and paladin for class features
iteracy
7
2ecome literate, + inguistics
Metamagic 1reparation
Any metamagic feat
Beady metamagic/enhanced spells
1ath De!ter
$i4ard, preserver
9mprove two defensive spells
1ath 8inister
$i4ard, defiler
9mprove two offensive spells
1oint 2lan% 1recision
De! 0, 1oint 2lan% 8hot
Add De! mod to ranged damage
1ower Attac%L
8tr (, base attac% bonus
Ta%e attac% roll penalty for damage bonus
1racticed Manifester
Ability to manifest powers
) manifester level, up to #D
1racticed 8pellcaster
Ability to cast spells
) caster level, up to #D
Bitualistic Action
7
bonus when ta%ing +
8ands%immer
7
Move freely over sand
8tealth ( ran%s, 8ands%immer
ain 8tealth bonus in areas of loose earth
8tealth 5 ran%s, 8and 3amouflage, 8ands%immer
Move Euic%ly without penalties when using 8tealth on areas of loose earth
Acrobatics ( ran%s, 8ands%immer
@ic% sand in enemy's face after tumbling
Acrobatics 5 ran%s, 8and Dancer, 8ands%immer
@ic% up cone of sand after tumbling
8econd 9mpression
2luff ( ran%s, Disguise ( ran%s
Ma%e 2luff chec% to maintain disguise
8ecular Authority
Diplomacy 0 ran%s, 9ntimidate 0 ran%s, 1ersuasive, accepted into Templarate
Gse the Diplomacy s%ill to e!ert your authority as a templar
Monarch's avorite
8ecular Authority, Diplomacy 0 ran%s
More 8ecular Authority uses, + to contests
8ecular 8pecialty
8ecular Authority
) bonus to specific 8ec. Authority action
8idestep 3hargeL
De! (, Dodge
) A3 vs. charges, ma%e "A against enemy
8niperL
De! (, 8tealth ran%
Beduce penalty for sniping
8ocial Becovery
2luff 0 ran%s, Diplomacy ( ran%s
Becover from a failed Diplomacy chec%
Templarate Agent
2ardic %nowledge, sigil
8tac% bard and templar levels
Fow of 1overty
ood alignment
8wear yourself to asceticism
$astelander
7
ortitude saves, + 8urvival
$ild Talent Master
7
ain two wild talents
$ildling Ascetic
lurry of blows, wild surge
8tac% wilder and mon% levels
tem Creation 'eats
"rereJuisites
Bene!its
3raft imited 9tem
Ability to cast st/level spells or powers
3reate single use or charged enchantments
3raft 8imple 9tem
Ability to cast + nd/level spells or powers
3reate minor permanent enchantments
3rushing TerrorL
Beap The earfulL
8and 3amouflage 8and 8tal%er 8and Dancer 8and 8pinner
rd
3raft 3omple! 9tem
Ability to cast ( /level spells or powers, 3raft 8imple 9tem
3reate permanent enchantments with multiple effects
3raft 1owerful 9tem
Ability to cast 0th/level spells or powers, 3raft imited 9tem or 3raft 8imple 9tem
3reate enchantments with very powerful effects
3raft 3onstruct
Ability to cast 0th/level spells or powers, 3raft 3omple! 9tem, 3raft 1owerful 9tem, 3raft 8imple 9tem
3reate a construct to serve you
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even ithout our active participation< "rereJuisites) Animal companion Bene!it) Treat your level in the class that gave you the animal companion as four levels higher than it is, up to a ma!imum of your hit dice, for the purpose of determining your companion's statistics and abilities. 9f you have multiple classes that grant you an animal companion, you may also add their levels together to determine your companion's statistics and abilities.
@nowledge Cwarcraft chec%s. This bonus increases to ) if you have or more ran%s in either s%ill.
Bour time in the academies has taught ou to merge ever aspect of the Wa and the Will into a cohesive hole< "rereJuisites) lurry of blows, ability to manifest st level psionic powers, lawful alignment Bene!it) You may add your level in one manifesting class that you possess to your mon% level to determine your ki pool and class/based A3 bonus. You may also use your 9ntelligence modifier instead of your $isdom modifier to determine your A3 bonus and the effectiveness of your 8tunning ist. You may still use $isdom for these functions if you wish. As a swift action, you may spend power point to gain a insight bonus to attac% and damage rolls with your unarmed stri%e or mon% weapons until the beginning of your ne!t turn. You may spend additional power points to augment this ability; for every + additional power points you spend, the insight bonus increases by . You cannot spend more power points in this way than your manifester level, as normal.
Bou can make gladiatorial performances more freuentl< "rereJuisites) ladiatorial performance class feature Bene!it) You can use gladiatorial performance for * additional rounds each day. Special) You can gain ladiatorial -ntertainer multiple times. 9ts effects stac%.
Bou ere ,orn on an auspicious da and are ,elieved to have the soul of a drake3 granting ou luck and isdom "rereJuisites) Must be ta%en at st level, 8tr (, $is ( Bene!it) You gain a bonus to ortitude and $ill saves. You also gain a luc% bonus to all saving throws against ability drain, ability damage, energy drain, and death effects. You gain a ( bonus in one 3raft, 1rofession, or @nowledge s%ill of your choice.
Bour called shots inflict deep ounds3 causing our opponent to ,leed heavil< "rereJuisites) 9nt (, 3ombat -!pertise, 9mproved 3alled 8hot, base attac% bonus * or higher Bene!it) -nemies that you target with a called shot ta%e a /+ penalty to their ortitude saving throw to resist the wound. 9f you successfully wound an enemy using a called shot, it also ta%es bleed damage each round eEual to your weapon's critical multiplier.
Bou can resist psionic attacks ith pure illpoer< "rereJuisites) 9ron $ill Bene!it) "nce per round, when targeted by a psionic effect that allows a ortitude or Befle! save, you can instead ma%e a $ill save to avoid the effect.
Bou kno that the proper application of mone ensures that ,ureaucrac orks in our favor< "rereJuisites) 3ha (, Diplomacy ( ran%s, @nowledge Clocal ( ran%s Bene!it) You gain a ) bonus to Diplomacy chec%s to use bribery etiEuette. 9n addition, whether or not you succeed on the bribery etiEuette chec%, you only pay half as much as normal for the bribe. CThis means that you pay the full listed amount when you fail the chec%. 9f you have or more ran%s in Diplomacy, this bonus increases to *.
Bou have served as an officer in one of the cit6states and Bou are a,le to avoid in'ur and resist pain< have learned a great deal a,out militar organi0ation< "rereJuisites) 2ase ortitude save or higher Bene!it) You gain a + bonus to all Diplomacy and Bene!it) You gain a ( bonus to ortitude saves
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against wounds and permanent in>uries Csee the 3ombat N 8urvival chapter, and to saving throws against pain and disease. "nce per day, when you are rendered unconscious by damage, you can prevent yourself from ta%ing a ma>or wound. You gain a ) bonus to Autohypnosis chec%s to ignore pain and resist unconciousness, though you must still be trained in Autohypnosis to use these abilities. &ormal) $henever you are rendered unconscious by damage, you automatically ta%e a ma>or wound.
opponent attempts a called shot against you. &ormal) You provo%e an attac% of opportunity whenever you attempt a called shot.
Bou are skilled at using makeshift eapons< "rereJuisites) 2ase attac% bonus Bene!it) You do not suffer any penalties to attac% rolls for using an improvised weapon, and gain a + morale bonus to damage rolls while doing so.
Bou can train vermin creatures such as kanks and cilops< "rereJuisites) #andle Animal ran%, @nowledge Cnature ran% Bene!it) You can use the #andle Animal s%ill on vermin as though they were animals with an 9ntelligence score of . You do not ta%e the normal penalty for handling non/animal creatures. You also gain a + bonus to #andle Animal chec%s. This bonus Bou have ,een marked , fate for greatness< Bene!it) You start with two e!tra action points, increases to ) if you have or more ran%s in #andle and gain two e!tra action points at each level. $hen Animal. &ormal) You cannot use #andle Animal to train or you roll action dice, you roll d&s instead of d*s. control creatures without an 9ntelligence score, and you ta%e a /0 penalty for #andling a non/animal Bou have natural psionic a,ilities far ,eond those availa,le creature. to our race< "rereJuisites) Must be ta%en at st level Bour mere presence can strengthen our allies+ resolve< Bene!it) You gain + bonus power points and st "rereJuisites) 3ha 0 %nowledge of one talent and one /level power from Bene!it) "nce per round, you can ma%e a any psionic class. You cannot learn discipline/specific powers or talents in this way. 9f you have no levels in a Diplomacy chec% as a swift action. "ne ally within ( psionic class, you can manifest your talent and powers feet who can see and hear you gains one of the as if you were a st/level manifester. 9f you have following benefits= a morale bonus to attac% rolls eEual psionic class levels, you can manifest the power as if it to one/tenth the result of your chec%, a morale bonus were one appropriate to your class. 9f you have no to Armor 3lass eEual to one/tenth the result of your psionic class levels, you must have a 3harisma score chec%, or a morale bonus to his $ill saves eEual to of or higher to manifest the power. one/fifth the result of your chec%. All benefits from granted by this feat last until the beginning of your ne!t turn. You cannot use 9nspiring 1resence on Bou are skilled at striking to ound our enemies< yourself. "rereJuisites) 9nt (, 3ombat -!pertise Bene!it) You do not provo%e an attac% of opportunity when performing a called shot maneuver. Bou are adept at eakening our enem+s ill< "rereJuisites) 3ha (, 9ntimidate ( ran%s 9n addition, you receive a + bonus on chec%s made to Bene!it) $hen you use the 9ntimidate s%ill to perform a called shot. You also receive a + bonus to your 3ombat Maneuver Defense whenever an demorali4e an enemy, you can attempt to demorali4e a Bou can easil resist the heat of the Athasian da< "rereJuisites) -ndurance Bene!it) You gain + heat protection Csee the 3ombat N 8urvival chapter. You also gain a ) bonus to saving throws against fire and dessication effects.
'0
number of enemies eEual to your 3harisma modifier. Boll a single 9ntimidate chec% and compare it against the D3 for each enemy. &ormal) You can only demorali4e a single enemy with a single 9ntimidate chec%.
standard action. &ormal) You cannot ready spells modified with metamagic feats. Metamagic/enhanced spells reEuire a full round action to cast.
Bou are in the good graces of our sorcerer6monarch3 Bou understand that sometimes it is not enough to guard alloing ou to act ith great impunit< the ilds and hope that no defiler ill assault their purit< "rereJuisites) 8ecular Authority, Diplomacy 0 #ometimes it is necessar to hunt don those ho ould ran%s defile ,efore the can strike< Bene!it) You can use 8ecular Authority four more "rereJuisites) Ability to cast primal spells, smite times each day than normal. urthermore, you receive foe class feature, @nowledge Carcana ( ran%s a + bonus on Diplomacy chec%s when resolving 8ecular Authority contests. Bene!it) You can use your $isdom modifier to &ormal) $ithout this feat, a templar can only use determine the benefits of your smite foe and lay on hands abilities. You may use your mageslayer's blade 8ecular Authority once per day per templar level. A ability while wild shaped, if you possess it, and add its non/templar can only use 8ecular Authority once per benefits to your natural attac%s. Your paladin and day per two levels. druid levels stac% for determining the daily uses and Special) You can gain avorite multiple times. 9ts power of wild shape and smite foe. effects stac%. 9f you ta%e an action that seriously displeases your sorcerer/monarch, you may lose the benefits of this feat until you regain favor. Bou are literate in several languages. Bene!it) 3hoose three languages that you spea%. You become able to read and write in those languages. Bou have dedicated ourself to the path of preservation3 9f you do not spea% three languages, you gain literacy hich inclines our talents toard defensive magic< "rereJuisites) $i4ard, preserver in the ne!t languages you learn until you have gained Bene!it) 3hoose two spells of each spell level. literacy three times through this feat. 9n addition, you gain a + bonus to inguistics. This bonus increases to These spells must be chosen from the Ab>uration, ) if you have at least ran%s in inguistics. Divination, or Transmutation schools. You gain caster level when casting the chosen spells. Special) You can gain this feat multiple times. 9ts Bou can read specific com,inations of spells and effects do not stac%. -ach time you ta%e this feat, it metamagic feats< applies to different spells. "rereJuisites) Any metamagic feat 9f you cease to be a preserver, you lose the benefits Bene!it) You can ready spells modified by of this feat until you rid yourself of the defiling taint. metamagic feats. 8uch a spell uses a readied slot appropriate to its modified level. Thus, a silent summon monster > would use a +nd/level readied slot C st Bou have tuned our magic to defiling3 and have developed skill ith spells of destruction and dominance< level spell modified by a level metamagic feat, th "rereJuisites) $i4ard, defiler while an empoered fire,all would use a 0 /level rd Bene!it) 3hoose two spells of each spell level. readied slot C( level spell modified by a + level metamagic feat. These spells must be chosen from the -nchantment, Any metamagic/enhanced spells that you ready in -vocation, or ?ecromancy schools. You gain caster this way do not suffer the normal casting time penalty level when casting the chosen spells. Special) You can gain this feat multiple times. 9ts for metamagic feats. 9n the case of silent summon monster > , for e!ample, you could cast the spell as a effects do not stac%. -ach time you ta%e this feat, it
'1
applies to different spells. 9f you cease to be a defiler, you lose the benefits of this feat until you once again become tainted.
&ost people can shake off fear relativel uickl3 ,ut ou kno ho to instill a deep and a,iding terror< "rereJuisites) 3ha (, 9ntimidate ) ran%s, 9ntimidating 1resence Bene!it) $hen you demorali4e an enemy with the 9ntimidate s%ill, the fear effect lasts for a number of additional rounds eEual to one/Euarter your ran%s in 9ntimidate. 9n addition, the D3 of successive 9ntimidate chec%s does not increase. &ormal) The demorali4ation effect lasts for round round per 0 points by which you beat the 9ntimidate D3. -ach 9ntimidate chec% to demorali4e an enemy after the first has a cumulative 0 D3 penalty which resets after hour.
$hen your base attac% bonus reaches ), and every ) points thereafter, you can choose to increase the attac% roll penalty by a further / in order to increase the damage bonus by +. You do not need to apply the ma!imum penalty; for e!ample, a level & fighter Cbase attac% bonus & could apply a /, /+, or /( penalty to his attac% rolls to gain a +, ), or * bonus to damage rolls, respectively.
Bou continue to improve our master of the Wa and the Will despite our da,,ling in other fields< "rereJuisites) Ability to manifest powers Bene!it) 3hoose one manifesting class. You gain a ) bonus to your manifester level for that class' powers. This bonus does not allow your manifester level to e!ceed your #it Dice, and does not allow you to learn higher/level powers more Euic%ly than normal. A character with multiple manifesting classes must choose one to gain the benefits of this feat. Special) You may select this feat multiple times. -ach time you choose it, you must apply it to a different manifesting class.
Bou can make devastatingl precise shots at close range< "rereJuisites) De! 0, 1oint 2lan% 8hot Bene!it) $hen attac%ing an enemy within ( feet with a ranged weapon, you gain a bonus to damage rolls eEual to your De!terity modifier. This bonus does Bour magical a,ilities have continued to increase even hile not stac% with the 8trength/based damage granted by ou pursue other paths< a composite bow. "rereJuisites) Ability to cast spells Bene!it) 3hoose one spellcasting class. You gain a ) bonus to your caster level for that class' spells. This Bou can make deadl melee attacks , sacrificing accurac bonus does not allow your caster level to e!ceed your for strength< #it Dice. A character with multiple spellcasting classes "rereJuisites) 8tr (, base attac% bonus must choose one to gain the benefits of this feat. Bene!it) You can choose to ta%e a / penalty on all Special) You may select this feat multiple times. melee attac% rolls and combat maneuver chec%s to -ach time you choose it, you must apply it to a gain a + bonus on all melee damage rolls. This bonus different spellcasting class. is increased by half C0 if you are ma%ing an attac% with a two/handed weapon, a one/handed weapon wielded in two hands, or a primary natural weapon Bou can terrif an enem ith 'ust a glance< that adds /K times your 8trength modifier on "rereJuisites) 3ha (, 9ntimidate * ran%s, damage rolls. This bonus is halved C/0 if you are 9ntimidating 1resence ma%ing an attac% with an off/hand weapon or Bene!it) You can attempt to demorali4e a single secondary natural weapon. You must choose to use enemy as a swift action. this feat before ma%ing any attac%s on your turn, and &ormal) Demorali4ing an opponent is a standard its effects last until the beginning of your ne!t turn. action. 9ntimidating 1resence allows you to The bonus damage does not apply to touch attac%s or demorali4e multiple opponents as a standard action. to attac%s that do not deal hit point damage.
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8and Dancer feat to throw sand at an enemy, you can instead throw up a 0/foot cone of sand in the direction of the creature you attac%ed. All creatures in the cone must ma%e the ortitude save or be blinded for round.
A frightened enem makes mistakes 2 fatal mistakes< "rereJuisites) 3ha 0, 9ntimidate 5 ran%s, 9ntimidating 1resence Bene!it) $hen you hit a creature that is currently suffering from a fear effect, you deal additional damage eEual to your 3harisma modifier or your 8trength modifier, whichever is higher. You only deal this additional damage once per turn.
Bou kno simple rituals for ever possi,le task3 hich ou firml ,elieve ill ,ring ou luck and skill< Bene!it) $hen you ta%e + on any chec%, you gain a bonus to the result.
Bou can easil conceal ourself in a sand environment< "rereJuisites) 8tealth ( ran%s, 8ands%immer Bene!it) As a standard action, you can Euic%ly camouflage yourself in any area of dust, sand, silt, or other loose earth that is at least inch deep. 9n areas with to inches of loose soil, you gain a ) bonus on 8tealth chec%s. 9n areas with + or more inches of loose soil, you instead gain a bonus on 8tealth chec%s. You must still have cover or concealment to ma%e a 8tealth chec%, as normal.
While moving through loose soil3 ou can kick dust into our opponent+s face to ,lind them< "rereJuisites) Acrobatics ( ran%s, 8ands%immer Bene!it) 9n any round in which you use Acrobatics to tumble through an area covered in at least inch of dust, sand, silt, or other loose earth, you can supplement one melee attac% made in that round with flung or %ic%ed material. Begardless of whether the attac% hits, your target must ma%e a ortitude save CD3 K your character level your $isdom modifier or be blinded for round.
Bou can move rapidl over the sand3 using the land itself to muffle our approach< "rereJuisites) 8tealth 5 ran%s, 8and 3amouflage, 8ands%immer Bene!it) You do not ta%e a penalty to 8tealth chec%s for moving at your full speed in any area of dust, sand, silt, or other loose earth that is at least inch deep. You can ma%e a 8tealth chec% while running in such an environment, but you ta%e a / penalty to the chec%. 9n addition, creatures with tremorsense treat that sense as having half its normal range when attempting to perceive you. &ormal) You ta%e a /0 penalty to 8tealth chec%s when moving faster than half your speed, and you cannot ma%e a 8tealth chec% while running.
Bou can move freel through loose earths< #and and silt do not slo ou don at all< Bene!it) You treat shallow sand as normal terrain and deep sand as shallow sand. 8and crusts do not brea% beneath your feet, allowing you to move along them as if they were normal terrain. Special) You can ta%e this feat twice, allowing you to treat all sand as normal terrain.
Bou can convince someone of our identit even if our disguise fails< "rereJuisites) 2luff ( ran%s, Disguise ( ran%s Bene!it) 9f an observer sees through your disguise, you can use an immediate action to ma%e a 2luff chec% to convince him that he's mista%en. Gse the observer's 1erception or 8ense Motive roll as the D3 for your 2luff chec%. 9f you succeed, the observer ignores your Bou can no thro up a large ,last of sand3 ,linding slip. several creatures at once< You must be aware of the observer's discovery in "rereJuisites) Acrobatics 5 ran%s, 8and Dancer, order to use this feat. ?o observer can be affected by 8ands%immer this tric% more than once per day. 9f your disguise was Bene!it) $hen you use the ability granted by your penetrated by other means Cfor e!ample, a disguise self
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spell viewed under true seeing, this feat cannot aid you.
Bou are a mem,er of the %emplarate of a cit6state3 a,le to use our authorit to confiscate propert and issue 'udgment< "rereJuisites) Diplomacy 0 ran%s, 9ntimidate 0 ran%s, 1ersuasive, accepted into Templarate Bene!it) This feat grants four new uses of the Diplomacy s%ill. All uses of 8ecular Authority are opposed Diplomacy chec%s with a suspect or property owner. The e!act reEuest that you ma%e may increase the difficulty of the chec%; see the table below for details. All appropriate penalties are applied. Reuisition: You can demand the use of a slave, item, or other bit of property or resources. 9f you succeed on the chec%, you gain control of the resource in Euestion without regard for the owner's wishes. BeEuisitions are sub>ect to various modifiers based on the value of the resource, as shown on the table below. #earch: You can, at any time, search the home, person, or possessions of any person. 9f you succeed on the chec%, you enter without fuss and may confiscate and impound anything that you find. You cannot %eep items impounded through searches for Secular Authorit# Sub5ect Status
Modi!ier
8ub>ect is a slave
+
8ub>ect is a noble
/+
8ub>ect is a royal defiler
/(
8ub>ect is a templar
/0
ReJuisition Modi!iers
Modi!ier
1roperty Cvalue 3p
/+
1roperty Cvalue , 3p
/(
1roperty Cvalue , 3p
/0
1roperty Cvalue , 3p
/
1roperty Cenchanted
/0
8lave Claborer
/
8lave Cgladiator
/(
8pellcaster or manifester
/0
Troops C or more
/
Troops C0 or more
/+
Troops C+0 or more
/)
Troops C, or more
/5
personal use; that reEuires a BeEuisition chec%. Accuse: You may have a suspect arrested and imprisoned indefinitely, for any cause or none. 9f you succeed on the chec%, you or guards under your command can haul the suspect into a cell. 8udge: You may pass >udgment on a citi4en for any offense, real or imagined. Any punishment not e!pressly forbidden by law is acceptable. 9f you succeed on the chec%, the punishment that you specify is carried out as soon as possible. ailure on a 8ecular Authority chec% means that the sub>ect does not accept your authority. You are still able to use more conventional means of enforcing your will Csuch as coercion and violence, and as a templar, you are unli%ely to be punished if you choose to do so. #owever, creating a fuss in this fashion brings you to the negative attention of your superiors in the Templarate, and may result in slowed promotion, stricter enforcement of disciplinary rules, and other sorts of petty inconveniences. Any use of 8ecular Authority can be contested by another character with the 8ecular Authority feat with another opposed Diplomacy chec%. 9f the challenger wins the opposed roll, the defending templar's action is reversed. The use of 8ecular Authority can only be contested once in each particular case. A defending templar who loses the opposed roll cannot contest the result, nor can he use 8ecular Authority to repeat the same action. You may use 8ecular Authority once per day for every two class levels you have Cbut see 8pecial. 8ecular Authority can only be used within your own city/state, and attempting to do so elsewhere will usually lead to e!treme hostility and violence. Special) Templar priests and templar %nights gain 8ecular Authority as a bonus feat, and gain a bonus eEual to one/half their templar level to 8ecular Authority chec%s. Templar priests and templar %nights can use 8ecular Authority once per day per templar level, plus one additional time each day for every two levels in other classes.
Bour position in the %emplarate make ou especiall adept at exerting our authorit in certain areas< "rereJuisites) 8ecular Authority Bene!it) You gain a ) bonus to 8ecular Authority
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chec%s related to one of the following uses of 8ecular "rereJuisites) 2ardic %nowledge class feature, Authority= reEuisitioning slaves, reEuisitioning sigil class feature Bene!it) Your bard and templar levels stac% to soldiers, reEuisitioning property, searches, accusations, or >udgments. This bonus applies to determine your bonus to 8ecular Authority chec%s and performing the action and to resolving contests of your daily uses of 8ecular Authority. You can add your your Authority. 9f you have at least one level in a bard level to your templar level to the daily uses of templar class, the bonus increases to *. your smite foe ability and the strength of your domain Special) You can gain this feat multiple times. 9ts powers. You do not learn new domain powers in this effects do not stac%. -ach time you gain this feat, you way. You can add your templar level to your bard choose a different use of 8ecular Authority to gain the level to determine the daily uses of your bardic music bonus. ability and the s%ill bonus granted by your bardic %nowledge ability.
Bou easil dodge and punish charging enemies< "rereJuisites) De! (, Dodge Bene!it) You gain a ) dodge bonus to Armor 3lass against charge attac%s. 9f a charging opponent misses its charge attac%, you can immediately ma%e an attac% of opportunity against it, sub>ect to normal restrictions on the number of opportunity attac%s that you can ma%e in a round. 9f you are flatfooted or otherwise denied your De!terity bonus to Armor 3lass, you do not gain the benefits of this feat.
Bou have sorn ourself to povert to sharpen our understanding of dut and to help others< "rereJuisites) ood alignment Bene!it) You are imbued with a sacred power, slowly bringing you toward a state not unli%e an avangion transformation. 8ee the section on Foluntary 1overty for details. Special) To fulfill your vow, you must not own or use any material possessions, with a few e!ceptions. You may carry and use ordinary simple weapons, and wear simple clothes. You may carry enough food and Bou are skilled at moving from cover to cover hile firing water to sustain yourself for one day in an ordinary ranged eapons< sac% or bag. You may carry and use an ordinary divine "rereJuisites) De! (, 8tealth ran% focus and a spell component pouch, but you may not Bene!it) The 8tealth penalty for sniping is reduced possess any material components or non/divine foci to /0. 9f you have or more ran%s in 8tealth, it is with a listed value. You may not use a magic item of instead reduced to /. any sort, though you may benefit from one that is used on you 7 a potion of cure ounds that a friend feeds you, a remove disease scroll cast upon you, etc. Bou can talk our a out of the pro,lems that ou talked #owever, you may not
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Bene!it) You gain a bonus to ortitude saves and a + bonus to 8urvival chec%s. 9f you have or more ran%s in 8urvival, this bonus increases to ).
This does not allow you to create a type of item that you could not create before.
Bou can ,uild and animate constructs< "rereJuisites) Ability to cast 0th/level spells or Bou have devoted our time to developing our psionics< powers, 3raft 3omple! 9tem, 3raft 1owerful 9tem, Bene!it) You learn any two talents from the wild 3raft 8imple 9tem talent list. 8ee the $ild Talent section for details. Bene!it) You can create any construct whose prereEuisites you meet. To create a construct, you must use up raw materials costing half its base price, Despite our meditative nature3 ou have psionic a,ilities plus the full cost of the basic body created for the that surge and sell almost ,eond control< Bou have learned to move ith the tides3 hoever3 and have developed construct. -ach construct has a special section that summari4es its costs and other prereEuisites. A newly a ,alance all our on< created construct has average hit points for its #it "rereJuisites) lurry of blows class feature, wild Dice. surge class feature Bene!it) You may add your wilder level to your mon% level to determine your ki pool and A3 bonus. Bou can create items hich has a permanent limit on ho You may also use your 3harisma modifier instead of often it can ,e used3 such as ands3 potions3 or dor'es< your $isdom modifier to determine your A3 bonus "rereJuisites) Ability to cast st/level spells or and the effectiveness of your 8tunning ist. You do not gain a ki pool if you do not already have one, and your powers Bene!it) You can can create any item that has a wilder levels do not grant you new ki abilities. As a swift action, you may spend power point to single use or charges and that mimics the effect of one spell or power of )th level or lower. -ach type of item gain a insight bonus to attac% and damage rolls with your unarmed stri%e or mon% weapons until the has different costs, restrictions, and creation times. beginning of your ne!t turn. You may spend additional power points to augment this ability; for every + additional power points you spend, the insight Bou can create enchanted items of extraordinar ualit< "rereJuisites) Ability to cast 0th/level spells or bonus increases by . You cannot spend more power powers, and either 3raft imited 9tem or 3raft 8imple points in this way than your manifester level, as 9tem normal. Bene!it) You can create items that mimic the effect of any spell or power, and have no limit on the enhancement bonus, s%ill bonus, or energy resistance These feats replace those found in the Pathfinder Core that they may provide. This does not allow you to Rules and the Expanded Psionics $and,ook. create a type of item that you could not create before.
Bou can make items ith complex3 interlocking enchantments< "rereJuisites) Ability to cast (rd/level spells or powers, and either 3raft 8imple 9tem or 3raft imited 9tem Bene!it) You can create items with any number of enchantments. The total enhancement bonus of weapons and armor that you create cannot e!ceed 0.
Bou can create items ith simple enchantments< "rereJuisites) Ability to cast +nd/level spells or powers Bene!it) You can create any permanent item that provides a bonus to attac% rolls, damage rolls, Armor 3lass, saving throws, energy resistance, or s%ill chec%s. Your energy resistance enchantments cannot grant more than resistance to one energy type, you
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cannot provide a bonus to s%ill chec%s higher than 0, can give it one additional special ability from any and no other bonus can e!ceed (. You can also ma%e menu that the construct already has an ability from. any permanent item that mimics the effect of a spell or power of )th level or lower. You cannot create items Bour poers gain the a,ilit to ,pass o,stacles< with more than one enchantment. Bene!it) To use this feat, you must e!pend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall 1sionic feats are special options available only to or force effect. Your power is channeled through the psionic characters. To ta%e a psionic feat, characters rey in order to bypass the barrier. must have a power point reserve or an ability which The strength and thic%ness of the barrier specifically allows them to utili4e psionic feats. determine your chance of success. To successfully All psionic feats are supernatural abilities. They bypass the barrier with your power, you ma%e a cannot be disrupted in combat, as powers can be, and 1sicraft chec% CD3 barrier's hardness per foot do not provo%e attac%s of opportunity unless it is of thic%ness. Assign hardness + to barriers without a specifically mentioned that they do. 8upernatural hardness statistic, such as force effects or a all of abilities are not sub>ect to spell or power resistance, ectoplasm. orce walls or alls of ectoplasm are assumed and cannot be dispelled. #owever, they do not to have less than foot of thic%ness unless otherwise function in areas where psionics are suppressed, such noted. as a null psionics field. 9f a power reEuires line of sight Cwhich includes Many psionic feats can only be used when you are most powers that affect a target or targets instead of psionically foucsed; others reEuire you to e!pend your an area, you cannot manifest it as a burrowing power psionic focus to gain their benefits. 8ee the Magic unless you can somehow pinpoint your target Csuch as chapter for information on gaining, maintaining, and with blindsight or clairvoant sense. e!pending psionic focus. Gsing this feat increases the power point cost of &etapsionic "eats: Metapsionic feats are a special the power by +. The power's total cost cannot e!ceed category of psionic feats which allow a manifester to your manifester level. alter how a power is manifested. Metapsionic feats allow a manifester to manifest a power that last for a longer duration than normal, or to manifest a power Bou can manifest poers that arc to hit other targets< incredibly Euic%ly, or any number of other effects. Bene!it) To use this feat, you must e!pend your Metapsionic feats cost the manifester additional power psionic focus. You can chain any power that affects a points to use. 1oints spent to add metapsionic effects single target and that deals energy damage. After the to a power count toward the normal limit of power primary target is struc%, the power can arc to a points that can be spent to augment a single power. number of secondary targets eEual to your manifester Although using a metapsionic feat is similar to level. The secondary arcs each stri%e one target, and augmenting a power, the two are different, and power deal >ust as much damage as the primary arc did. points designated for augmenting powers cannot be 8econdary targets are allowed to ma%e a saving throw spent to add metapsionic feats to a power. Manifesting against the power as normal, and receive a + bonus to a metapsionic/enhanced power does not ta%e any their saving throw. All secondary targets must be longer than manifesting a normal power. within ( feet of the primary target, and no creature may be struc% by a chain power more than once. You can choose to affect fewer secondary targets than your Bour astral constructs have more a,ilities< ma!imum if you wish. "rereJuisites) @nowledge of the astral construct Gsing this feat increases the power point cost of power. the power by *. The power's total cost cannot e!ceed Bene!it) $hen you create an astral construct, you your manifester level.
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when the delayed power activates. A delayed power can be dispelled during the delay, and can be detected normally by the use of powers or abilities that detect psionic effects. Gsing this feat increases the power point cost of the power by +. The power's total cost cannot e!ceed your manifester level.
Bou are skilled at manifesting poers hile threatened in com,at< Bene!it) You gain a ) bonus to concentration chec%s made to manifest a power or use a psi/li%e ability defensively, or to manifest a power while you are grappling or pinned.
Bou charge our eapon ith psionic energ3 cleaving through all defenses< "rereJuisites) 8tr (, 1sionic 8tri%e, base attac% bonus 0 Bene!it) To use this feat, you must e!pend your psionic focus. You can resolve your ne!t attac% with a melee weapon or unarmed stri%e as a touch attac%. You must decide whether to use this feat before ma%ing your attac% roll. 9f you miss, you still e!pend your psionic focus. You spend ( power points to ma%e the effects of this feat apply to one additional attac% you ma%e in the round that you use this feat. You can do this for as many attac%s as you wish, but you cannot spend more power points in this way than your manifester level.
Bou can manifest poers that go off in a short time< Bene!it) To use this feat, you must e!pend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn't activate immediately. $hen you manifest the power, you choose one of three trigger mechanisms= C the power activates when you ta%e a standard action to activate it; C+ the power activates when a create enters the area that the power will affect Conly powers that affect an area can use this trigger condition; C( it activates at the beginning of your turn after up to five rounds have passed. 9f you choose one of the first two conditions and the condition is not met, the power automatically activates after five rounds have passed. "nly area and personal powers can be delayed. Any decisions that you would ma%e about the delayed power, including attac% rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws and power resistance, are decided
Bou can manifest poers ith stronger effects< Bene!it) To use this feat, you must e!pend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one/half. An empowered power deals half again as much damage as normal, cures half again as many hit points, and so forth, as appropriate. 8aving throws and opposed chec%s are not affected, nor are any non/ variable effects of the power. Gsing this feat increases the power point cost of the power by +. The power's total cost cannot e!ceed your manifester level.
Bou can manifest poers at a greater range than normal< Bene!it) To use this feat, you must e!pend your psionic focus. You can alter a power with a range of close, medium, or long to double its range. An enlarged power with a range of close thus has a range of 0 feet 0 feet per level, a medium/range power has a range of + feet + feet per level, and a long/range power has a range of & feet & feet per level. 1owers whose ranges are not defined by distance, as well as powers which have non/standard ranges, are not affected. Gsing this feat does not increase the power point cost of the power.
Bou learn a ne poer< Bene!it) Add to your list of powers %nown one additional talent or power of any level, up to one level lower than the highest/level power that you can manifest. You can choose any talent or power, even one from a discipline list or another class' list. Special) You can gain this feat multiple times. -ach time, you learn one new power of any level, up to one level lower than the highest/level power that you can manifest.
'+
"sionic 'eats
"rereJuisites
Bene!its
2oost 3onstruct
@nowledge of astral construct power
Your astral constructs have an e!tra ability
3ombat Manifestation
7
) bonus to combat manifestation chec%s
-!panded @nowledge
7
earn a new power from any source
host 8tri%e
2ase attac% bonus (
Boll twice for incorporeal miss chance
9nEuisitor
$is (
-!pend psionic focus to detect lies
Mental eap
8tr (, Acrobatics ran%
1sionic focus grants Acrobatics benefits
"verchannel
7
Ta%e damage to improve manifester level
"verchannel
Avoid damage when overchanneling
7
+ to chec%s to overcome power resistance
1ower 1enetration
-!pend psionic focus to gain ) bonus to power resistance chec%s
7
-!pend psionic focus for power D3
1sionic -ndowment
1sionic -ndowment bonus increases to +
De! (
1sionic focus grants e!tra ranged damage
ell 8hot
De! (, 1sionic 8hot, base attac% bonus 0
Ma%e ranged attac%s as touch attac%s
reater 1sionic 8hot
De! 5, 1sionic 8hot, base attac% bonus &
9ncreases damage bonuses of 1sionic 8hot
8tr (
1sionic focus grants e!tra melee damage
Deep 9mpact
8tr (, 1sionic 8tri%e, base attac% bonus 0
Ma%e melee attac%s as touch attac%s
reater 1sionic 8tri%e
8tr 5, 1sionic 8tri%e, base attac% bonus &
9ncreases damage bonuses of 1sionic 8tri%e
7
1sionic focus grants foot land speed
1sionic 3harge
8peed of Thought
Ma%e comple! maneuvers while charging
Gp The $alls
8peed of Thought
Bun on walls while psionically focused
8wift ocus
7
ain psionic focus as a move action
Metapsionic 'eats
"rereJuisites
Bene!its
2urrowing 1ower
7
2ypass barriers and obstacles with power
3hain 1ower
7
1ower bounces to additional targets
Delay 1ower
7
Delay activation of power
-mpower 1ower
7
9ncrease power's effects by 0
-nlarge 1ower
7
Double power's range
-!tend 1ower
7
Double power's duration
Ma!imi4e 1ower
7
Ma!imi4e power's effects
"pportunity 1ower
7
Ma%e opportunity attac% with touch power
Huic%en 1ower
7
Manifest power as a swift action
8plit 1sionic Bay
7
Bay power hits two targets
$iden 1ower
7
Double power's area
"verchanneling Talent 1ower 1enetration reater 1ower 1enetration 1sionic -ndowment reater 1sionic -ndowment 1sionic 8hot
1sionic 8tri%e
8peed of Thought
.
the power by +. The power's total cost cannot e!ceed your manifester level.
Bou can manifest poers that last tice as long as normal< Bene!it) To use this feat, you must e!pend your psionic focus. You can manifest an e!tended power. Bou charge a pro'ectile ith shearing psionic force that rips An e!tended power lasts twice as long as normal. A power with a duration of concentration, permanent, or through all protections< "rereJuisites) De! (, 1sionic 8hot, base attac% instantaneous is not affected by this feat. bonus 0 Gsing this feat increases the power point cost of
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Bene!it) To use this feat, you must e!pend your psionic focus. You can resolve your ne!t ranged attac% as a ranged touch attac%. You must decide whether or not to use this feat prior to ma%ing an attac%. 9f your attac% misses, you still e!pend your psionic focus. You spend ( power points to ma%e the effects of this feat apply to one additional attac% you ma%e in the round that you use this feat. You can do this for as many attac%s as you wish, but you cannot spend more power points in this way than your manifester level.
Bou can charge our eapon ith destructive energ< "rereJuisites) 8tr 5, 1sionic 8tri%e, base attac% bonus & 2enefit= The bonus to melee weapon damage that you gain while psionically focused increases to +. $hen you e!pend your psionic focus to deal additional damage with a melee weapon, the damage bonus increases to )d*.
Bour psionic energ allos ou to press home attacks against insu,stantial ,eings< "rereJuisites) 2ase attac% bonus ( Bene!it) You must be psionically focused to use this feat. $hen you ma%e a melee or ranged attac% against an incorporeal creature, you can ma%e two rolls for your miss chance and use the higher result.
Bou kno hen others lie< "rereJuisites) $is ( Bene!it) To use this feat, you must e!pend your psionic focus. You gain a bonus on a 8ense Motive chec% to oppose a 2luff chec%. You must decide whether or not to use this feat prior to rolling the 8ense Motive chec%. 9f your chec% fails, or your opponent isn't lying, you still e!pend your psionic focus.
Bour poers can ,reak through even the strongest antipsionic defenses< "rereJuisites) 1ower 1enetration Bene!it) You must e!pend your psionic focus to use this feat. You gain a ) bonus on manifester level chec%s to overcome a creature's power resistance. This bonus stac%s with the bonus from 1ower 1enetration.
Bou can use meditation to focus our poers< "rereJuisites) 1sionic -ndowment Bene!it) $hen you use the 1sionic -ndowment feat, you add + to the save D3 of the power that you manifest instead of .
Bou can manifest poers to maximum effect< Bene!it) To use this feat, you must e!pend your psionic focus. You can ma!imi4e a power. All variable, numberic effects of the power are ma!imi4ed. A ma!imi4ed power deals ma!imum damage, cures the ma!imum number of hit points, and so on, as appropriate. 8aving throws, opposed chec%s, and other non/variable effects of the power are not affected. Gsing this feat increases the power point cost of the power by ). The power's total cost cannot e!ceed your manifester level.
Bou can make incredi,le 'umps< Bou can charge our ranged attacks ith additional "rereJuisites) 8tr (, Jump ran% damage< Bene!it) $hile you maintain your psionic focus, "rereJuisites) De! 5, 1sionic 8hot, base attac% you gain a + psionic bonus to Acrobatics chec%s. You bonus & can e!pend your psionic focus as part of ma%ing an Bene!it) The bonus to ranged weapon damage that Acrobatics chec% in order to gain a ) psionic bonus to you gain while psionically focused increases to +. the chec%. 9f you have or more ran%s in Acrobatics, $hen you e!pend your psionic focus to deal these bonuses increase to ) and &, respectively. additional damage with a ranged weapon, the damage bonus increases to )d*. Bou can use psionc poers to make opportunit attacks<
)0
Bene!it) To use this feat, you must e!pend your psionic focus. $hen you ma%e an attac% of opportunity and have at least one hand free, you can use any power you %now with a range of touch in place of the attac%. Manifesting this power is an immediate action. You cannot use this feat with a touch power whose manifesting time is longer than a full/round action. Gsing this feat increases the power point cost of the power by *. The power's total cost cannot e!ceed your manifester level. &ormal) Attac%s of opportunity can be made only with melee weapons.
psionic focus as part of a charge. Your movement during the charge ignores difficult terrain, and you do not need to end the charge in the closest sEuare to the target Calthough you must still end ad>acent to the target. You do not provo%e opportunity attac%s from the target during this charge, though other creatures may ma%e opportunity attac%s as normal. &ormal) Movement during a charge is affected by difficult terrain, and you must end the charge in the closest ad>acent sEuare to the target. 9f you move through sEuares that the target threatens, you provo%e attac%s of opportunity from the target.
Bou can meditate ,riefl to make our poers stronger< Bou can strengthen our poers at the cost of our on life Bene!it) To use this feat, you must e!pend your psionic focus. You add to the save D3 of a power energ< Bene!it) $hile manifesting a power, you can gain that you manifest within the ne!t round. a bonus to your manifester level, but you ta%e d& points of damage for doing so. At & th level, you can Bou can charge our ranged attacks ith psionic damage< gain a + manifester level bonus at the cost of (d& th "rereJuisites) De! ( damage. At 0 level, you can gain a ( manifester Bene!it) $hile you maintain your psionic focus, level bonus at the cost of 0d& damage. The effective increase in manifester level increases you deal damage with ranged weapons. You can e!pend your psionic focus to deal +d* damage on a the number of power points you can e!pend on a single ranged attac% that you ma%e this round. 9f the single power manifestation, as well as increasing all attac% misses, you do not lose your psionic focus. manifester level/dependent effects.
Bou can overchannel lo6level poers ithout risk< "rereJuisites) "verchannel Bene!it) To use this feat, you must e!pend your psionic focus. $hen manifesting a power of (rd level and using the "verchannel feat to increase your manifester level, you do not ta%e damage from overchanneling.
Bour poers are especiall potent< Bene!it) $hile you maintain your psionic focus, you gain a + bonus to manifester level chec%s made to overcome a creature's power resistance.
!othing can hinder our charges< "rereJuisites) 8peed of Thought Bene!it) To use this feat, you must e!pend your
Bou can charge our ranged attacks ith psionic damage< "rereJuisites) 8tr ( 2enefit= $hile you maintain your psionic focus, you deal damage with melee weapons and unarmed stri%es. You can e!pend your psionic focus to deal +d* damage on a single melee attac% that you ma%e this round. 9f the attac% misses, you do not lose your psionic focus.
Bou can manifest a poer ith 'ust a moment+s concentration< Bene!it) To use this feat, you must e!pend your psionic focus. You can Euic%en a power. A Euic%ened power may be manifested as a swift action. Manifesting a Euic%ened power does not provo%e attac%s of opportunity. You can only manifest one Euic%ened power per round. A power whose
)1
manifesting time is longer than round cannot be Euic%ened. Gsing this feat increases the power point cost of the power by *. The power's total cost cannot e!ceed your manifester level.
attac%s against you while you are on the wall if you move through sEuares that they threaten. 3reatures with reach have vertical reach as well as hori4ontal. i%e any ground, walls may include special terrain features such as crumbling pieces or difficult terrain. 9f you can ta%e other actions while moving Csuch as with the 8pring Attac% feat, you can still ta%e them while Bou channel psionic energ to allo ourself to move faster< moving along a wall. Bene!it) As long as you are psionically foucsed, your land speed increases by feet. 9f you are Bou can increase the area of our poers< wearing heavy armor, this bonus decreases to 0 feet. Special) You can ta%e this feat a second time to Bene!it) To use this feat, you must e!pend your apply the bonus to all movement modes that you psionic focus. You can alter a burst, emanation, line, or possess. spread/shaped power to increase its area. 1owers with non/standard areas of effect are not affected by this feat. Any numeric measurements of the power's area Bou can affect to targets ith a single ra< are doubled. Bene!it) To use this feat, you must e!pend your Gsing this feat increases the power point cost of psionic focus. You can split psionic rays that you the power by ). The power's total cost cannot e!ceed manifest. The split ray affects two targets that are both your manifester level. within the power's range and within ( feet of each other. 9f the ray deals damage, each target ta%es as much damage as a single target would ta%e. These feats enhance a character's racial abilities or Gsing this feat increases the power point cost of cultural tendencies. the power by +. The power's total cost cannot e!ceed your manifester level.
Bou kno ho to dodge and eave in mid6air< "rereJuisites) ly speed Bou can regain our psionic focus ith 'ust a moment+s Bene!it) $hile flying, you gain a + bonus on effort< Bene!it) You can gain your psionic focus as a move Befle! saves and a dodge bonus to Armor 3lass against opponents who cannot fly or that have a lower action. &ormal) aining psionic focus reEuires a standard maneuverability than you. action. Bou have a strong connection to the ancestors of our Bou can run along alls< people< "rereJuisites) 8peed of Thought "rereJuisites) $is (, dwarf Bene!it) $hile you are psionically focused, you Bene!it) You can add your $isdom bonus to can run along walls or other vertical surfaces so long @nowledge chec%s instead of your 9ntelligence as you begin and end your movement on a hori4ontal modifier. 9n addition, you can ma%e any @nowledge surface. 9f you do not end your movement on a chec% untrained. hori4ontal surface, you fall prone and ta%e &ormal) A character can only ma%e untrained appropriate falling damage. Treat the wall as a normal @nowledge chec%s if the D3 is or lower. floor for the purpose of measure your movement. 1assing from floor to wall or wall to floor does not cost movement. "pponents on the ground can ma%e %he patterns on our skin foretell a great future<
)2
"rereJuisites) oliath Bene!it) You gain a + bonus on 3harisma/based s%ill and ability chec%s. "nce per day, you can reroll action point dice if you disli%e the result. 9n addition, you gain two e!tra action points at every level.
Bou strike an incredi,le ,lo that sends our opponent fling< "rereJuisites) 8tr +0, 1ower Attac%, 9mproved 2ull Bush, si4e arge or larger Bene!it) You can perform the awesome blow combat maneuver. 9f your maneuver succeeds against a corporeal creature smaller than you, you deal damage as if you had hit the target with a melee attac% and send the target flying feet in a direction of your choice. The target falls prone at the end of its flight. You can only push the target in a straight line, and it cannot end closer to you than it started. 9f an obstacle prevents the completion of the target's movement, both the target and the obstacle ta%e d* damage and the target falls prone ad>acent to the ob>ect. You can perform this maneuver as part of a full attac%, but only once. Any bonuses or effects that affect your bull rush also affect your awesome blow.
Bour devotion to our focus is all6consuming "rereJuisites) Dwarf, ocused racial feature Bene!it) The bonus granted by your ocused racial feature increases to +.
Bou can assume the form of an animal< "rereJuisites) 1terran, path of the druid, @nowledge Cnature 0 ran%s Bene!it) You gain ,east shape > as a spell/li%e ability usable once per day with a caster level eEual to one/ half your character level. 9f you are able to wild shape, you also gain another daily use of your wild shape feature.
Bou have inherited our darf parent+s vision< "rereJuisites) Mul Bene!it) You have dar%vision out to * feet.
Bou can make an attack on the move hile fling< "rereJuisites) ly speed Bene!it) $hen flying, you can ta%e a standard action at any point during a move action. You cannot ma%e a second move action in a round where you ma%e a flyby attac%. &ormal) You cannot ta%e a standard action until you have completed your move action.
Bou kno the secrets to let our dead foes make ou stronger< "rereJuisites) $is (, halfling Bene!it) $hen you have slain a creature in combat with #it Dice eEual to or greater than your level, you may devour its remains to gain its strength. This Bou have a keen perception of danger< reEuires a ritual that ta%es ten minutes. After "rereJuisites) #alfling performing the ritual, you receive a + enhancement Bene!it) You gain a competence bonus to initiative bonus to either 8trength, De!terity, or 3onstitution for and 1erception chec%s eEual to your $isdom +) hours. You cannot benefit from more than one modifier. cannibalism ritual at once. Bou can rush foes and deliver man attacks ,efore the can Bou extend our clutch mentalit to our allies< respond< "rereJuisites) Thri/%reen "rereJuisites) #alfling Bene!it) Allies within feet of you gain a Bene!it) 9f you ta%e the charge action against a flat/ bonus to Befle! saves, a + bonus to 1erception chec%s, footed opponent, you can ma%e a full attac% at the end and a + bonus to 8urvival chec%s to notice natural of the charge. ha4ards such as blowouts. These benefits do not apply when you are flatfooted.
)
Racial 'eats
"rereJuisites
Bene!its
Aerial Befle!es
ly speed
+ Befle! saves and A3 while flying
Ancestral @nowledge
$is (, dwarf
Add $is bonus to @nowledge chec%s
Auspicious Mar%ings
oliath
+ to 3ha/based chec%s, e!tra action points
Awesome 2lowL
8tr +0, 1ower Attac%, 9mproved 2ull Bush, si4e arge or larger
1erform maneuver that %noc%s enemies through the air
3annibalism Bitual
$is (, halflling
3onsume enemies to gain their strength
3lutchmind
Thri/%reen
-!tend clutchmind benefits to nearby allies
Devoted
Dwarf, ocused racial feature
ocused bonus increases to +
Druid's Transformation
1terran, path of the druid, @nowledge Cnature 0 ran%s
Transform into an animal shape once per day
Dwarven Fision
Mul
ain dar%vision out to * feet
lyby Attac%L
ly speed
Ma%e attac% in the midst of flight
#unter's Awareness
#alfling
Add $is mod to initiative and 1erception
#unter's erocity
#alfling
Ma%e full attac% when charging
9mproved ?atural Attac%
?atural weapon, base attac% bonus )
9mprove damage of one natural attac%
ittle Master
#alf/giant
1rotect little master in combat
Mar%ings of the 2lessed
oliath
Boll saving throw twice (Iday
Mar%ings of the Ma%er
oliath
Boll s%ill chec% twice (Iday
Mar%ings of the $arrior
oliath
Boll attac% twice (Iday
Multiattac%L
Two different natural weapons
Beduce penalties for secondary attac%s
Multiweapon ightingL
De! (, three or more hands
Beduce penalties for multiweapon fighting
?atural Telepathy
1terran or thri/%reen
-!tend the range of telepathy
1sion's Detection
1terran, path of the psion
ocate living creatures within ( feet
8ensitive Antennae
Thri/%reen
ain scent
8ocial 3hameleon
#alf/giant
) Diplomacy, ) 8ense Motive
8ocial 8tability
Dwarf
+ to 3ha/based chec%s
Fersatile earner
#uman
ain e!tra s%ill point each level, bonus to trained cross/class s%ills
$arrior's 8tri%e
1terran, path of the warrior
Melee attac% da4es enemy
$ingover
ly speed
Turn without ly chec% or e!tra movement
.
Bene!it) You can ma%e someone your
)!
"rereJuisites) oliath Bene!it) Gp to three times per day, you can roll a second d+ when attempting a saving throw and use either result.
Bour thick3 ston hands have extraordinar strength< "rereJuisites) oliath, 8tr 0, base attac% bonus ) Bene!it) You are treated as if you were arge for the purpose of wielding weapons and for class features that relate to your damage Csuch as a mon%'s Bour markings sho that ou have ,een granted great skill< unarmed stri%e. "rereJuisites) oliath Bene!it) Gp to three times per day, you can roll a second d+ when attempting any s%ill chec% and use Bou can use our telepathic a,ilities to scan our either result. environment< "rereJuisites) 1terran, path of the psion Bene!it) As a move action, you can pinpoint the location of any living creature within ( feet, even if Bour markings sho that ou are a fearsome arrior< "rereJuisites) oliath you cannot see the sub>ect or gain line of sight to it. Bene!it) Gp to three times per day, you can roll a Any opponent that you cannot see still has total second d+ when attempting an attac% roll and use concealment. either result.
Bou are particularl skilled at attacking ith our natural eapons< "rereJuisites) Two different natural weapons Bene!it) Your secondary attac%s with natural weapons only ta%e a /+ penalty. &ormal) 8econdary attac%s with natural weapons ta%e a /0 penalty.
Bour antennae are highl developed< "rereJuisites) Thri/%reen Bene!it) You gain the scent ability C Pathfinder Core Rules p. 0*).
Bou can use our natural empath to understand social situations< "rereJuisites) #alf/giant Bene!it) You gain a ) bonus to Diplomacy and 8ense Motive chec%s.
Bou can easil ,alance eapon attacks ith all our arms< "rereJuisites) De! (, three or more hands Bene!it) 1enalties for fighting with multiple weapons are reduced to /+ with the primary hand and Bou appl our ,asic steadiness to social situations ith /* for off hands. You still have only one primary hand. great results< &ormal) $ielding multiple weapons inflicts a /* "rereJuisites) Dwarf penalty on primary hand attac%s and a / penalty on Bene!it) You gain a + bonus on all 3harisma/ off/hand attac%s. lin%ed s%ill and ability chec%s. Special) This feat counts as Two/$eapon ighting for the purpose of Eualifying for feats. Bou are good at a ide range of skills< "rereJuisites) #uman Bour innate telepathic a,ilities are stronger than normal< Bene!it) You gain e!tra s%ill point at each level. "rereJuisites) 1terran or thri/%reen This bonus is retroactive; for e!ample, a level 0 Bene!it) You gain missive as a wild talent if you do character who selected this feat would gain four s%ill not have it already. The range of your missive ability points immediately for levels /). You also gain a doubles Cto 0 feet 0 feetIlevel, and you can send bonus to any cross/class s%ill which you have at least messages of up to twenty words with your missive. one ran% in.
)$
Bou can perform a might ,lo that leaves our enem reeling< "rereJuisites) 1terran, path of the warrior Bene!it) $hen you ma%e a melee attac%, you can choose to ma%e it a warrior's stri%e. 9f you hit, the target must ma%e a ortitude save CD3 K your level your $isdom modifier or be da4ed for round. You can ma%e a warrior's stri%e once per day per two character levels Cminimum Iday.
Bou can expend our defiling radius or exempt certain areas from its effects Bene!it) You can increase your defiling radius by up to feet. $hen you defile, you can specify one five/foot sEuare per point of your 9ntelligence modifier that is unaffected by your energy gathering. 3reatures in that sEuare do not suffer the adverse effects of being caught in a defiling radius, vegetation is not damaged, and so on.
Bou can easil make sharp turns in flight< "rereJuisites) ly speed Bene!it) "nce each round, you can turn up to &O as a free action without ma%ing a ly s%ill chec%. This free turn does not consume additional movement. &ormal) A flying creature can turn up to 6O by ma%ing a D3 0 ly chec% and e!pending 0 feet of movement, or up to &O by ma%ing a D3 + ly chec% and e!pending feet of movement.
Bour defiling techniues are especiall damaging to plant creatures< Bene!it) 1lant creatures caught in your defiling radius suffer 0 points of damage per spell level. &ormal) 1lant creatures caught in your defiling radius suffer + points of damage per spell level.
Bou can channel the energ of destruction that defiling grants to make our spells more damaging< "rereJuisites) 1ath 8inister Bene!it) $hen you defile to cast a spell that deals Ba4e feats allow an arcane spellcaster to enhance their damage, it deals damage per die. defiling abilities. They only have effect when the spellcaster is defiling. A mage can apply multiple ra4e Bou can move our defiling radius to gather energ at a feats simultaneously. or e!ample, a mage with the distance< Distance Ba4e, Destructive Ba4e, and ast Ba4e feats Bene!it) You can move the center of your defiling can benefit from all of them at the same time. radius up to feet per caster level. The center of your defiling radius must remain on the ground. You are Bour defiling causes extraordinar pain to living creatures not affected by your own defiling, as normal. &ormal) A spellcaster's defiling radius is centered in our defiling radius< on him. Bene!it) The penalties for being caught in your defiling radius increase by one Ci.e, from / to /+. RaGe 'eats
"rereJuisites
Bene!its
Agoni4ing Ba4e
Defiler
9ncrease penalties for defiling radius by
Defiler, Agoni4ing Ba4e
3reatures in defiling radius are nauseated
3ontrolled Ba4e
Defiler
Ma%e areas e!empt from defiling radius
Distance Ba4e
Defiler
Move center of defiling radius
Destructive Ba4e
Defiler
9ncrease damage when defiling
-fficient Ba4e
Defiler
Terrain is one step better when defiling
-!terminating Ba4e
Defiler
9ncrease defiling damage to plant creatures
ast Ba4e
Defiler
Defile with move action
8ic%ening Ba4e
9nstantaneous Ba4e
Defiler, ast Ba4e, any two other Ba4e feats Defile as swift action
.
)'
tem Creation 'eats 2rew 1otion Bou can gather energ more efficientl3 using the maximum 3raft Magic Arms N Armor energ potential of our environment< 3raft Bod Bene!it) $hen you defile to cast a spell, treat the 3raft 8taff terrain type as one step more positive. or e!ample, a 3raft $and spell cast in barren terrain C/ save D3, / to caster 3raft $ondrous 9tem level chec%s is treated as if it were cast in infertile orge Bing terrain Cno penalties. 9n abundant terrain, the bonus 8cribe 8croll to save D3s and caster level chec%s increases to (. This feat has no effect in the "bsidian 1lains or other dead environments. A flaw is effectively a reversed feat. $hereas a feat allows a character to e!cel at some s%ill or ability, a Bou can gather energ for defiling faster than normal< flaw restricts a character's abilities or imposes some Bene!it) You can gather energy for defiling as a move action and cast your spell as a standard action. 9f sort of penalty. A player may select one flaw during character creation in e!change for a bonus feat. After you defile to cast a metamagic/enhanced spell, you st level, a character cannot ta%e additional flaws can do so as a full/round action that includes casting unless the DM specifically allows it. A flaw is an the spell. entirely negative characteristic which imposes severe &ormal) 9t reEuires a full/round action to cast a penalties. The penalties imposed by flaws are stronger spell while defiling, and one round to cast a than the benefits of feats to counteract a player's metamagic/enhanced spell while defiling. natural tendency to choose the flaw with the least impact on their character. or that reason, the DM Bou can gather life energ for our spells in onl a moment< reserves the right to veto any flaw choices if the flaw "rereJuisites) ast Ba4e, any two other Ba4e feats will not have a significant impact on the character. ?ote that flaws do not disEualify you from feats. A Bene!it) "nce per day per two caster levels, you character with the Meager ortitude flaw can still ta%e can gather energy for defiling as a swift action. the reat ortitude feat, which would allow him to partially compensate for the wea%ness imposed by his Bour defiling aura makes creatures around ou violentl ill< flaw. "rereJuisites) Agoni4ing Ba4e Bene!it) 9n addition to any other penalties that they suffer, creatures within your defiling radius must Despite our ,est efforts3 ou cannot easil enter a rage< "rereJuisites) 2arbarian ma%e a ortitude save CD3 your caster level or 0!!ect) You can only rage for + 3onstitution become nauseated for round. modifier rounds per day, instead of ) 3onstitution modifier rounds. You only gain one additional round at each successive class level. or various reasons, certain feats from the Pathfinder Core Rules are not used in Dar% 8un. Bou ,ecome incredi,l anxious in enclosed spaces ;eneral 'eats "rereJuisites) 3annot be an aara%ocra Arcane Armor Mastery 0!!ect) Any time you are in any building or natural Arcane Armor Training feature smaller than + feet on each side, are trapped Da44ling Display in a crowd of people or animals, or in any place where 1ower Attac% you cannot readily see the s%y, you become sha%en.
))
'la.s
"rereJuisites
Bene!its
3alm 8avage
2arbarian
ewer daily rounds of rage
3laustrophobia
3annot be aara%ocra
2ecome sha%en in enclosed spaces
3lumsy rasp
8trength +
3rush ob>ects or creatures that you touch
3oward
7
Ma%e $ill save or flee danger
rail
7
/ hp per #D, / penalty to certain saves
ullible
7
/( to saves vs. enchantment, /) 8ense Motive
#eat 9ntolerance
7
/( heat protection, damage from fire
9nattentive
7
/) 1erception, /) 8ense Motive
ightweight
7
K weight, /+ 3M2I3MD, /+ 8tr/based chec%s
iving Target
7
/+ penalty to Armor 3lass
Meager ortitude
7
/( penalty to ortitude saves
?oncombatant
7
/ to attac% rolls, / to Armor 3lass
"bvious 8pellcaster
$i4ard
/* penalty to disguising spellcasting
1athetic Beactions
7
/* penalty to initiative chec%s
1oor Befle!es
7
/( penalty to Befle! saves
Bestricted 8orcery
$i4ard
3hoose two restricted schools
8ha%y
7
/+ penalty to attac% rolls
8uperstitious
7
Ma%e $ill save or flee supernatural effects
Trivial 1erformer
2ard
ewer daily rounds of performance
Gncentered
1sionic
ull/round action to gain psionic focus
$ea% 2ond
Druid
?ature bond is wea%er
$ea% 1osition
Templar priest or templar %night
/) Diplomacy, 9ntimidate, /+ 8ec. Authority
$ea% $ill
7
/( penalty to $ill saves
.
Bou don+t kno ho to control our on strength< "rereJuisites) 8trength + 0!!ect) $henever you attempt to touch another creature without harming it, grasp a fragile ob>ect, or attempt to perform a delicate tas%, you must ma%e a De!terity chec% CD3 8trength modifier. 9f you fail, you deal damage to the creature or ob>ect that you are touching eEual to twice your 8trength modifier. You cannot use the effects of this flaw to intentionally harm any creature or ob>ect. The e!act definition of a delicate tas% or ob>ect is up to the DM.
>t takes an act of ill for ou to remain in ,attle< 0!!ect) You ta%e a /+ penalty to saving throws against fear effects, and must ma%e a $ill save CD3 P enemy's 3B to continue to engage in combat after having been damaged for the first time. 9f you fail this save, you become frightened for d) rounds. You must also ma%e this save when you are bloodied, and again at a /0 penalty if you regain consciousness
after having been %noc%ed unconscious by wounds. -ven if you succeed on these saves, you are sha%en for one round.
Bou are emaciated and perpetuall eak< 0!!ect) You gain one less hit point per #it Die. You also ta%e a / penalty to saving throws against disease, poison, and starvation.
Bou are easil led< 0!!ect) You ta%e a /( penalty to saving throws against -nchantment, 9llusion, and Telepathy effects, and a /) penalty to 8ense Motive chec%s.
Bou are ver ,ad at handling the asteland heat3 and must remain in shade to survive for long< 0!!ect) You ta%e a /( penalty to heat protection Csee the 3ombat N 8urvival chapter. This can reduce your heat protection to negatives, at which point you start
)+
ta%ing appropriate penalties Csaving throw penalties, additional heat damage, etc.. You also ta%e an additional point of damage per die from fire effects.
Bour reflexes are ver slo3 leaving ou vulnera,le< 0!!ect) You ta%e a /( penalty to all Befle! saves.
Bou have little a,ilit in certain aspects of magic< "rereJuisites) $i4ard 0!!ect) 3hoose two schools of magic. You do not %now 3omple! spells from those schools, and you must spend two slots to ready or cast a s pell from those schools.
Bou are utterl o,livious to important cues< 0!!ect) You ta%e a /) penalty to 1erception and 8ense Motive.
Bou are extremel light for our si0e and species< Enemies have no trou,le pushing ou around in com,at3 and ou are ver vulnera,le to toxins< 0!!ect) Your body weight is only half the norm for Bour hands and arms 'itter3 making it difficult to land an attack< your race. 9n addition, you ta%e a /+ penalty to your 0!!ect) You ta%e a /+ penalty to all attac% rolls. 3ombat Maneuver 2onus and 3ombat Maneuver Defense, a /+ penalty to all 8trength/based s%ill and ability chec%s Cthis does not include attac% rolls, and a Bou move in a limping3 plodding fashion that makes poor /) penalty to saving throws against poison. use of our legs and momentum< 0!!ect) Your base speed for all movement modes is feet slower than is normal for your race. Bou move stiffl3 making ou an eas mark< 0!!ect) You ta%e a /+ penalty to A3.
Bour ,od cannot stave off disease and privation easil< 0!!ect) You ta%e a /( penalty to all ortitude saves.
Bour com,at training is minimal or contains critical gaps3 leaving ou slo and vulnera,le< 0!!ect) You ta%e a / penalty to all attac% rolls and to A3.
Bou use flash gestures and complex3 ,ooming phrases to cast our spells3 marking ou out as a mage to an o,servers< "rereJuisites) $i4ard 0!!ect) You ta%e a /* penalty to 2luff chec%s to conceal your spellcasting. 9f you wear armor, the comple!ity of your gestures imposes a spell failure chance.
Bou are slo to respond to threats< 0!!ect) You ta%e a /* penalty to initiative chec%s.
Bou are terrified of the supernatural3 and hostile toards those ho utili0e it< 0!!ect) You must ma%e a $ill save CD3 twice the level of the spell or power or the 3B of the supernatural effect whenever you see a spell cast, power manifested, or other display of supernatural ability. 9f you fail, you become frightened for d) rounds. You are also naturally hostile toward anyone who you %now to use supernatural abilities on a regular basis, ta%ing a /* penalty to Diplomacy chec%s against such individuals.
Bour music is of the ordinar sort3 rarel taking on the supernatural ualities associated ith ,ardic skill< "rereJuisites) 2ard 0!!ect) You can only use bardic performance for + 3harisma modifier rounds each day, instead of ) 3harisma modifier rounds. You only gain one additional round at each successive class level.
Bou have difficult finding and holding our center<
).
"rereJuisites) 1sionic 0!!ect) aining your psionic focus is a full/round action. This time cannot be reduced in any way. 9n addition, whenever you suffer a critical hit, or a target of one of your powers rolls a natural + on its saving throw, or you roll a natural , you lose your psionic focus.
You can spend action point either to improve a d+ roll, to reroll a failed d+ roll, or to use a special ability. You can spend only action point in each round. 9f you spend a point to use a special ability, you cannot spend another one in the same round to improve a die roll, and vice versa. mpro%e A Roll) $hen you spend an action point to improve a d+ roll, you roll your d* and add the Bour ,ond to the natural orld is eaker than normal< result to the roll. You can declare the use of your "rereJuisites) Druid action point to improve a roll after you have already 0!!ect) 9f you chose to gain a domain for your rolled the die but before the result is announced. You ?ature 2ond, you do not gain the first/level domain cannot use an action point to alter the result of a d+ powers for that domain. 9f you chose to have an roll when you are ta%ing or ta%ing +. Depending animal companion, treat your druid level as ( levels on your your level, you may roll more than one d* lower than normal for the purpose of the companion's when spending action points to improve a roll, as progression. shown on the table below. 9f so, roll all dice and add only the highest result to your roll. Reroll) $hen you spend an action point to reroll a Bour authorit in the %emplarate is suspect3 and our d+ roll, you roll the d+ again and use whichever fellos do not respect or trust ou< result is better. "rereJuisites) Templar priest or templar %night Special Abilit#) $hen you spend an action point 0!!ect) You ta%e a /) penalty to Diplomacy and to use a special ability, choose one of the following 9ntimidate chec%s, and a stac%ing /+ penalty to 8ecular benefits. Authority chec%s. Activate Class A,ilit: You gain another use of a class ability with limited daily uses, such as a druid's wild shape or cleric's channel energy. 9f the ability is Bou have a simple mind3 eas to penetrate and alter< limited by rounds per day, you instead gain another 0!!ect) You ta%e a /( penalty to all $ill saves. si! rounds of use. .oost Defense: You gain a + bonus to Armor 3lass, and double the benefits of fighting defensively until the beginning of your ne!t turn. Action points represent the e!traordinary s%ill, luc%, Crushing .lo: After hitting with an attac%, you and toughness that any character can pull out in a can use this ability to gain a bonus to the damage roll crunch point. They give characters the means to affect eEual to your level. gameplay by improving important rolls, preventing Dash: Your speed in all movement modes increases critical failures, or unloc%ing special abilities. by feet until the beginning of your ne!t turn. Extra Attack: $hen you ta%e the Attac% or ull Attac% action in this round, you gain one more attac% st A /level character starts the game with 0 action than normal at your highest base attac% bonus. st points. A character starting above level starts the game with a number of action points eEual to 0 K Action $ice current character level. Character Action -very time a character gains a new level, he gains -e%el $ice Rolled st th a number of action points eEual to 0 K his new 75 d* character level. Action points stac%, and can therefore &st7 )th +d* st th accrue over time. 0 7 + (d* .
+0
>gnore Wounds: You ignore all wound penalties for one round, including attribute damage inflicted by severe wounds. Poer .oost: You gain a + bonus to the caster or manifester level of the ne!t spell or power that you use. #pell #ap: You can immediately trade one readied spell for a different spell that you are able to cast. #ta,ili0e: 9f you are dying, you immediately become stable. 4nstoppa,le Effect: Boll action dice as if improving a d+ roll. 9ncrease the save D3 against the ne!t spell, power, or spellIpsi/li%e ability that you use by the result of the action dice.
charity. An ascetic is scarcely li%ely to turn aside any person see%ing aid. Ascetics are universally opposed to the tyrannical sorcerer/%ings, and to defilers for the blight that they bring to all living beings. Ascetics gain great strength from their spiritual purity, allowing them to perform near/miraculous feats. 9n game terms, these benefits compensate characters for the magical items that they cannot own. Hol# Armor) 8tarting at st level, an ascetic gains a protective aura which shields her from harm. 8he receives a ( armor bonus to Armor 3lass. This bonus increases to ) at ( rd level, and by an additional for every three levels thereafter. 0sche. ater) A st/level ascetic can last for days without water 7 a vital necessity under the hot Athasian sun. Ascetics can go one additional day without water per character level before they begin to 1overty is unfortunately common in the harsh lands of suffer penalties. This benefit stac%s with similar effects the Tyr region, but asceticism is an unheard/of from a different source. 8tarting at 0 th level, an ascetic wonder. To most citi4ens of Athas, whose ideals about no longer needs to drin% water at all. their possessions can be summari4ed in the words Bonus 'eat) At +nd level, an ascetic gains a bonus
.
+1
-nergy resistance +I0II0, deflection (, DB Ievil
0xalted Stri/e) A (rd/level ascetic can channel energy into her attac%s. Any weapon the ascetic wields gains a enhancement bonus to attac% and damage rolls. This bonus rises to + at 5th level, and by an additional every three levels thereafter. 8tarting at th level, an ascetic's e!alted stri%e bypasses damage reduction against good. Resistance) A )th/level ascetic gains a resistance bonus to all saving throws. This bonus increases by for every five character levels thereafter, to a ma!imum of ) at 6 th level. 0nerg# Resistance) At 0th level, an ascetic may choose one type of energy to gain resistance against= acid, cold, electricity, fire, force, or sonic. 8he gains resistance 0 against any effect that inflicts that type of damage. -very five levels thereafter, she may pic% another type of energy. 8he gains resistance 0 against that energy, and all her other resistances gained through this ability increase by 0. At + th level, she becomes immune to the element that she has the greatest resistance against. 0sche. Sustenance) A 0th/level ascetic no longer needs food. &atural Armor) At *th level, an ascetic gains a natural armor bonus to A3. This bonus increases to + at +th level, and to ( at & th level. $e!lection) At &th level, an ascetic gains a deflection bonus to A3. This bonus increases to + at )th level, and to ( at + th level. Mind Shielding) At &th level, an ascetic becomes immune to detect thoughts , discern lies , and any attempt to discern her alignment, as well as the psionic eEuivalents of these abilities. At th level, she gains a ) bonus to all saving throws to resist divination and enchantment spells, and to resist clairsentience telepathy powers. At &th level, she constantly gains the benefits of mind ,lank. This is a supernatural ability. $amage Reduction) At th level, an ascetic gains DB 0Imagic. At 0th level, this improves to DB 0Iiron. At +th level, this improves to DB Iiron. 0sche. Breath) An th/level ascetic no longer needs air, and does not suffer penalties for suffocation or drowning. 'reedom) 8tarting at )th level, an ascetic constantly gains the benefits of freedom of movement. This is a supernatural ability.
Regeneration) 8tarting at 5 th level, an ascetic begins to heal much faster than normal. 8he regain hit points eEual to her level every hour instead of every day. ?onlethal damage heals at a rate of one hit point per level every five minutes. "nce per day, the ascetic may focus her mind as a standard action to enter a healing trance. or every round that she remains in this trance she regains hit points as if she had rested an hour Cone hit point per level per round. (rue Sight) 8tarting at & th level, an ascetic constantly gains the benefits of true seeing. This is a supernatural ability.
The people of Athas are naturally inclined toward psionics. Most are born with some small aptitude for the mental arts, which could be trained to become fully controlled psionic abilities. At st level, characters may elect to gain a wild talent. Boll d and gain the talent indicated on the table below. At the DM's discretion, players may be allowed to choose their wild talents rather than determining them randomly. 8ee the Magic chapter for rules on the use of psionic talents. i%e any other psionic talent, wild talents may be used at will and have no power point cost. 3haracters with wild talents do not need to meet any ability score reEuirements to use their wild talents. ild (alents Roll (alent
.
+2
distraction
+
far hand
(
figment
)
flamefinger
0
hammer3 lesser
*
locate
5
missive
&
purif
6
spotlight
stick
The ) prestige classes in this chapter replace the ones found in the Pathfinder Core Rules. They are available to any Dar% 8un character who meets their prereEuisites. You should still consult your DM before ta%ing any prestige class. The prestige classes in this chapter are summari4ed below. Academ# arden= A mon% trained in the psionic arts who can alter the flow of time. Arch $e!iler= A dar% mage who has perfected the art of defiling. Assassin= A hired %iller who speciali4es in poisons and can %ill with a single devastating blow. $uelist= An agile warrior who relies on mobility and rapid blows to harry enemies. 0lemental Sa%ant= A devoted cleric who see%s perfection by turning himself into an elemental. Healer Adept= A mage who channels primal magic to heal the land. ron $e!ender= A nearly/invulnerable warrior who hinders enemies and controls the battlefield. -oremaster= Master of %nowledge with great learning and supernatural s%ill. Metamind= 1sionicist who sacrifices %nowledge and finesse for raw power. Mindbender "rodig#= A mindreading e!pert who can predict an enemy's actions in battle. Soulbo.= 1sionic archer who can guide pro>ectiles with his mind. Veiled One= Mage of the Feiled Alliance who can call on the resources of the secret society. asteland "redator= A fierce warrior who embodies the predatory nature of wild beasts. ildling Outrider= A mounted fighter who can form a powerful bond with his mount.
The precise origins of this time mastery are un%nown Cthree different academies claim that their founder discovered the principles, but its effects are a well/ %nown and heavily romantici4ed sub>ect= unarmed fighters who move with unnatural speed and act before anyone else could be aware of danger. Most academy wardens follow tradition and remain to serve their home academy, but some venture out into the world as adventurers and mercenaries. uali!ications) A character must have some bac%ground as a mon% to become an academy warden, but his psionic training may vary widely. 1sions, wilders, and psychic warriors all value an academy warden's ability to manipulate time li%e clay.
To become an academy warden, a character must fulfill all of the following criteria. S/ills= @nowledge Cpsionics 0 ran%s, 1sicraft 0 ran%s. Class 'eature) lurry of blows, still mind. Mani!esting) Ability to manifest + nd level powers.
All the following are class features of the academy warden class. Hit $ie) d&. Class S/ills) Acrobatics, 3limb, -scape Artist, ly, @nowledge Cpsionics, 1sicraft, 8tealth. S/ill "oints) Academy wardens receive ) 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Academy wardens gain no proficiency with any weapon or armor. Mani!esting) At the indicated levels, an academy prodigy gains additional power points, manifester levels, powers %nown, and talents %nown as if he had Academy wardens are best %nown as the guardians of increased his level in a manifesting class he belonged the psionic academies, though in fact they may follow to before adding the prestige class. #e does not, however, gain any other benefits a character of that many vocations. 9t is well %nown, however, that the class would gain. 9f the academy warden had more security forces of each academy are based around a core of fearsome warriors who can move through time than one manifesting class before becoming an as easily as a normal man might move through the air. academy warden, he must decide which class she
+
Academ# arden
Hit $ie) d<
S/ill "oints) 4 * nt mod
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Mani!esting
Accelerate, ki stri%e Cmagic, mon% abilities
7
+
old time Iday Cmove action
level of e!isting class
(
+
+
+
3apricious step
level of e!isting class
)
(
+
+
Temporal stri%e Ctouch power
level of e!isting class
0
(
+
(
(
old time +Iday Cstandard action
7
*
)
+
(
(
8uperior accelerate
level of e!isting class
5
0
+
)
)
Temporal stri%e Cray power
level of e!isting class
&
*
(
)
)
old time (Iday
level of e!isting class
6
*
(
0
0
Diamond soul
7
5
(
0
0
Master of time
level of e!isting class
.
improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Mon/ Abilities) An academy warden adds his class level to his mon% level to determine his his flurry of blows attac% bonus, his unarmed stri%e damage, his unarmored speed, his class/based A3 bonus, and his daily uses of 8tunning ist. #e does not gain any other features of advancing as a mon%, such as a higher 3ombat Maneuver 2onus from mon% levels, an increased ki pool, or new class features. Accelerate 6Su9) Academy wardens can fold time around themselves, allowing them to act at incredible speed. As a free action at the beginning of his turn, an academy warden can choose to accelerate his actions until the beginning of his ne!t turn. Academy wardens can spend up to + $isdom modifier rounds per day accelerated, plus two additional rounds per class level after st. $hile accelerated, an academy warden gains a bonus to attac% rolls and 3ombat Maneuver 2onus, a dodge bonus to Armor 3lass, 3ombat Maneuver Defense, and Befle! saves, and a foot bonus to movement speed. #e also gains one e!tra swift or immediate action in that round. Ki Stri/e 6Su9) An academy warden gains a ki pool of point. 9f he already has a ki pool, its si4e increases by . $hile he has at least point in his ki pool, his unarmed stri%es are treated as magic weapons for the purpose of bypassing damage reduction. 'old (ime 6Su9) At +nd level, an academy warden can warp the flow of time to act much more rapidly than normal. "nce per day as a free action, an academy warden can grant himself an additional
move action. At 0th level, he can fold time twice per day and grant himself a standard action when he does so. At &th level, he can fold time three times per day. An academy warden can fold time no more than once per round. Academy wardens cannot use action points to gain additional uses of fold time. Capricious Step 60x9) At (rd level, an academy warden can maneuver rapidly around his enemies to deliver crushing attac%s. 9n any round in which he ma%es no movements other than a 0/foot step, he can ta%e a second 0/foot step as a free action. This second 0/foot step is treated in all ways as a normal 0/foot step, e!cept for the restriction on when the academy warden may use it. (emporal Stri/e 6Su9) At )th level, an academy warden can e!pend one of his daily 8tunning ist attempts to manifest and deliver a melee touch power as part of an attac% with unarmed stri%es or mon% weapons. #e rolls the attac% for the touch power separately from his other attac%s. Manifesting this touch power does not provo%e an attac% of opportunity. At 5th level, the academy warden can do the same with a ray attac%. 9f he uses the ray to attac% a creature that he also attac%ed with an unarmed stri%e or weapon, he does not provo%e an attac% of opportunity for manifesting the power. Superior Accelerate 60x9) At *th level, an academy warden's bonuses from his accelerate class feature improve to +, and the movement speed bonus increases to + feet. $iamond Soul 60x9) At 6th level, an academy warden gains spell and power resistance eEual to his mon% level his academy warden level.
+!
Master o! (ime 60x9) At th level, an academy warden's bonuses from his accelerate class feature improve to (, and the movement speed bonus increases to ( feet. 9n addition, when the academy warden uses his fold time class feature, he can grant himself either a full/round action or both a standard action and a move action.
Spells) Ability to cast (rd level arcane spells. Alignment) Any non/good. Special) Must be a defiler.
All the following are class features of the arch defiler class. Hit $ie) d*. Class S/ills) 2luff, @nowledge Carcana, 8pellcraft. S/ill "oints) Arch defilers receive + 9ntelligence "rdinary defilers are dangerous and vile beings, but modifier s%ill points at each level. for some, even the life/destroying power of defiling is eapon and Armor "ro!iciencies) Arch defilers insufficient to sla%e their thirst for magic. Those gain no proficiency with any weapon or armor. driven to even greater blasphemies by their lust for Metamagic RaGe 6Su9) $hile defiling, an arch power become arch defilers, who have raised the defiler can draw additional energy to power her callous use of life energy to a truly unpleasant art. 8o metamagic feats. "nce per day, as part of defiling to foul is the magic commanded by an arch defiler that cast an arcane spell, she can eliminate the additional her very soul becomes tainted. -very spell that she casting time reEuired to apply metamagic feats to that casts reveals the malice in her heart, and her fellow spell. 9n addition, she reduces the spell level cost of mages can feel her vileness as a crawling horror in the metamagic feats that she applies by an amount their minds. or this reason, arch defilers tend to be eEual to one/half her class level Cminimum level. loners, or at most form small cabals. The most Doing so increases the defiler's defiling radius by 0 depraved, however, often find employment as royal feet per spell level of metamagic reduced by this defilers for the sorcerer/monarchs, where they receive ability. or e!ample, ?arin Cwi4ard 0Iarch defiler * the greatest scope for their inventive cruelties. can use her metamagic ra4e to apply the -mpower uali!ications) "nly a wi4ard can become an arch 8pell C+ spell levels and 8ilent 8pell C spell level defiler. feats to her spell without increasing its casting time or paying the additional spell levels to cast the spell. 9f she does so, her defiling radius increases by 0 feet. To become an arch defiler, a character must fulfill all At every odd/numbered class level after st , an of the following criteria. arch defiler gains another daily use of metamagic ra4e, S/ills= @nowledge Carcana ( ran%s, 8pellcraft 0 up to an five uses per day at 6 th level. ran%s. (ainted Aura 6Su9) An arch defiler's spells are 'eats) Any Ba4e feat, any Metamagic feat. tainted with defiling energy. Their very structure Arch $e!iler
Hit $ie) d
S/ill "oints) 2 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Spellcasting
Metamagic ra4e Iday, tainted aura
level of e!isting arcane class
+
Defiler feat
level of e!isting arcane class
(
+
Metamagic ra4e +Iday
level of e!isting arcane class
)
+
+
9nvigorating destruction
level of e!isting arcane class
0
+
+
+
(
Defiler feat, metamagic ra4e (Iday
level of e!isting arcane class
*
(
+
+
(
5
(
+
+
)
Metamagic ra4e )Iday
level of e!isting arcane class
&
)
(
(
)
Defiler feat, invigorating destruction +
level of e!isting arcane class
6
)
(
(
0
Metamagic ra4e 0Iday
level of e!isting arcane class
0
(
(
0
Ba4e mastery
level of e!isting arcane class
level of e!isting arcane class
.
+$
indicates the rushed, power/intensive style of their caster. $hen e!amined with detect magic , the auras of an arch defiler's spells reveal that they were cast by an arch defiler. urthermore, other spellcasters become uncomfortable in the arch defiler's presence, so strong is the taint surrounding her. A successful @nowledge Carcana chec% CD3 +0 7 arch defiler level reveals to any character capable of casting arcane or divine spells that there is an arch defiler within feet. This does not identify the specific identity of the arch defiler, though that may be uncovered by other means. $e!iler 'eat) At +nd level, 0th level, and &th level, an arch defiler gains a bonus feat. This feat must be a Ba4e feat or 1ath 8inister. n%igorating $estruction 6Su9) At )th level, an arch defiler starts to draw intense pleasure from the act of defiling. $henever she defiles, she gains a bonus to s%ill and ability chec%s for a number of rounds eEual to the level of the spell. At &th level, this bonus increases to +. RaGe Master# 60x9) At th level, an arch defiler can imbue his spells with defiling energy while preparing them. 8he permanently reduces the spell level cost of her metamagic feats by when she defiles. 9f she has the Metamagic 1reparation feat, she can gain the benefits of this ability by defiling a 0/foot sEuare when she readies a metamagic/enhanced spell. 8he must defile a number of 0/foot sEuares eEual to the number of metamagic/enhanced spells that she readies.
A mercenary underta%ing his tas% with cold, professional detachment, the assassin is eEually adept at espionage, bounty hunting, and terrorism. At his core, the assassin is an artisan, and his medium is death. Trained in a variety of %illing techniEues, assassins are feared and respected. Athasian assassins are notorious as s%illed poisoners, and the number of bards that fill the ran%s of the assassins does little to reduce this reputation. 8ome people become assassins with good intentions, see%ing to correct a terrible evil or avenge a past wrong. #owever, assassins must ma%e their living as hired %illers, and the good/at/ heart inevitably flee the profession or grow callous to the brutality that they employ.
uali!ications) ?early any character can become an assassin. #owever, the assassin's abilities ma%e it most useful for bards, rangers, and rogues. 8pellcasters and manifesters with melee inclinations can ma%e deadly assassins by ta%ing advantage of their touch/attac% abilities and s%ill at illusionary concealment, though they cannot easily ta%e advantage of an assassin's ability with poisons. 8traight/forward melee fighters tend to ma%e poor assassins, as their preference for heavier armor and fewer s%ill points limit their ability to approach their targets from stealth.
To become an assassin, a character must fulfill all of the following criteria. S/ills) Disguise + ran%s, 8tealth 0 ran%s. Special) The character must %ill someone for no other reason than to become an assassin.
All the following are class features of the assassin class. Hit $ie) d&. Class S/ills) Acrobatics, 2luff, 3limb, Diplomacy, Disable Device, Disguise, -scape Artist, 9ntimidate, inguistics, 1erception, 8ense Motive, 8leight of #and, 8tealth, Gse -nchanted Device. S/ill "oints) Assassins receive ) 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Assassins are proficient with the bard's friend, crossbow Chand, heavy, and light, dagger, garrote, shortbow Cnormal and composite, tonfa, and widow's %nife. Assassins are proficient with light armor, but not with shields. $eath Attac/ 60x9) 9f an assassin studies his victim for ( rounds and ma%es a snea% attac% with a melee weapon that successfully deals damage, the snea% attac% has the additional effect of either paraly4ing or %illing the victim Cassassin's choice. 9f the victim fails a ortitude save CD3 assassin level 9ntelligence modifier, it either dies instantly or becomes paraly4ed for d* rounds round per assassin level. or purposes of immunities, a death attac% is not considered a death effect, but it is considered a snea% attac%. 9f the target succeeds on its saving throw, the
+'
attac% is >ust a normal snea% attac%. 8tudying the victim is a standard action. "nce the assassin has completed the ( rounds of study, he must ma%e the death attac% within the ne!t ( rounds. The death attac% fails if the target detects the assassin or recogni4es the assassin as an enemy Calthough the snea% attac% might be successful if the target continues to meet the conditions for a snea% attac%. 9f the death attac% is attempted and fails, or if the assassin does not launch the death attac% within ( rounds of completing his study, another ( rounds of study are reEuired before he can attempt another death attac%. "oison :se 60x9) Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon. 9n addition, assassins can safely identify poisons without ris%ing harm to themselves. 9f the assassin already has poison use from another class, he instead gains a bonus to saving throws against poison. Snea/ Attac/) This is e!actly li%e the rogue ability of the same name. The additional damage dealt increases by d* every other assassin level. 9f an assassin gains a snea% attac% from another source, the bonuses to damage stac%. $osage 60x9) Assassins %now how to apply poison with special tars and oils that cling to the weapon. 8tarting at +nd level, when an assassin applies poison to a weapon, he gains two uses of that poison instead of one. ?o more than one dose may be applied by a single attac%, as normal. :ncann# $odge 60x9) At +nd level, an assassin cannot be caught flatfooted, even if the attac%er is invisible. #e still loses his De!terity bonus to A3 if immobili4ed. An assassin with this ability can still lose his De!terity bonus to A3 if an opponent uses the feint action against him. 9f the assassin already has uncanny dodge from another class, he instead gains improved uncanny dodge. Alignment Shi!t) ?o matter their original motivations, assassins eventually become inured to the brutality and violence of their profession. Those who started with good intentions lose sight of their goals, and the amoral become callous and depraved. The only way to avoid this is to leave the profession before one becomes too scarred. At (rd level and 5th level, an assassin's alignment shifts one step toward evil. This means that even a purely good character will
Assassin -e%el BAB
Hit $ie) d< 'ort Sa%e
Re! Sa%e
ill Sa%e Special
Death attac%, poison use, snea% attac% d*
+
Dosage, uncanny dodge
(
+
+
Alignment shift, empower poison , snea% attac% +d*
)
(
+
Delay poison, hidden weapons
0
(
+
(
+
9mproved uncanny dodge, snea% attac% (d*
*
)
+
(
+
-mpower poison +, Euiet death, swift death Iday
5
0
+
)
+
Alignment shift, snea% attac% )d*
&
*
(
)
(
#ide in plain sight
6
*
(
0
(
-mpower poison (, snea% attac% 0d*, swift death +Iday
5
(
0
(
Angel of death, Euic%en poison
.
eventually become a malevolent %iller. 0mpo.er "oison 60x9) At (rd level, an assassin can e!ecute attac%s that apply poison more efficiently than normal. The saving throw D3 of any poison used by the assassin increases by . This bonus increases by for every three additional assassin levels C+ at * th level, ( at 6 th level. $ela# "oison 60x9) At )th level, an assassin can administer poison so that it has a longer onset time. The assassin can add one minute to a poison's onset time per assassin level. The assassin can choose how much time to add, but only in intervals of one minute. or e!ample, a )th level assassin can add between one minute and four minutes to a poison's onset time, while an &th level assassin could add between one minute and eight minutes. Hidden eapons 60x9) At )th level, an assassin can add his class level to 8leight of #and chec%s to conceal weapons from notice. mpro%ed :ncann# $odge 60x9) At 0th level, an assassin can no longer be flan%ed. This defense denies a rogue the ability to snea% attac% the assassin by flan%ing him, unless the attac%er has at least four more rogue levels than the assassin has class levels. 9f the assassin already has improved uncanny dodge, the levels from the classes that grant improved uncanny dodge stac% to determine the minimum rogue level
+)
reEuired to flan% the assassin. uiet $eath 60x9) At *th level, whenever an assassin %ills a creature using his death attac% during a surprise round, he can also immediately ma%e a 8tealth chec% to avoid notice. ?earby creatures oppose this chec% with a 1erception chec%. 9f the assassin is successful, nobody notices the assassination or the assassin's presence, and it may ta%e them several rounds to even learn that the victim has died. S.i!t $eath 60x9) At *th level, once per day, the assassin can ma%e a death attac% against a creature without studying it first. #e must still deal snea% attac% damage with a melee weapon that deals damage. At 6th level, the assassin can use this ability twice per day. Hide n "lain Sight 6Su9) At &th level, an assassin can use the 8tealth s%ill even while observed. As long as he is within feet of some sort of shadow, an assassin can hide himself from view in the open without anything to hide behind. #e cannot, however, hide in his own shadow. Angel o! $eath 6Su9) At th level, the assassin ensures that his targets will not rise again. $hen he succeeds on a death attac% and %ills his victim, he can cause the victim's body to crumble into dust. This prevents psionic revivif , raise dead , and resurrection from returning the target to life Calthough true resurrection still wor%s normally. uic/en "oison 60x9) At th level, an assassin can concentrate his poisons to act with incredible speed. The onset time of any poison that the assassin uses is halved, as is the duration. #owever, victims of a Euic%ened poison ta%es twice as much damage each round. or e!ample, a poison that deals d* 8trength damage every round for * rounds would instead deal +d* 8trength damage every round for ( rounds.
lightning swordplay and Euic% maneuvers. uali!ications) The path of the duelist is natural for rogues and bards, who pri4e the sort of refle!es and cunning that a duelist needs. 8ome also come from the ran%s of fighters and rangers who prefer to eschew armor in favor of maneuverability.
To become a duelist, a character must fulfill all of the following criteria. Base Attac/ Bonus= 0. S/ills) Acrobatics 0 ran%s. 'eats) Dodge, Mobility, $eapon inesse.
All the following are class features of the duelist class. Hit $ie) d. Class S/ills) Acrobatics, 2luff, -scape Artist, 1erception, 1erform, 8ense Motive. S/ill "oints) Duelists receive ) 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Duelists are proficient with all simple and martial weapons and light armor, but not with shields. Cann# $e!ense 60x9) $hen a duelist has at least one hand free and is wearing light or no armor, she can add point of 9ntelligence bonus Cif any per duelist level to her De!terity bonus to modify Armor 3lass. 9f a duelist is caught flat/footed or otherwise denied her De!terity bonus, she also loses this bonus. mpro%ed Called Shot) A duelist gains 9mproved 3alled 8hot as a bonus feat. 9f she already has it, she instead gains reater 3alled 8hot. S/irmish 60x9) A duelist relies on her mobility to confound enemies and stri%e where she isn't e!pected. 9n any round in which she moves at least feet, she deals an additional d* damage on a melee attac% with a light or one/handed weapon. This damage can only be applied once per turn. 3reatures immune to Duelists are a rare breed in the harsh wasteland, refined weaponmasters who pri4e agility and cunning critical hits are also immune to s%irmish damage. 8ince the duelist can deal damage once per turn, over pure toughness. Duelists move with a grace enemies that provo%e attac%s of opportunity from her unmatched by most opponents, parrying blows and countering attac%s with flashy ripostes. Most duelists may also ta%e the e!tra s%irmish damage. The bonus damage improves to +d* at 0 th level, and to (d* at 6 th eschew armor altogether, preferring to rely on their wits to %eep them alive. They thrive on the edges of a level. 8tarting at (rd level, whenever the duelist moves at melee, where they can ma%e the most of their
++
least feet in a round she gains a dodge bonus to her Armor 3lass until the beginning of her ne!t turn. This bonus applies as soon as she has moved feet. This bonus improves to + at 5 th level. "arr# 60x9) At +nd level, a duelist learns to counter an enemy's attac%s with her own weapon. $henever the duelist could ma%e multiple attac%s on her turn with a light or one/handed melee weapon, she can choose to forgo one of those attac%s in order to set up a parry. At any time before her ne!t turn, she can attempt to parry a melee attac% against herself or an ad>acent ally as an immediate action. To parry the attac%, the duelist ma%es an attac% roll, using the same bonus as the attac% that she gave up in the previous round. 9f her attac% roll is greater than the roll of the attac%ing creature, the attac% automatically fails. The duelist ta%es a /+ penalty to her attac% roll for each si4e category that the attac%ing creature is larger than herself, and she also ta%es a /+ penalty if she is defending an ally. The duelist must declare the use of this ability before the attac% roll is made. mpro%ed Reaction 60x9) 8tarting at + nd level, duelists gain a + bonus to initiative chec%s. This bonus increases to ) at &th level. 0nhanced Mobilit# 60x9) At (rd level, whenever the duelist is wearing light or no armor and has at least one hand free, she gains a ) dodge bonus to Armor 3lass against attac%s of opportunity provo%ed when $uelist -e%el BAB
Hit $ie) d1 'ort Sa%e
Re! Sa%e
ill Sa%e Special
3anny defense, 9mproved 3alled 8hot, s%irmish Cd*
+
+
9mproved reaction +, parry
(
(
+
-nhanced mobility, s%irmish Cd*, A3
)
)
+
3ombat Befle!es, crippling stri%e
0
0
+
(
+
Biposte, s%irmish C+d*, A3
*
*
+
(
+
Acrobatic charge
5
5
+
)
+
-laborate defense, s%irmish C+d*, + A3
&
&
(
)
(
9mproved reaction )
6
6
(
0
(
Deflect arrows, no retreat, s%irmish C(d*, + A3
(
0
(
3rippling critical
she moves out of a threatened sEuare. Combat Re!lexes) At )th level, duelists gain 3ombat Befle!es as a bonus feat. Crippling Stri/e 60x9) At )th level, a duelist becomes s%illed at hobbling and wounding her enemies. The D3 of saving throws against wounds that she inflicts increases by an amount eEual to one/ half her 9ntelligence modifier, up to a ma!imum bonus eEual to her duelist level. Riposte 60x9) 8tarting at 0th level, whenever a duelist successfully parries an attac% with her parry class feature, she can ma%e an attac% of opportunity against the attac%er. The attac%ing creature must be within her reach. Acrobatic Charge 60x9) At *th level, a duelist may charge into combat where others cannot. 8he can charge at her normal speed over difficult terrain. Depending on the circumstances, she may still need to ma%e appropriate chec%s to successfully cross the terrain. 0laborate $e!ense 60x9) At 5th level, when the duelist chooses to fight defensively or to ta%e the total defense action, she gains an additional dodge bonus to her A3 for every three duelist levels she has attained. $e!lect Arro.s 60x9) At 6th level, a duelist gains the benefits of the Deflect Arrows feat whenever she is wielding a light or one/handed melee weapon. 8he does not need a free hand to use this feat. &o Retreat 60x9) At 6th level, enemies ad>acent to the duelist that ta%e a withdraw action provo%e an attac% of opportunity from the duelist. Crippling Critical 60x9) At th level, a duelist increases the threat range of all light or one/handed melee weapons she wields by . This bonus is applied after other effects that improve a weapon's threat range. or e!ample, a duelist with the 9mproved 3ritical Clongsword feat would treat the longsword as having a threat range of */+ C6/+ base threat range, doubled by 9mproved 3ritical to 5/+, and augmented by 3rippling 3ritical to */+. $henever a duelist successfully inflicts a wound on an enemy, she may always choose which wound she inflicts. 9n addition, whenever she inflicts a minor wound with a critical hit, she may choose to inflict a ma>or wound instead.
.
+.
or most clerics, their patron element defines a way of life, a perspective on the world and a set of goals to achieve. or some, however, their element is a path of transformation. These individuals, %nown as elemental savants, do not merely see% to embody the virtues and goals of their element. They wish to become part of it, to be themselves a dancing flame or the rushing water. Through a righteous >oining with their element, they find the perfection of themselves and of their world. 8uch a desire hardly seems sane, though of course an elemental savant would say otherwise. 2ut they are devoted and 4ealous in their cause, for it is in the path of elemental transformation that an elemental savant finds the worth of her own soul. uali!ications) "nly an elemental cleric can become an elemental savant. "thers lac% the devotion to gain the greatest blessings of the elements.
To become an elemental savant, a character must fulfill all of the following criteria. Class 'eature) 3hannel -nergy, 3reate -lement. S/ills= @nowledge Cplanes ( ran%s, @nowledge Creligion 0 ran%s. Spellcasting) Able to cast (rd level divine spells. Special) Must have access to two elemental or paraelemental domains. 0lemental Sa%ant
All the following are class features of the elemental savant class. Hit $ie) d&. Class S/ills) ly, #eal, @nowledge Carcana, @nowledge Cplanes, @nowledge Creligion, 8pellcraft, 8urvival. S/ill "oints) -lemental savants receive ( 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) -lemental savants gain no proficiency with any weapon or armor. Spellcasting) At the indicated levels, an elemental savant gains new spells per day, caster levels, readied spells, and spells %nown as if she had increased her level in a divine spellcasting class she belonged to before adding the prestige class. 8he does not, however, gain any other benefits a character of that class would gain. 9f the elemental savant had more than one divine spellcasting class before becoming an elemental savant, she must decide which class she improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Create 0lement) An elemental savant gains an additional daily use of her create element class feature at every elemental savant level. Rebu/e 0lemental) $hen an elemental savant uses her channel energy ability to rebu%e elementals, she adds her elemental savant level to the saving throw D3.
Hit $ie) d<
S/ill "oints) 3 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Spellcasting
3reate element, rebu%e elemental, elemental level of e!isting divine class form CMedium, resist energy 0
+
-lemental substitution
level of e!isting divine class
(
+
+
-lemental apotheosis Cimmunity to sleep, +0 fortification
level of e!isting divine class
)
(
+
-lemental form Carge, resist energy
level of e!isting divine class
0
(
+
+
(
-lemental apotheosis Cdar%vision * feet
7
*
)
+
+
(
-lemental apotheosis Cimmunity to poison level of e!isting divine class
5
0
+
+
)
-lemental form C#uge, resist energy +
level of e!isting divine class
&
*
(
(
)
-lemental apotheosis C0 fortification
level of e!isting divine class
6
*
(
(
0
-lemental apotheosis Cimmunity to paralysis
level of e!isting divine class
5
(
(
0
1erfect apotheosis
7
.
.0
0lemental 'orm 6Su9) An elemental savant can draw upon the power of her patron element to ma%e herself the embodiment of that element's power. or ten minutes per day per elemental savant level, she can transform herself into a Medium elemental, as if with the elemental ,od >> spell. An elemental savant can only assume the form appropriate to her patron element or paraelement. -ntering or leaving the elemental form is a swift action. $hile in elemental form, the elemental savant can spea% and cast spells normally. #er eEuipment merges with her body as normal, but if she desires, she may retain melee weapons and use them in place of her natural attac%s. Any melee weapon used in this way is immune to harmful effects of the elemental form. At )th level, an elemental savant can instead turn into a arge elemental, as if using the elemental ,od >>> spell. At 5th level, she can instead turn into a #uge elemental, as if using the elemental ,od >* spell. Resist 0nerg# 60x9) An elemental savant gains resistance 0 to the energy type associated with her patron element. 8ee the table below for details on elemental associations with energy types. At )th level, the elemental savant's resistance increases to . At 5th level, the resistance increases to +. 0lemental Substitution 60x9) 8tarting at + nd level, whenever an elemental savant casts a spell that deals energy damage, she can choose to convert that damage to the energy type associated with her patron element. 0lemental Apotheosis 60x9) At (rd level, an elemental savant's true transformation begins as she slowly becomes an elemental of her patron element. 8he becomes immune to sleep effects, and no longer reEuires sleep. 8he must still rest in order to recover spell slots, as normal, but she does not need to sleep. 9n addition, whenever the elemental savant would suffer a critical hit or a snea% attac%, she has a +0 chance of avoiding the additional damage, effectively converting it into a normal hit. 0lement
0nerg#
"araelement 0nerg#
Air
-lectricity
Magma
ire
-arth
Acid
Bain
3old
ire
ire
8ilt
Acid
$ater
3old
8un
ire
At 0th level, the elemental savant gains dar%vision out to * feet. At *th level, the elemental savant becomes immune to poison. At &th level, the elemental savant's fortification against critical hits and snea% attac%s improves to 0. At 6th level, the elemental savant becomes immune to paralysis. "er!ect Apotheosis 60x9) At th level, the elemental savant's transformation is completed. 8he must undergo a ceremony that lasts one full day. $hen this ceremony is complete, the elemental savant's type changes to outsider Celemental, with the elemental subtype appropriate to her patron element. 8he becomes immune to stunning, critical hits, snea% attac%s, and all forms of aging. 8he no longer needs to eat, drin%, or breathe. 8he gains immunity to the energy type associated with her patron element. inally, she can sustain her elemental form for as long as she desires. Gnli%e most outsiders, an elemental savant who has reached a perfect apotheosis can still be returned to life by resurrection spells.
#ealer adepts are mages who use their magical talents to restore life to the land. A healer adept believes that when magic has twisted and damaged the land, only magic has the power to restore that land to health. They match their arcane prowess with a druid's connection with the spirits of the land to channel their own life/energy into healing the scorched ecosystem. Gnli%e defilers, who steal from the land, and preservers, who merely attempt to balance the power they ta%e, a healer adept repays the land with more energy than he draws away. This drains their own life energy, wea%ening their health and shortening their lives. #owever, most healer adepts consider this a reasonable price to pay for the restoration of the land that they protect. uali!ications) "nly a character who is both a wi4ard and a druid can reasonably become a healer adept. 9t is theoretically possible for a high/level rangerIwi4ard to become a healer adept, but they gain little from the healer adept's s%ills.
.
.1
To become a healer adept, a character must fulfill all of the following criteria. S/ills= @nowledge Carcana 0 ran%s, @nowledge Cnature 0 ran%s. 'eats) 3annot %now any Ba4e feats. Spellcasting) Ability to cast +nd level arcane spells, ability to cast + nd level primal spells. Special) The character must spend at least one wee% studying the energy flow of a fertile or abundant natural setting. This area must be in the wilderness, and not a cultivated region li%e a garden or farmland.
All the following are class features of the healer adept class. Hit $ie) d*. Class S/ills) 2luff, @nowledge Carcana, @nowledge Cnature, 8pellcraft, 8urvival. S/ill "oints) #ealer adepts receive + 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) #ealer adepts gain no proficiency with any weapon or armor. Spellcasting) $hen a new healer adept level is gained, the character gains new spells per day, caster levels, readied spells, and spells %nown as if he had increased his level in an arcane spellcasting class he belonged to before adding the prestige class and a primal spellcasting class he belonged to before adding the prestige class. #e does not, however, gain any other benefits a character of that class would gain. 9f the healer adept had more than one arcane spellcasting class or more than one primal spellcasting class before becoming a healer adept, he must decide which class he improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Oath o! -i!e) #ealer adepts ta%e sacred oaths to nourish and protect the land from defiling. Fiolation of this oath cuts the healer adept off from his abilities. A healer adept who defiles for any reason loses all class features of the healer adept class and his ability to cast primal spells, and must receive both an atonement and a conversion to recover his abilities. 3onsorting with defilers or others who see% the harm of the land may also result in the healer adept
brea%ing his oath. $raining Arcana 6Su9) The goal of a healer adept is to return to the land more energy than he ta%es. This process is accomplished in two different ways. irst, at the end of each day in which he cast arcane spells, the healer adept must e!pend a number of primal spell levels eEual to twice his healer adept level. This magical energy returns to the land and restores it, though the healer adept receives no direct benefit from doing so. 9f he cannot do so, he builds up a debt to the land eEual to the number of spell levels that he fell short. 9f a healer adept's debt ever e!ceeds twice his healer adept level, he loses the ability to cast divine spells until he pays off his debt. ?o other person or force can pay a healer adept's debt to the land 7 he must do so himself, using his own energy. 8econd, the healer adept supplements his own life energy with that of the land when he casts arcane spells. This imposes a terrible strain on his body, and causes him to age at twice the normal rate. or every year that passes, a healer adept ages two years. "nly a ish , miracle , or protection from time spell can prevent this aging from occurring. HealerEs Bond 6Su9) A healer adept forms a magical lin% to the land around him, allowing him to mingle his own energies with the land's when he casts spells. A healer adept can ignore terrain penalties to saving throw D3 and caster level chec%s for his arcane spells. #e does not gain bonuses from terrain modifiers when he would not normally, however. A healer adept can also cast arcane spells in areas without plant life, such as the Dead ands. Doing so is e!tremely draining, however, leaving the healer adept e!hausted for one minute per level of the spell. A healer adept cannot cast arcane spells in such an environment while e!hausted. Strength o! the -and 6Su9) At +nd level, the healer adept's deep ties to the land help fuel his druidic magic. 9f he would gain a terrain bonus to his arcane spells, he also gains that bonus for his primal spells. Combine Spells 60x9) At (rd level and beyond, a healer adept can merge his reservoir of primal power with his %nowledge of arcane magic. #e combines his daily st level spell slots for his primal and arcane classes. #e can use this combined pool to cast any readied primal or arcane spell. At 0 th level, and every odd/numbered level thereafter, the healer adept
.2
applies this benefit to the ne!t highest level of spells, finally combining his *th level spell slots at (th level. Counter,RaGe 6Su9) At (rd level, a healer adept gains the ability to prevent a defiler from stealing enough energy to defile. $hen a mage with a caster level eEual to or lower than the healer adept's primal caster level defiles within feet per class level of the healer adept, he automatically senses it and can use an immediate action to counter the defiling. The defiler still spends the normal actions to defile, but he gains no additional benefit from doing so. The spell does not gain a bonus to its caster level or saving throw D3, Ba4e feats are not activated, and no creature or plant suffers from the defiling radius. The defiler's spell still goes off unless the healer adept uses some other means to counter it. Aura o! ;ro.th 6Su9) At )th level, a healer adept begins to pro>ect a healing energy into the land nearby, nourishing plants in his area. All mages within feet Healer Adept
per class level of the healer adept, including the healer adept himself, treat the terrain as one category higher for the purposes of casting arcane spells. 1lant creatures in the area gain fast healing unless the healer adept specifically wills otherwise. (imeless Bod# 60x9) At *th level, a healer adept's bond with the land stabili4es his body from the deleterious effects of aging. #e continues to age normally, but no longer ta%es ability score penalties for doing so. Any penalties that he has accrued remain in place, however. The healer adept also becomes immune to all forms of magical aging apart from that imposed by his draining arcana feature. 2onuses for aging still accrue, and the healer adept still dies of old age when his time is up. Aura o! Vigor 6Su9) At 5th level, the healer adept's ability to pro>ect healing energy increases to allow him to affect living creatures. $hen he casts an arcane or primal spell, living creatures within 0 feet per level of
Hit $ie) d
S/ill "oints) 2 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Spellcasting
Draining arcana, healer's bond, oath of life
level of e!isting arcane class level of e!isting primal class
+
8trength of the land
level of e!isting arcane class level of e!isting primal class
(
+
3ombine spells C, counter/ra4e
level of e!isting arcane class level of e!isting primal class
)
+
+
Aura of growth
level of e!isting arcane class level of e!isting primal class
0
+
+
+
(
3ombine spells C+
level of e!isting arcane class level of e!isting primal class
*
(
+
+
(
Timeless body
level of e!isting arcane class level of e!isting primal class
5
(
+
+
)
Aura of vigor, combine spells C(
level of e!isting arcane class level of e!isting primal class
&
)
(
(
)
6
)
(
(
0
Aura of conservation, combine spells C)
level of e!isting arcane class level of e!isting primal class
0
(
(
0
#ealer's restoration
level of e!isting arcane class level of e!isting primal class
0
)
)
*
3ombine spells C0
level of e!isting arcane class level of e!isting primal class
+
*
)
)
*
Aura of healing
level of e!isting arcane class level of e!isting primal class
(
*
)
)
5
3ombine spells C*
level of e!isting arcane class level of e!isting primal class
)
5
0
0
5
9mmortal guardian
level of e!isting arcane class level of e!isting primal class
level of e!isting arcane class level of e!isting primal class
.
.
the spell gain a morale bonus to attac% rolls, ability chec%s, and s%ill chec%s. The healer adept is not reEuired to use this ability; he may disable or enable its use at will. Aura o! Conser%ation 6Su9) At 6th level, a healer adept can protect land near himself from defiling. A defiler who attempts to defile land within feet per class level of the healer adept must ma%e a ortitude save CD3 class level $isdom modifier or ta%e + damage per healer adept level. This may cause the defiler to lose the spell if he fails a concentration chec%. "therwise, this ability does not prevent a defiler from successfully defiling, though the healer adept may still use his counter/ra4e ability as normal. HealerEs Restoration 6Su9) At th level, a healer adept may focus his energy to restore life to a desolate region. #e must choose an area of the wasteland with an infertile or worse terrain type. #e can then wor% powerful magic to reshape the land= moving groundwater from deep in the ground close to the surface, ad>usting soil acidity and consistency, building shielding roc% formations, and other such techniEues to ensure sustainable fertility. Doing so ta%es twelve hours of wor% each day for seven days, and reEuires the e!penditure of all arcane and primal spell slots that the healer adept possesses. #e can miss no more than two days in a row in this process before the effort is wasted and he must begin again. 9f the healer adept has access to a tree of life which he can root in the center of his terrain, this process only ta%es two days. Gpon completing this process, a region encompassing one sEuare mile is restored to verdant health. 9ts terrain type moves up three steps, to a ma!imum of abundant. ands restored by a healer adept are self/sustaining, reEuiring no special up%eep to continue their good health. Moreover, they e!pand naturally at a rate of 0 feet per month in all directions, or twice that rate if based around a tree of life. A healer adept who has restored the land in this fashion forms a permanent bond with that land. #e becomes immune to the negative effects of a defiler's defiling radius, regardless of that defiler's level. The rate at which he naturally recovers hit points and ability score damage doubles. inally, he can sense the presence and location of defiling in his restored land
at any distance, and can cast ,acklash and conservation within his restored land at any distance. $hile within his restored land, the healer adept gains damage reduction 0Ievil, fast healing +, and spell resistance eEual to his class level, and he gains a + bonus to caster level and saving throw D3 for his arcane and primal spells. Aura o! Healing 6Su9) At +th level, a healer adept perfects his healing pro>ection so that it actually heals living creatures. $hen he casts an arcane or primal spell, living creatures within 0 feet per level of the spell gain fast healing for one round per class level. mmortal ;uardian 60x9) At )th level, the spirits of the land reward a surviving healer adept for his dedication by fueling his body with their own energies. #is type changes permanently to fey, and he becomes an immortal creature. #e no longer ages for any reason, and cannot die of old age. 9n addition, he gains damage reduction Ievil. Fery few healer adepts live to reach this age, but those few are revered for their power and wisdom.
9ron defenders are named for two signature Eualities of the metal. irst, their value= an iron defender is held to be
To become an iron defender, a character must fulfill all
.!
of the following criteria. Base Attac/ Bonus= 0. S/ills) 1erception 0 ran%s. 'eats) 3ombat Befle!es, 8tand 8till, Toughness.
De!terity bonus to A3 if an opponent uses the feint action against him. 9f the iron defender already has uncanny dodge from another class, he instead gains improved uncanny dodge. $amage Reduction 60x9) At +nd level, the iron defender gains damage reduction I7. This damage reduction increases at every even/numbered level All the following are class features of the iron thereafter, as shown on the table. defender class. "ain!ul mmobiliGation 60x9) At (rd level, an iron Hit $ie) d+. defender can combine the use of his 8tand 8till feat Class S/ills) 3limb, 1erception, 8ense Motive. with an ordinary attac% of opportunity. #e can ma%e S/ill "oints) 9ron defenders receive + both the attac% of opportunity and the combat 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) 9ron defenders maneuver to immobili4e his target at the same time. are proficient with all simple and martial weapons, all #e uses only a single attac% of opportunity for the round when he does so. light, medium, and heavy armor, and all shields. Mobile $e!ense 60x9) At )th level, an iron defender AC Bonus) 9ron defenders gain a dodge bonus to Armor 3lass. This bonus increases as he levels, to a can ma%e minor ad>ustments to his position while in defensive stance. #e can ta%e one 0/foot step each ma!imum of ) at th level. round without brea%ing the defensive stance. 9n Cunning Opportunist 60x9) An iron defender addition, if the iron defender ends his defensive relies as much on awareness of his environment as stance, he can resume it after five rounds instead of sheer refle!es. #e may use his $isdom modifier to one minute. determine the number of additional attac%s of mpro%ed :ncann# $odge 60x9) At 0th level, an opportunity that he gains from the 3ombat Befle!es iron defender can no longer be flan%ed. This defense feat. #e may still use his De!terity modifier if it is denies a rogue the ability to snea% attac% the iron higher. defender by flan%ing him, unless the attac%er has at $e!ensi%e Stance 60x9) An iron defender can least four more rogue levels than the assassin has iron assume a defensive stance as a free action. $hile in defender levels. 9f the assassin already has improved this stance, he gains + 8trength, a + bonus to all saving throws, a ) dodge bonus to Armor 3lass and 3ombat Maneuver Defense, and temporary hit points ron $e!ender Hit $ie) d12 eEual to twice his #it Dice. An iron defender can 'ort Re! ill AC -e%el BAB Sa%e Sa%e Sa%e Bonus Special remain in defensive stance for 0 $isdom modifier 3unning opportunist, rounds per day, plus three additional rounds per iron defensive stance, defender level. The defensive stance ends immediately uncanny dodge if the iron defender moves from his current location. + + Damage reduction I7 Any sort of voluntary movement immediately ends ( ( + 1ainful immobili4ation the stance, though involuntary movement Cas from a ) ) + + Damage reduction (I7, bull rush does not. 8tanding from prone does not mobile defense count as movement for the purpose of a defensive 0 0 ( + + + 9mproved uncanny stance. The iron defender can also voluntarily cancel dodge his defensive stance as a free action. "nce the * * ( + + + Damage reduction )I7, defensive stance has ended for any reason, it cannot be opportunity trip resumed for one minute. 5 5 ) + + ( Defensive reach :ncann# $odge 60x9) An iron defender cannot be & & ) ( ( ( Damage reduction *I7 caught flatfooted, even if the attac%er is invisible. #e 6 6 0 ( ( ( 1erfect defender still loses his De!terity bonus to A3 if immobili4ed. 0 ( ( ) Damage reduction 5I7, An iron defender with this ability can still lose his retaliation .
.$
uncanny dodge, the levels from the classes that grant improved uncanny dodge stac% to determine the minimum rogue level reEuired to flan% the iron defender. Opportunit# (rip 60x9) At *th level, when the iron defender ma%es an opportunity attac%, he can choose to attempt to trip his target instead of immobili4ing it. #e still provo%es an attac% of opportunity for doing so if he does not have the 9mproved Trip feat. $e!ensi%e Reach 60x9) At 5th level, an iron defender's reach increases by 0 feet when he is in defensive stance. "er!ect $e!ender 60x9) At 6th level, an iron defender can e!tend his protective stance to his allies. Any ally within the iron defender's reach while he is in his defensive stance gains a circumstance bonus to saving throws and a + circumstance bonus to Armor 3lass and 3ombat Maneuver Defense. Retaliation 60x9= At th level, an iron defender in defensive stance can instantly riposte against an enemy who gives him an opening. "nce per round, he can ma%e an attac% of opportunity against an enemy he threatens that misses him with a melee attac%. That enemy is denied its De!terity bonus to Armor 3lass against this attac%. 9f the iron defender chooses to attempt to trip that enemy and succeeds, any further attac%s that enemy might have made are automatically canceled.
manifesting. Most loremasters are psions and wi4ards, although a few are wilders with a scholarly bent. 3lerics can also benefit from the loremaster's abilities, though most are too concerned with their own element's necessities to worry about the time/ consuming tas% of gathering %nowledge. A few templars become loremasters, either out of personal interest or a desire to fulfill their bureaucratic tas%s more efficiently, though such individuals are seen as dangerously well/informed. Druids are poorly suited to the loremaster's life, being able to gain their own %nowledge from the spirits of the land.
To become a loremaster, a character must fulfill all of the following criteria. S/ills= @nowledge Cany three 5 ran%s in each. 'eats) Any two metamagic, metapsionic, or item creation feats, plus 8%ill ocus C@nowledge QanyR. -anguage) iterate in at least two languages. 9n addition, a character must meet one of the following reEuirements. #e does not need to meet both. Mani!esting) Ability to manifest ( rd level powers. Spellcasting) Ability to cast ( rd level spells.
All the following are class features of the loremaster class. Hit $ie) d*. Class S/ills) Appraise, Diplomacy, #andle The loremaster is a gatherer and %eeper of secrets. #e Animals, #eal, @nowledge Call, inguistics, 1erform, 8pellcraft, Gse -nchanted Device. is often obsessed with gathering written records to S/ill "oints) oremasters receive ) 9ntelligence form an archive of the surviving history of the modifier s%ill points at each level. Tablelands. #olding to the adage that %nowledge is eapon and Armor "ro!iciencies) oremasters power, the loremaster often forsa%es material wealth and personal glory for rare or unusual information, an gain no proficiency with any weapon or armor. Mani!esting=Spellcasting) $hen a loremaster endless Euest that brings him closer to his gains a level in the loremaster class, he must choose unattainable goal= perfection through edification. one of the following benefits. This choice may be "ften re>ecting what he views as the pointless changed at each level, but it cannot be changed affectations and transitory pleasures of his short/ retroactively. sighted neighbors, the loremaster believes that the &anifesting: The loremaster gains additional power only worthwhile goal in life is the acEuisition and points, manifester levels, powers %nown, and talents preservation of %nowledge. %nown as if he had increased his level in a manifesting uali!ications) The loremaster class holds little class he belonged to before adding the prestige class. appeal for those without academic training, and its #e does not, however, gain any other benefits a benefits focus directly on spellcasting and
.'
-oremaster
Hit $ie) d
S/ill "oints) 4 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Mani!esting=Spellcasting
8ecret
level of e!isting class
+
ore
level of e!isting class
(
+
8ecret
level of e!isting class
)
+
+
2onus language
level of e!isting class
0
+
+
+
(
8ecret
level of e!isting class
*
(
+
+
(
reater lore
level of e!isting class
5
(
+
+
)
8ecret
level of e!isting class
&
)
(
(
)
2onus language
level of e!isting class
6
)
(
(
0
8ecret
level of e!isting class
0
(
(
0
True lore
level of e!isting class
.
character of that class would gain. 9f the loremaster had more than one manifesting class before becoming a loremaster, he must decide which class he improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. #pellcasting: The loremaster gains new spells per day, caster levels, readied spells, and spells %nown as if he had increased his level in a spellcasting class he belonged to before adding the prestige class. #e does not, however, gain any other benefits a character of that class would gain. 9f the loremaster had more than one spellcasting class before becoming a loremaster, he must decide which class he improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Secret 60x9) At st level and every two class levels thereafter, a loremaster may choose one secret from the list below. #e can't choose the same secret twice unless the secret specifically notes otherwise. Applica,le ?noledge: The loremaster gains a bonus feat. This secret may be gained more than once. .attle 5ore: The loremaster gains a dodge bonus to Armor 3lass. This secret may be gained more than once, up to three times. 9ts benefits stac%. Eldritch Poer: The loremaster gains a bonus st/ level spell slot, as if from a high ability score. This secret may be gained more than once. -ach successive choice increases the level of the spell slot gained by , to a ma!imum of a ( rd/level spell slot. A loremaster who could not otherwise cast spells does not gain the ability to do so by gaining this secret. $idden ?noledge of the &ind: The loremaster gains power point, as if from a high ability score. This secret may be gained more than once. -ach successive
choice increases the number of power points gained by +, to a ma!imum of 0 power points per choice of this secret. A loremaster who did not otherwise have a power point reserve does not acEuire one by gaining this secret. >nstant &aster: The loremaster gains * s%ill points which must be spent on @nowledge s%ills. This secret may be gained more than once. 5ore of %rue #tamina: The loremaster gains a + bonus on ortitude saving throws. &stical $ealth: The loremaster gains a number of bonus hit points eEual to ( twice his class level. This bonus improves as the loremaster's level increases. Revealed Poer: The loremaster gains %nowledge of a single spell or psionic power that he did not %now before. This spell or power does not need to be on the loremaster's class list for a previous manifesting or spellcasting class, but it must be a spell or power that he can cast or manifest. #e can ready, cast, andIor manifest that power normally. A loremaster who is also a speciali4ed wi4ard can use this secret to ready and cast a spell of his opposed school normally. This secret may be gained more than once. A loremaster who could not otherwise cast spells or manifest powers does not gain the ability to do so by gaining this secret. #ecrets of >nner #trength: The loremaster gains a + bonus on $ill saving throws. #ecret ?noledge of Avoidance: The loremaster gains a + bonus on Befle! saving throws. -ore 60x9) At +nd level, a loremaster gains an insight bonus eEual to his class level to all @nowledge chec%s. 9n addition, he treats all @nowledge s%ills as if he had training in them.
.)
Bonus -anguages) At )th and &th level, a loremaster learns a new language. #e learns both the spo%en and the written form of that language. ;reater -ore 60x9) At *th level, the loremaster may apply the insight bonus granted by his lore ability to Appraise, 1sicraft, and 8pellcraft chec%s. (rue -ore 60x9) At th level, a loremaster's vast %nowledge allows him to instantly uncover useful information. "nce per day, the loremaster may use one of the following effects. Anal0e Auras: The loremaster may view magical and psionic auras as if he were under the affects of an anal0e deomer spell. Gnli%e normal, this anal0e deomer effect can view psionics. The loremaster can use this ability as if he were a + th level wi4ard. $percognition: The loremaster may rapidly process the information %nown to him as if he were benefiting from the hpercognition power. 5egend 5ore: The loremaster may gain instant %nowledge as if he had benefited from the legend lore spell. ?o matter the loremaster's access to or %nowledge of the sub>ect, the
uali!ications) Most metaminds are psions or wilders who are willing to trade versatility and finesse for raw power. A few psychic warriors become metaminds, but rarely follow the path to its end.
To become a metamind, a character must fulfill all of the following criteria. S/ills= @nowledge Cpsionics 0 ran%s, 1sicraft ( ran%s. 'eats) 1sionic -ndowment. Mani!esting) Manifester level 0 th.
All the following are class features of the metamind class. Hit $ie) d*. Class S/ills) Autohypnosis, @nowledge Cpsionics, 1sicraft. S/ill "oints) Metaminds receive + 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Metaminds gain no proficiency with any weapon or armor. "o.er "oint Reser%e) At every level, a metamind gains additional power points as if he had increased his level in a manifesting class he belonged to before Metaminds %now that accumulating the most power adding the prestige class. #e does not, however, gain in the shortest time is the %ey to psionic superiority. any other benefits a character of that class would gain. All metaminds strive for
Hit $ie) d
-e%el
BAB
'ort Sa%e
+
(
)
+
0
S/ill "oints) 2 * nt mod per le%el
Re! Sa%e ill Sa%e Special
"o.er "oint Reser%e
Mani!esting
1sychic battery (Iday
level of e!isting class
7
1sychic reserves C0 11
level of e!isting class
level of e!isting class
+
1sychic battery )Iday
level of e!isting class
7
+
1sychic reserves C6 11
level of e!isting class
level of e!isting class
+
+
+
(
1sychic battery 0Iday
level of e!isting class
7
*
(
+
+
(
1sychic reserves C( 11
level of e!isting class
level of e!isting class
5
(
+
+
)
1sychic battery *Iday
level of e!isting class
7
&
)
(
(
)
1sychic reserves C5 11
level of e!isting class
level of e!isting class
6
)
(
(
0
1sychic battery 5Iday
level of e!isting class
7
0
(
(
0
ont of power
level of e!isting class
level of e!isting class
.
.+
Mani!esting) At every even class level, a metamind gains manifester levels, powers %nown, and talents %nown as if he had increased his level in a manifesting class he belonged to before adding the prestige class. #e does not, however, gain any other benefits a character of that class would gain. 9f the metamind had more than one manifesting class before becoming a metamind, he must decide which class he improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. "s#chic Batter# 6Su9) Metaminds can tap psionic resources that other manifesters cannot even fathom. Three times per day, a metamind can gain additional power points eEual to his metamind level while manifesting a power. These power points can only be used for the purpose of augmenting the power or paying the cost of metapsionic feats. Any power points gained this way that are not spent immediately are lost. The metamind gains an additional daily use of this ability at every odd/numbered metamind level. "s#chic Reser%es 60x9) At +nd level, a metamind's power point reserve increases by 0 power points, as if by having a high ability score. #e gains an additional ) power points at every even/numbered metamind level thereafter. 'ont o! "o.er 6Su9) At th level, a metamind learns how to temporarily access a reserve of nigh/ infinite power. "nce per day, for up to minute, the metamind can manifest and augment any of his powers without drawing on his power point reserve. 9n effect, he has infinite power points for this time. #e still cannot spend more power points on any single power than his manifester level. 9f a metamind using this ability enters a metaconcert , his regular power point reserve is accessed normally for the purpose of his contribution to the pool. Metaminds cannot use action points to gain additional uses of font of power.
feared as telepathy. Telepaths have adopted the pe>orative name
To become a mindbender prodigy, a character must fulfill all of the following criteria. S/ills= 1sicraft 0 ran%s, 8ense Motive ( ran%s. Mani!estation) Ability to manifest read thoughts as a psionic power or psi/li%e ability.
All the following are class features of the mindbender prodigy class. Hit $ie) d&. Class S/ills) 2luff, @nowledge Cpsionics, 1sicraft, 8ense Motive, 8tealth. S/ill "oints) Mindbender prodigies receive ( 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Mindbender prodigies gain no proficiency with any weapon or armor. Mani!esting) At the indicated levels, a 1sionics are an honorable and respectable avocation in the Tablelands in most of their forms. Many members mindbender prodigy gains additional power points, of the nobility and the merchant houses have received manifester levels, powers %nown, and talents %nown as if she had increased her level in a manifesting class training in the academies, and benefited from the discipline imposed there. #owever, not all psionics is she belonged to before adding the prestige class. 8he does not, however, gain any other benefits a character well/li%ed, and no branch of the psychic arts is as
..
of that class would gain. 9f the mindbender prodigy had more than one manifesting class before becoming a mindbender prodigy, she must decide which class she improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Anticipate 6Su9) A mindbender prodigy speciali4es in reading the thoughts of her enemies, which show her when and how they will stri%e. $hile sustaining read thoughts , she gains a insight bonus to her Armor 3lass, 3ombat Maneuver Defense, and Befle! saves against attac%s from a creature whose surface thoughts she is reading Cthe target has failed its $ill save against her read thoughts power, as well as an identical insight bonus to her attac% rolls, 3ombat Maneuver 2onus, and damage rolls against such creatures. 9f the mindbender prodigy is denied her De!terity bonus to Armor 3lass, she also loses this insight bonus. At every odd/numbered class level after st , the bonus granted by this ability increases by . rresistible (elepath# 60x9) A mindbender prodigy can brea% the defenses of even the strongest minds. 8he can add her mindbender prodigy level to her manifester level for the purpose of manifesting read thoughts< The saving throw D3 of her read thoughts power increase by , and by a further for every three mindbender prodigy levels she attains. 9n addition, she gains the ability to augment read thoughts as follows. or every additional power point she spends, the length of the cone increases by feet. or every two power points she spends in this way, the saving throw D3 of the power increases by . Mindbender "rodig#
Spherical Read (houghts 60x9) 9f the mindbender prodigy chooses, she can distort the area of her read thoughts power into a sphere rather than a cone. The radius of the sphere eEuals one/half the length of the cone. 8he can switch between the two forms of the power as a swift action. Sustained (elepath# 60x9) A mindbender prodigy's e!tensive practice with her telepathic abilities allows her to use them effectively in the thic%est combat. $hile maintaining her psionic focus, she can concentrate on read thoughts as a free action. 9f she ta%es damage, she must still ma%e a concentration chec% to sustain the power as normal, but she may add her mindbender prodigy level to her manifester level for this purpose. 9f she e!pends her psionic focus for any reason, she resume spending standard actions to concentrate on read thoughts until she regains her focus. nsinuation 6"s9) At +nd level, a mindbender prodigy can weave her own commands into her enemies' thoughts. 8he gains psionic suggestion as a psi/li%e ability with a manifester level eEual to her class level, usable once per day. 9f an enemy is already affected by her read thoughts power, it ta%es a /0 penalty to its $ill save against this psi/li%e ability. At every even/numbered mindbender prodigy level after +nd , she gains another daily use of this ability, to a ma!imum of five times per day at th level. "ierce Resistance 6Su9) At (rd level, a mindbender prodigy can e!tend her command to creatures that resisted her power initially. As a standard action on the round after she manifests a telepathy power or psi/
Hit $ie) d<
S/ill "oints) 3 * nt mod
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Mani!esting
Anticipate , irresistible telepathy CD3 , spherical 7 read thoughts, sustained telepathy
+
9nsinuation Iday
level of e!isting class
(
+
+
Anticipate +, irresistible telepathy CD3 +, pierce resistance
7
)
(
+
3oordinate defense, insinuation +Iday
level of e!isting class
0
(
+
+
(
Anticipate (, shatter mind blan% Iday
7
*
)
+
+
(
9nsinuation (Iday, irresistible telepathy CD3 (
level of e!isting class
5
0
+
+
)
Anticipate ), coordinate offense
7
&
*
(
(
)
9nsinuation )Iday, shatter mind blan% +Iday
level of e!isting class
6
*
(
(
0
Anticipate 0, irresistible telepathy CD3 )
7
5
(
(
0
9nsinuation 0Iday, predict tactics
level of e!isting class
.
100
li%e ability, she can force any targets that successfully saved against that power to ma%e another $ill save against the same D3. 9f they fail, they immediately fall under the influence of the original effect. A mindbender prodigy may only attempt to pierce resistances once for any given manifestation of a power or psi/li%e ability. Coordinate $e!ense 6Su9) At )th level, a mindbender prodigy can share some of her psychic perceptions to her allies. Any allies affected by the mindbender prodigy's read thoughts power gain one/ half of the insight bonus to Armor 3lass, 3ombat Maneuver Defense, and Befle! saves granted by her anticipate class feature. Allies can, as normal, choose to voluntarily fail their saving throw against read thoughts to be sure of gaining this benefit. The mindbender prodigy can grant or withhold this bonus from any creature affected by her read thoughts power as a free action. Shatter Mind Blan/ 6"s9) At 0th level, a mindbender prodigy learns to brea% the strongest defenses against her powers. 8he gains shatter mind ,lank as a psi/li%e ability with a manifester level eEual to to twice her class level, usable once per day. At &th level, she gains another daily use of this ability. Coordinate O!!ense 6Su9) At 5th level, a mindbender prodigy's ability to share her telepathic insights with her allies improves. Any allies affected by the mindbender prodigy's read thoughts power gain one/half of the insight bonus to attac% rolls, 3ombat Maneuver 2onus, and damage rolls granted by her anticipate class feature. Allies can still choose to voluntarily fail their saving throw against read thoughts to be sure of gaining this benefit. The mindbender prodigy can grant or withhold this bonus from any creature affected by her read thoughts power as a free action. "redict (actics 60x9) At th level, a mindbender prodigy can predict her enemies' tactics from their thoughts, and from that reading determine when best to act. $hile sustaining read thoughts , she can ta%e the delay action without losing her place in the initiative order. Moreover, she can interrupt the actions of any creature affected by her read thoughts power and ta%e her full complement of actions immediately. 9f she does not choose to do so, she can ta%e her actions at the end of initiative and act normally in the ne!t
round. or e!ample, Areina Cpsychic warrior 0Imindbender prodigy ) is currently sustaining read thoughts and has chosen to delay her actions. The last creature in initiative is a gith warrior, who is currently affected by her read thoughts and has chosen to charge one of Areina's party members. At any time during the gith's turn, Areina can elect to ta%e her actions. 8he chooses to act once the gith has begun its charge, moving ad>acent to it in mid/move Cthereby provo%ing an opportunity attac% and ma%ing an attac% against the gith. After Areina has completed her actions, the gith's turn resumes, at which time it must choose whether to complete the charge Cand thus provo%e an opportunity attac% from Areina. 9f Areina had chosen not to act during the gith's turn, she would have ta%en her action at the end of the round and resumed her normal place in the initiative in the ne!t round.
The great masters of ranged combat are renowned for their precision. 8teady hands and unblin%ing eyes place arrows and bullets on target without fail. 2ut even these accomplished warriors pale in comparison to the powers of the soulbow 7 a psionic archer who can literally will his shots wherever he desires. 8oulbows can create arrows of pure force, place fragments of their own $ill into their pro>ectiles, and even fire arrows through creatures and solid ob>ects. 8oulbows may develop their talents from their natural psionic abilities, but most are psychic warriors trained in the academies. Most soulbows are eventually influenced by the teachings of 2ental egger, an Gri%an hero who developed the s%ills of the soulbow to their limit, or Bra>th4thm, the thri/%reen sage famous for his prowess in the archer's s%ills. uali!ications) Most soulbows began their careers as psychic warriors, who can easily meet the prereEuisites of the class and benefit from all of its abilities. 8ome also started as psions or wilders who branched out into more martial classes li%e ranger and fighter. ?o character without a psionic bac%ground can become a soulbow at all.
To become a soulbow, a character must fulfill all of the
101
following criteria. Base Attac/ Bonus) ). S/ills) 1sicraft * ran%s. 'eats) 1oint 2lan% 8hot, 1recise 8hot, 1sionic 8hot. "o.ers) Ability to manifest + nd level psionic powers.
enhancement bonus to attac% and damage rolls. The soulbow does not need to spend money or time creating enhanced pro>ectiles, but his enhanced pro>ectiles wor% only for him. As normal, an enhancement bonus on ammunition does not stac% with enhancement bonuses from ranged weapons, but any other enchanted properties of the soulbow's weapon are applied normally. At (rd level, the enhancement bonus granted by All the following are class features of the soulbow this ability increases to +, and by a further for class. every two soulbow levels thereafter, to a ma!imum of Hit $ie) d. 0 at 6th level. At 0th level, this ability also provides all Class S/ills) 1erception, Bide, 8tealth, 8urvival. enhanced pro>ectiles with the distance property Cwhich S/ill "oints) 8oulbows receive ) 9ntelligence doubles the range increment of the shot. modifier s%ill points at each level. 'ocused Shot 6Su9) A soulbow can enter a brief eapon and Armor "ro!iciencies) 8oulbows are trance to steady and guide his shots with psionic proficient with all simple and martial weapons, light power. As a full/round action while he maintains his armor, medium armor, and shields. psionic focus, the soulbow can ma%e a single ranged Mani!esting) At the indicated levels, a soulbow attac% with a 0 bonus to the attac% roll. This attac% gains additional power points, manifester levels, deals normal damage. At ( rd level, the soulbow's powers %nown, and talents %nown as if he had d damage. This increased his level in a manifesting class he belonged focused shot deals an additional th th damage increases to +d at * level, and to (d at 6 to before adding the prestige class. #e does not, level. ?o other ability may be used in con>unction however, gain any other benefits a character of that with this one. class would gain. 9f the soulbow had more than one mbue Arro. 6"s9) At +nd level, a soulbow gains manifesting class before becoming a soulbow, he must decide which class he improves with this feature. This the ability to manifest a psionic power on a pro>ectile. $hen the pro>ectile is fired, the spell activates when choice may be changed at each level, but it cannot be the pro>ectile lands. A soulbow may only manifest an changed retroactively. 0nhance Arro.s 6Su9) Any unenchanted pro>ectile area power or a targeted power in this way. An area that a soulbow fires gains a psionic charge that ma%es power activates when the pro>ectile stri%es, and the power's area is centered on the pro>ectile, even if the it deadlier. Despite the name of this ability, it is not power is normally centered on the manifester. A restricted to arrows; a soulbow may augment bolts, bullets, pelota, atlatl >avelins, or any other pro>ectile he targeted power must include the pro>ectile's target as one of its targets. The manifester may determine the fires with this ability. 8uch pro>ectiles gain a Soulbo.
Hit $ie) d1
S/ill "oints) 4 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Mani!esting
-nhance arrows C, focused shot
7
+
+
9mbue arrow, 1oint 2lan% 1recision
level of e!isting class
(
(
+
+
-nhance arrows C+, focused shot Cd damage
level of e!isting class
)
)
+
+
@inetic bolt, see%er arrow
level of e!isting class
0
0
+
(
(
-nhance arrows C(, distance
7
*
*
+
(
(
ocused shot C+d damage, phase arrow
level of e!isting class
5
5
+
)
)
-nhance arrows C)
level of e!isting class
&
&
(
)
)
#ail of arrows
level of e!isting class
6
6
(
0
0
-nhance arrows C0, focused shot C(d damage
7
(
0
0
8oulreaver arrow
level of e!isting class
.
102
range for other targets as if he were standing where the pro>ectile struc%. 9n all other respects, an imbued power uses the weapon's range rather than the power's range. 9f the power reEuires a touch attac%, it automatically hits the creature struc% by the pro>ectile. Gsing this ability reEuires as much time as manifesting the power. The pro>ectile is fired as part of the manifestation. 9f the pro>ectile misses, the power is wasted and all power points are still e!pended. "oint Blan/ "recision) At +nd level, a soulbow gains 1oint 2lan% 1recision as a bonus feat if he does not already have it. 9f he does, he gains no other benefit. inetic Bolt 6Su9) At )th level, a soulbow can create pro>ectiles of pure force. As part of ma%ing a ranged attac%, the soulbow can con>ure a bolt, arrow, bullet, or other piece of ammunition appropriate to his weapon. These %inetic bolts deal normal physical damage, and are unenchanted. They do, however, benefit from the soulbow's enhance arrows feature as normal. See/er Arro. 6"s9) At )th level, a soulbow can launch an arrow at any target %nown to him within his weapon's range, and the arrow travels directly to the target, even around corners. "nly an unavoidable obstacle or the limit of the weapon's range prevent the pro>ectile's flight. This ability negates cover and concealment modifiers, but otherwise the attac% is rolled normally. This ability is a standard action that includes firing the pro>ectile. A soulbow can use this ability once per day, plus one additional time each day per two soulbow levels beyond )th , to a ma!imum of four times per day at th level. "hase Arro. 6"s9) At *th level, a soulbow can launch a pro>ectile that teleports directly to its target. The target must be %nown to the soulbow and within the weapon's range, though the effect is bloc%ed by any effect which would prevent dimensional travel. This attac% is treated as a touch attac%. Gsing this ability is a standard action that includes firing the pro>ectile. A soulbow can use this ability once per day, plus one additional time each day per two soulbow levels beyond *th , to a ma!imum of three times per day at th level. Hail o! Arro.s 6"s9) At &th level, the soulbow may fire a storm of arrows in place of a normal full attac% once per day. #e forgoes his normal attac%s in order to ma%e a single attac% against every enemy within his
weapon's range, to a ma!imum of one enemy for every soulbow level he has attained. -ach attac% uses his primary attac% bonus, and no enemy may be targeted by more than one pro>ectile. Soulrea%er Arro. 6Su9) At th level, a soulbow can craft a pro>ectile which utterly destroys the mind of its target. Any creature damaged by a soulreaver pro>ectile must ma%e a $ill save CD3 + $isdom modifier or die instantly. 9t ta%es one day to ma%e a soulreaver pro>ectile, and the pro>ectile only functions for the soulbow who created it. A soulbow may only have one soulreaver pro>ectile in e!istence at one time.
The most powerful members of the secretive Feiled Alliance are %nown as veiled ones, though the actual head/covering is optional. A veiled one has access to the innermost %nowledge of the Alliance, and to its stoc%piles of arcane power and %nowledge. 9n return for training and support, a veiled one is e!pected to devote much of her time to the Alliance's cause. 8he must do what she can to protect fellow preservers and Alliance members, stri%e what blows she may against the corrupt templars and the sorcerer/monarchs, and above all preserve the secrecy of the veiled order. "nce a mage has >oined the Feiled Alliance, she cannot leave short of death 7 the Alliance is >ustifiably fearful of the possibility of betrayal. uali!ications) "nly a wi4ard can become a veiled one, though unfortunately for the Alliance, not all are preservers. 9n a few rare circumstances, defiler agents for the sorcerer/monarchs have managed to infiltrate the upper echelons of the Alliance, and have become veiled ones themselves to perfect their disguise.
To become a veiled one, a character must fulfill all of the following criteria. S/ills= 2luff 0 ran%s, @nowledge Carcana 0 ran%s, 8pellcraft 0 ran%s. Spellcasting) Able to cast (rd level arcane spells. Special) 9nitiation into the Feiled Alliance.
All the following are class features of the veiled one class.
10
Hit $ie) d*. Class S/ills) 2luff, @nowledge Carcana, @nowledge Clocal, inguistics, 8pellcraft. S/ill "oints) Feiled ones receive + 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) Feiled ones gain no proficiency with any weapon or armor. Spellcasting) $henever a veiled one gains a level in the veiled one class, she gains new spells per day, caster levels, readied spells, and spells %nown as if she had increased her level in an arcane spellcasting class she belonged to before adding the prestige class. 8he does not, however, gain any other benefits a character of that class would gain. 9f the veiled one had more than one arcane spellcasting class before becoming a veiled one, she must decide which class she improves with this feature. This choice may be changed at each level, but it cannot be changed retroactively. Alliance Contact) A veiled one can draw on the resources of the Feiled Alliance to assist her. 8he does not necessarily %now many other mages, but the Alliance has connections in many places and industries. At st level, the veiled one gains a contact in her home city who serves as her lin% to the Alliance. "nce per wee% per class level, she can draw upon the Alliance's resources through the contact for one of the following purposes= Beceive general assistance Chousing, transportation, etc.. 1urchase spell components at a +0 discount. ind a mage for spellcasting assistance. ind information C) bonus to one Diplomacy chec% to gather information. rd At ( level, and every three veiled one levels •
• • •
Veiled One
thereafter, the veiled one can receive an introduction to a contact in another city/state who can provide the same benefits. 8he does not need to choose which city to gain a contact in immediately, but rather can accumulate potential introductions until they are needed. Secret Spellcra!t 60x9) A veiled one can receive e!pert training in concealing her magical abilities from others. 8he gains a bonus eEual to her veiled one level to 2luff chec%s to conceal spellcasting Cminimum . Spellpool 6Su9) The Feiled Alliance has carefully accumulated magical power and %nowledge over hundreds of years. 9n the process, they have learned a secret which permits them to pass arcane %nowledge to other mages. ?one but the most advanced members of the Alliance %now the e!act mechanism for this transfer, but all veiled ones can benefit from it. A veiled one is given a special ob>ect or trin%et which serves as her lin% to the spellpool. CThis ob>ect is never a veil 7 Feiled Alliance members tend to avoid any sort of enchanted veil or face/covering, for fear of revealing their identities to outsiders. A veiled one with a bonded ob>ect can use the bonded ob>ect as her lin% to%en. As a full/round action, the veiled one can focus her mind through her lin% to%en to call a spell from the spellpool. A veiled one can choose not to ready one or more spells each day in order to leave that mental space available for spellpool spells. $hen she draws upon the spellpool, she can
Hit $ie) d
S/ill "oints) 2 * nt mod per le%el
-e%el
BAB
'ort Sa%e
Re! Sa%e ill Sa%e Special
Spellcasting
Alliance contact, secret spellcraft, spellpool 9 level of previous arcane class
+
Alliance secret
level of previous arcane class
(
+
Alliance contact
level of previous arcane class
)
+
+
8pellpool 99
level of previous arcane class
0
+
+
+
(
Alliance secret
level of previous arcane class
*
(
+
+
(
Alliance contact
level of previous arcane class
5
(
+
+
)
8pellpool 999
level of previous arcane class
&
)
(
(
)
Alliance secret
level of previous arcane class
6
)
(
(
0
Alliance contact
level of previous arcane class
0
(
(
0
Feiled master
level of previous arcane class
.
10!
readied slots reEuired to do so. A veiled one can call one spell each day at st level, and one more for every two veiled one levels she attains. A veiled one gains access to the spellpool in phases as she proves her s%ill and loyalty to the Feiled Alliance. At st level, veiled ones can withdraw spells of st through (rd level. At )th level, they can withdraw spells of )th through *th level. At 5th level, they can withdraw spells of 5 th through 6th level. Alliance Secret 60x9) At +nd level, and every three class levels thereafter, the veiled one gains tutelage from fellow Alliance members. 8he can choose one of the following benefits. ?o secret may be gained more than once unless otherwise specified. Dispel &aster: The veiled one gains a + bonus to caster level chec%s to dispel magic. "ocused Casting: The veiled one gains a ( bonus to concentration chec%s. &indshield: The veiled one gains a + bonus to saving throws against charm and compulsion effects. Path Dexter: The veiled one gains 1ath De!ter as a bonus feat. 8he must meet its prereEuisites. This secret may be learned more than once. #pell 5ore: The veiled one gains a ( bonus to 8pellcraft chec%s. #tud: The veiled one gains a ( bonus to any one @nowledge s%ill. This secret may be learned more than once, each time applying to a different @nowledge s%ill. #u,dual &agic: $hen the veiled one casts a spell that deals damage, she may choose to ma%e half of that damage subdual. Veiled Master) At th level, the veiled one is inaugurated as a leader in the Feiled Alliance. 8he can call upon her Alliance contacts as often as she desires, and receives a +0 discount on any fees for their services Cfor a total of a 0 discount on spell components. 8he also gains access to the highest functions of the spellpool. As part of casting a spell, the veiled master may draw arcane energy from the spellpool's matri!. Doing so allows her to augment the spell with metamagic feats without increasing the spell level or casting time. 8he can add no more than four spell levels worth of metamagic feats to a single spell in this way, and no more than ten spell levels worth each day.
To most people, the deep wastes are a terror and a deadly danger. To the wasteland predator, they are a source of power and resilience. A wasteland predator has tested himself against the brutal landscape of Athas, and returned victorious and strong. #e sees himself as a superior creature. $here others would have died, he lived, and in doing so has earned the right to prey upon the wea% and unfit. 9n a land of pathetic herd animals, who rely on others to ensure their safety, the wasteland predator may roam freely and do as he wills. Amorality is not a reEuirement to become a wasteland predator, but it is an occupational ha4ard. Many wasteland predators are found in raiding tribes or elven communities, or even as guides through the most treacherous regions of the Tablelands. They tend to avoid the city/states, home of the
To become a wasteland predator, a character must fulfill all of the following criteria. Base Attac/ Bonus= 0. S/ills) 9ntimidate ( ran%s, 8urvival 0 ran%s. 'eats) 1ower Attac%. Special) The character must survive a >ourney through the wasteland alone. This >ourney must last at least one wee%, and the character cannot bring more supplies than he can carry personally.
All the following are class features of the wasteland predator class. Hit $ie) d+. Class S/ills) 3limb, 9ntimidate, 1erception, 8tealth, 8urvival. S/ill "oints) $asteland predators receive ) 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) $asteland
10$
predators are proficient with simple and martial weapons, and with light and medium armor, but not with shields. Rage 60x9) A wasteland predator can rage for + 3onstitution modifier rounds per day, as the barbarian class feature. $asteland predators can rage for one additional round each day for each class level past st. $asteland predators who already had the ability to rage from another class can add their wasteland predator level to their level in that class for the purpose of determining how long they can rage each day. Sudden Stri/e 60x9) 9f a wasteland predator catches an enemy off/guard, he can lash out at a vital spot for e!tra damage. $henever a wasteland predator's target is denied its De!terity bonus to Armor 3lass Cif any, his melee attac% deals d* e!tra damage. This damage is not applied to ranged attac%s, and creatures that are immune to snea% attac%s are also immune to sudden stri%es. The e!tra damage from sudden stri%e may only be dealt once per turn. At )th level, and every three levels thereafter, the e!tra damage inflicted by sudden stri%e increases by d*. 'right!ul Blo. 60x9) At +nd level, a wasteland predator can deal a powerful blow which stuns his target and stri%es fear into his enemies. "nce per day, when he ma%es a sudden stri%e melee attac%, he can choose to attempt a frightful blow. 9f he hits, the target must ma%e a ortitude save CD3 K wasteland predator level 8trength modifier or become stunned for round per two wasteland predator levels. 9f the target succeeds on its saving throw, it is instead nauseated for the same duration. 9n addition, if the attac% hits all enemies within ( feet who could see the attac% must ma%e a $ill save CD3 K wasteland predator level 3harisma modifier or become frightened Cif their #it Dice are lower than the wasteland predator's class level 3harisma modifier or sha%en Cif their #it Dice are eEual to or greater than the wasteland predator's class level 3harisma modifier. This fear lasts for one round per wasteland predator level. At 0th and &th levels, the wasteland predator gains another daily use of frightful blow. Stal/ the "re# 60x9) At +nd level, a wasteland predator gains a bonus on 8tealth and 8urvival chec%s
asteland "redator -e%el BAB
'ort Sa%e
Re! Sa%e
Hit $ie) d12 ill Sa%e Special
Bage, sudden stri%e Cd*
+
+
rightful blow Iday, stal% the prey
(
(
+
Deadly pounce Iday
)
)
+
8udden stri%e C+d*
0
0
(
+
+
rightful blow +Iday, stagger prey
*
*
(
+
+
Deadly pounce +Iday
5
5
)
+
+
8udden stri%e C(d*
&
&
)
(
(
rightful blow (Iday, undying fren4y
6
6
0
(
(
Deadly pounce (Iday
0
(
(
1redator's flurry, sudden stri%e C)d*
.
eEual to one/half his class level. $eadl# "ounce 60x9) At (rd level, the wasteland predator can ma%e powerful surprise charges. "nce per day, the wasteland predator may ma%e a full attac% at the end of a charge while raging. 9f he hits his target with one of these attac%s, it immediately loses its De!terity bonus to Armor 3lass until the beginning of the wasteland predator's ne!t turn. At * th and 6th level, the wasteland predator gains another daily use of deadly pounce. Stagger "re# 60x9) At 0th level, a wasteland predator can shoc% an enemy into flinching with >ust a loo%. $hile raging, he may use the 9ntimidate s%ill to feint instead of 2luff. #e also gains 9mproved eint as a bonus feat, regardless of whether he meets its prereEuisites. :nd#ing 'renG# 60x9) At &th level, the wasteland predator can disregard pain and in>ury and continue to fight. $hen reduced to negative hit points while raging he does not become unconscious, though he still gains wounds as normal and will bleed out unless stabili4ed. 9f his rage ends, the wasteland predator immediately falls unconscious, though he does not ta%e additional wounds for doing so. "redatorEs 'lurr# 60x9) At th level, a wasteland predator's rage gives him an unnatural ferocity in battle. $hile raging, the wasteland predator gains an additional attac% at his primary attac% bonus, and can ma%e two attac%s at his primary attac% bonus when he ta%es the Attac% action. 9f he has feats or abilities
10'
which allow him to modify such attac%s, such as 3leave or Fital 8tri%e, he may only modify one attac%.
arge bands of cavalry are rare in the Tablelands, as active cavalry mounts reEuire vast supplies of water that are difficult to maintain in the wasteland. #owever, small groups of light cavalry serve vital functions as scouts and s%irmishers for city/state and raiding tribe ali%e. The most s%illed riders, however, are those rare individuals called wildling outriders. Able to form a nearly supernatural bond with their mounts, wildling outriders e!cel at the hit/and/run fighting style of a raider band. They use their superior mobility to harry their foes to e!haustion and defeat. $ildling outriders come from many different cultures and conte!ts; some are simple mercenaries, some are loyal soldiers, some are brigands, and some are simply wanderers. All of them, however, share the capacity to build an e!traordinary trust in their beasts. uali!ications) Most wildling outriders started their career as rangers, whose s%ill set combines the martial prowess and s%ill with animals that characteri4es the outrider's abilities. "thers were druids who decided to develop a more combat/ oriented path, or fighters and barbarians with e!ceptional s%ill with animals.
To become a wildling outrider, a character must fulfill all of the following criteria. S/ills= #andle Animal 0 ran%s, Bide 0 ran%s. 'eats) Animal Affinity, Mounted 3ombat.
his mount's mobility to his best advantage, stri%ing hard and leaving his enemies in his dust. 9n any round in which the wildling outrider's mount moves at least feet, the outrider deals an additional d* damage on a single attac%. This damage can only be applied once per turn. 3reatures immune to critical hits are also immune to s%irmish damage. 8ince the wildling outrider can deal damage once per turn, enemies that provo%e attac%s of opportunity from her may also ta%e the e!tra s%irmish damage. The bonus damage improves to +d* at 0 th level, and to (d* at 6 th level. 8tarting at (rd level, whenever the wildling outrider's mount moves at least feet in a round, both mount and rider gain a dodge bonus to Armor 3lass until the beginning of her ne!t turn. This bonus applies as soon as the mount has moved feet. This bonus improves to + at 5th level. S/illed Rider 60x9) A wildling outrider gains a bonus to Bide chec%s eEual to his class level. ildbond Mount 60x9) A wildling outrider's greatest advantage is his ability to form a special bond with his mount. 3reating the wildbond ta%es one wee% of intensive training with the mount. At the end of this wee%, ma%e a #andle Animal chec% CD3 +. 9f successful, the wildbond is formed. "nly the wildling outrider can ma%e this chec% 7 others cannot assist. A wildbond mount can be any species that could normally serve as a personal mount CDM's discretion. A crodlu or %an% would wor% well, whereas a me%illot would not. A wildbond mount automatically becomes combat trained if it is not already. ildling Outrider
Hit $ie) d1
'ort Re! ill -e%el BAB Sa%e Sa%e Sa%e Special
All the following are class features of the wildling outrider class. Hit $ie) d. Class S/ills) #andle Animal, 1erception, Bide, 8urvival. S/ill "oints) $ildling outriders receive ) 9ntelligence modifier s%ill points at each level. eapon and Armor "ro!iciencies) $ildling outriders gain no proficiency with any weapon or armor. Mounted S/irmish 60x9) A wildling outrider uses
Mounted s%irmish Cd*, s%illed rider, wildbond mount
+
+
ight spur, wildbond defense
(
(
+
+
Mounted s%irmish Cd*, A3
)
)
+
+
ighting dismount, stand in the saddle
0
0
(
(
+
Mounted s%irmish C+d*, A3, wildbond offensive
*
*
(
(
+
$ildbond speed
5
5
)
)
+
Mounted s%irmish C+d*, + A3
&
&
)
)
(
$ildbond evasion
6
6
0
0
(
Mounted s%irmish C(d*, + A3
0
0
(
True wildbond
.
10)
A wildbond mount gains #it Dice, s%ill points, natural armor, ability scores, bonus tric%s, and special abilities as if the wildling outrider had druid levels eEual to his class level. 9t uses the normal statistics of its type at st level, and improves thereafter. $ildbond mounts do not gain the 8hare 8pells ability. or e!ample, at +nd level, the wildling outrider's wildbond mount would gain #it Die, appropriate attac% bonuses, saving throw bonuses, and feats for that #it Die, and two s%ill points. At ( rd level, it would gain two s%ill points, + natural armor, 8trength and De!terity, one bonus tric%, and the evasion ability. And so on. 9f the wildling outrider has levels in druid or ranger, he can choose to ma%e his animal companion his wildbond mount. 9f he does so, his wildling outrider levels stac% with his druid or ranger levels to determine the bonuses to the mount. -ight Spur 60x9) At +nd level, when a wildling outrider uses the Bide s%ill to spur his mount, he only deals nonlethal damage to the mount. ildbond $e!ense 60x9) At +nd level, a wildling outrider can use his bond with her wildbond mount to perform e!traordinary defensive maneuvers. $hen the wildling outrider ta%es no action on his turn while mounted on his wildbond mount, both mount and rider gain a + bonus to Befle! saves and a ) dodge bonus to Armor 3lass until the beginning of the rider's ne!t turn. 9n addition, the mount gains a + feet bonus to its speed for that time. 'ighting $ismount 60x9) At )th level, when the wildling outrider successfully accomplishes a fast dismount in a round where his mount has moved at least feet, he can attac% a nearby enemy as a free action. 9f there is an opponent in a sEuare that the wildling outrider threatens after he has dismounted, he can ma%e a melee attac% against that opponent, ta%ing a + bonus on the attac% roll and a /+ penalty to Armor 3lass for round C>ust as if he had charged. The wildling outrider gains his s%irmish bonus to damage on this attac% as if he were mounted. Stand in the Saddle 60x9) At )th level, a wildling outrider can stand upright while riding to clear a ranged weapon. 8tanding in the saddle is a free action that reEuires a Bide chec% CD3 +. 9f the mount does not actually have a saddle, the D3 increases by . "n failure, no penalty is assessed, but the rider cannot
attempt to stand again until his ne!t turn. "n success, the rider halves the normal penalties for firing a ranged weapon while mounted. 9f the wildling outrider has the Mounted Archery feat, he instead eliminates those penalties entirely. ildbond O!!ensi%e 60x9) At 0th level, a wildling outrider can coordinate his actions with his wildbond mount to perform complicated attac%s while riding. $hile riding his wildbond mount, the wildling outrider can ma%e a full attac% from the saddle so long as the mount ta%es no more than a single move action in the round. ildbond Speed 60x9) At *th level, the wildling outrider's connection to his wildbond mount allows the mount to e!ceed its normal physical limitations. The wildbond mount's speed permanently increases by feet. $hen the wildling outrider uses the Bide s%ill to spur his wildbond mount, its speed increases by 0 feet. ildbond 0%asion 60x9) At &th level, the wilding outrider gains the evasion ability while mounted on his wildbond mount. 9f he already has evasion from another source, he instead gains improved evasion. (rue ildbond 60x9) At th level, the wildling outrider's connection with his wildbond mount allows both mount and rider to perform incredible feats. The mount gains a 0 bonus to attac% rolls, ability chec%s, and s%ill chec%s while fighting with its wildling outrider. The rider gains a + bonus to $ill saves when fighting with his wildbond mount. $hile riding his wildbond mount, the bonus damage from the wildling outrider's mounted s%irmish ability increases to )d*, and the dodge bonus to A3 increases to ) for both mount and rider. $hile riding his wildbond mount, the wildling outrider can use the Bide s%ill to move his mount through threatened sEuares without provo%ing attac%s of opportunity. This wor%s e!actly li%e using the Acrobatics s%ill to do the same on foot, e!cept that it uses the Bide s%ill and the mount cannot move through an occupied sEuare in this way.
10+
The scarcity of metals in Athas has forced technology to develop in different directions. "nly rare and special weapons incorporate any metal at all, and the solid steel plates of medieval armor are entirely impossible. Athasian armor is made from bone plates and wood, weapons from sharpened bone and obsidian. 8pecial materials such as adamantine are vanishingly rare, and too valuable to be used for such mundane creations as adventuring gear.
9n general, the Athasian economy in the cities is relatively stable than%s to the merchant houses. Gnder normal conditions, supply of basic necessities and materials is maintained by the caravans traveling bac% and forth between the cities. The constant flow of e!ports and imports necessitated the creation of a unified currency among the city/states, which resulted in the creation of the water standard.-ach merchant house and city/state maintains a reservoir specifically designated to uphold the currency. The standard unit of e!change, the ceramic piece, is worth e!actly five gallons of water. This system may ma%e the Athasian economy sound more stable than it actually is. 2arter is still very common in the cities, and in out/lying communities and desert villages, ceramic is often worth no more than the clay it's made from. 9ron, silver, gold, >ewels, and water are universally accepted items of value over the whole of the Tablelands; the same cannot be said of ceramic pieces. Conversion: "ne gold piece from the Pathfinder Core Rules is worth one ceramic piece in Dar% 8un. A silver piece from Pathfinder is worth one bit, and so on.
Athasian Currenc# Currenc#
bd
bits
Cp
sp
gp
ead bead Cbd
I
I
3eramic bit Cbit
I
I
I,
3eramic piece C3p
I
I
8ilver piece Csp
,
I
old piece Cgp
,
,
I, I,
Gnli%e the items presented in the Dark #un Campaign #etting , this update's eEuipment list does not rely on tedious conversions between normal metal weapons and their Athasian counterparts. Gnless you are entirely determined to create a stone longsword, there is no need to do so. The vast ma>ority of standard Pathfinder items now have a direct eEuivalent in Athas; scan the table below to try to find the item you want. ?ames have been changed to protect the setting. 8ome new weapon characteristics e!ist in Dar% 8un, and others are important enough to highlight. eight) $eapon weights are listed for Medium creatures. A weapon for a 8mall creature weighs half as much as the value on the table below, while one for a arge creatures weighs twice as much. (#pe) 8ome weapons deal multiple types of damage, while others can deal different types depending on how they are used. The notation
.
10.
Thrown weapons deal additional damage eEual to the has e!traordinary strength and a steady arm. The wielder's 8trength modifier. Thrown weapons can attac% roll ta%es a /) penalty, and the wielder must usually be used as melee weapons without penalty. succeed on a D3 & 8trength chec% or be %noc%ed prone, dropping the bow in the process. Beloading a siege crossbow ta%es a full/round action if it is 3omplete statistics for all weapons are available in the mounted, or two full rounds if it is not. Crusher) The crusher is a 0/foot fle!ible wooden table below. Ala/) An ala% strongly resembles a large grappling pole topped by a heavy weight, often covered in spi%es. 9t is wielded by whipping the pole bac% and hoo% crafted of bone. 9t consists of a short shaft of forth, guiding the weight's momentum toward the wood or bone, sharpened to a spi%e at one end, with target, who usually develops a new understanding of four serrated bones lashed >ust below the point. At pain. 3rushers ignore cover, but they cannot be used need, an ala% can substitute for a grappling hoo%. Alhula/) The alhula% is simply an ala% attached to to attac% an ad>acent enemy. Due to their si4e and the a long leather cord. The wielder holds onto the cord or difficulty of guiding the weight, crushers are usually seen attached to a heavy stone base, or stabili4ed by a ties it around his wrist, and attac%s by whipping the carefully/drilled hole. 9t is possible to use a crusher sharp ends around his opponent. without this base, but e!tremely difficult, and without Atlatl) An atlatl is a long, grooved stic% or panel designed to hurl >avelins. Any pro>ectile thrown by an the base no wielder can deal as much damage. $atchi Club) The datchi club is a glorified atlatl travels further and faster than by hand. Atlatls greatclub, a heavy log with teeth, claws, or obsidian use >avelins as ammunition. shards lodged in the business end. Datchi clubs are BardEs 'riend) 1opular among poisoners, the intimidatingly primitive, and therefore popular in the bard's friend is a long, usually >agged dagger with a long curving crossguard. 8pi%es or barbs are affi!ed to arena. 8%illed users can wield a datchi club in one the crossguard at irregular intervals. -ach barb may be hand. $e5ada) A de>ada is a leather or cloth sling affi!ed coated with poison, which a s%illed wielder can to a short staff, designed to hurl pro>ectiles long deliver in the course of a normal blow. Gp to four distances. De>ada can be used to fire sling bullets, but doses of poison may be applied to the bard's friend, deal / damage when doing so due to the low mass of though no more than two may be delivered in the the bulelts. They are designed to fire pelota, heavy same stri%e. Chat/cha) The chat%cha is a dis% with three >utting ceramic globes, or spi%ed pelota, which are often coated with poison. points, usually chipped from obsidian or stone. The $uom) The duom is a long spear with a heavy edges of the points are sharpened. 9t is a thri/%reen cultural weapon, and very common in their homeland, point carved from a me%illot bone. 8harp blades of obsidian or serrated bone sweep bac% toward the haft but since the influ! of %reen into the Tablelands, the from the point, ideal for catching weapons or an chat%cha has also become popular among mon%s. A thrown chat%cha returns to its wielder= ma%e an attac% enemy's leg. ;arrote) A common assassination tool, the garrote roll against A3 using the same attac% bonus used to throw the chat%cha. "n failure, the chat%cha lands in a is made from two wood or bone handles with thic%, random sEuare within feet of your position. Mon%s %notted strands of giant hair strung between them. A garrote must be used two/handed, no matter the automatically catch their own thrown chat%chas. wielder's si4e. $hen used to damage an enemy while Crossbo.+ Siege) These enormous crossbows include a mounting %it which lets them attach to most grappling, a garrote deals damage as if it had crit Cfor protruding surfaces. 8iege crossbows are very popular a Medium creature, )d) .0! 8trength modifier. ;#th/a) The gyth%a is double weapon with paired among merchant caravans, who use them to fend off half/moon obsidian blades at either end. 9t is very wild me%illot and other large threats. They are also often seen lining the approaches to a city/state's gates. common among thri/%reen, who ta%e pride in A siege crossbow can be fired
110
Simple eapons
Cost
$mg 6S9
$mg 6M9
$mg 6-9
Critical
Range eight
(#pe
Special
Dagger
+ 3p
d(
d)
d*
6/+I!+
ft
lb.
1I8
thrown
auntlet, spi%ed
0 3p
d(
d)
d*
!(
7
lb.
1
77
Mace, light
0 3p
d)
d*
d&
!+
7
) lb.
2
77
1uchi%
+ 3p
d(
d)
d*
!(
7
lb.
1
77
8ic%le
* 3p
d)
d*
d&
!+
7
+ lb.
8
trip
77
d*
d&
+d*
!(
ft
( lb.
2
thrown
Mace, heavy
+ 3p
d*
d&
+d*
!+
7
& lb.
2
77
Morningstar
& 3p
d*
d&
+d*
!+
7
* lb.
21
77
8hortspear
3p
d)
d*
d&
!+
+ ft
( lb.
1
thrown
Tonfa
0 3p
d(
d)
d*
!+
7
+ lb.
2
nonlethal
0 3p
d*
d&
+d*
!(
7
6 lb.
1
brace, reach
77
d)Id)
d*Id*
d&Id&
!+
7
) lb.
2
double, mon%
8pear
+ 3p
d*
d&
+d*
!(
+ ft
* lb.
1
brace, thrown
Tonfa, heavy
& 3p
+d(
+d)
+d*
!+
7
0 lb.
2
nonlethal
2lowgun
+ 3p
d+
d(
!+
+ ft
lb.
1
77
3rossbow, heavy
0 3p
d&
d
+d&
6/+I!+
+ ft
& lb.
1
77
3rossbow, light
(0 3p
d*
d&
+d*
6/+I!+
& ft
) lb.
1
77
Dart
0 bits
d(
d)
d*
!+
+ ft
K lb.
1
thrown
Javelin
3p
d)
d*
d&
!+
( ft
+ lb.
1
thrown
8ling
77
d(
d)
d*
!+
0 ft
7
2
77
Cost
$mg 6S9
$mg 6M9
$mg 6-9
Critical
(#pe
Special
A!e, throwing
& 3p
d)
d*
d&
!+
ft
+ lb.
8
thrown
#ammer, light
3p
d(
d)
d*
!+
+ ft
+ lb.
2
thrown
#anda!e
* 3p
d)
d*
d&
!(
77
( lb.
8
77
@u%ri
& 3p
d(
d)
d*
&/+I!+
77
+ lb.
8
77
Macahuitl, small
+0 3p
d)
d*
d&
6/+I!+
77
+ lb.
8
77
1ic%, light
) 3p
d(
d)
d*
!)
77
( lb.
1
77
8ap
3p
d)
d*
d&
!+
77
+ lb.
2
77
8loda%
& 3p
d)
d*
d&
6/+I!+
77
) lb.
8
77
8pi%es, armor
77
d)
d*
d&
!+
77
77
1
77
8pi%es, light shield
77
d(
d)
d*
!+
77
77
1
77
+) 3p
d(
d)
d*
!(
+ ft
( lb.
1
thrown
Ala%
5 3p
d)
d*
d&
!(
77
* lb.
1
disarm
Alhula%
+ 3p
d)
d*
d&
!(
77
6 lb.
1
disarm, reachL
2attlea!e
3p
d*
d&
+d*
!(
77
* lb.
8
77
lail
& 3p
d*
d&
+d*
!+
77
0 lb.
2
disarm, trip
9mpaler
& 3p
d)
d*
d&
!)
77
0 lb.
1
77
5ight &elee Weapons
ne6$anded &elee Weapons 3lub
%o6$anded &elee Weapons ongspear Huarterstaff
Ranged Weapons
Martial eapons
Range eight
5ight &elee Weapons
8tar%nife
ne6$anded &elee Weapons
.
111
Martial eapons+ cont>
Cost
$mg 6S9
$mg 6M9
$mg 6-9
Critical
(#pe
Special
ongblade, elven
6 3p
d)
d*
d&
&/+I!+
77
( lb.
8
special
Macahuitl
(0 3p
d*
d&
+d*
6/+I!+
77
0 lb.
8
77
8cimitar
0 3p
d)
d*
d&
&/+I!+
77
) lb.
8
77
77
d)
d*
d&
!+
77
77
1
77
Trident
0 3p
d*
d&
+d*
!+
ft
) lb.
1
brace, thrown
$arhammer
+ 3p
d*
d&
+d*
!(
77
0 lb.
2
77
3rusher Cmounted
* 3p
+d&
+d
)d&
!(
77
+) lb.
21
siege, reach
Datchi club
+0 3p
d
d+
(d*
!(
77
lb.
2
77
Duom
3p
d*
+d)
+d*
!(
77
+ lb.
1
disarm, trip
lail, heavy
0 3p
d&
d
+d&
6/+I!+
77
lb.
2
disarm, trip
reatclub
0 3p
d&
d
+d&
!+
77
& lb.
2
77
#alberd
3p
d&
d
+d&
!(
77
+ lb.
1I8
brace, trip
ance
++ 3p
d*
d&
+d*
!(
77
lb.
1
reach
Macahuitl, heavy
0 3p
d
+d*
(d*
6/+I!+
77
lb.
8
77
Macahuitl, >agged
)0 3p
d*
+d)
+d*
&/+I!+
77
5 lb.
8
77
Maul
+0 3p
d&
d
+d&
!(
77
+ lb.
2
77
T%aesali
& 3p
d&
d
+d&
!(
77
+ lb.
8
reach
Tri%al
3p
d*
+d)
+d*
!)
77
lb.
8
trip
Atlatl
3p
d*
d&
d
!(
) ft
* lb.
1
thrown
3rossbow, siege Cmounted
+ 3p
d+
+d&
(d&
6/+I!(
0 ft
& lb.
1
siege
ongbow
* 3p
d*
d&
+d*
!(
ft
( lb.
1
77
ongbow, composite
+0 3p
d*
d&
+d*
!(
ft
( lb.
1
77
8hortbow
( 3p
d)
d*
d&
!(
* ft
+ lb.
1
77
8hortbow, composite
6 3p
d)
d*
d&
!(
5 ft
+ lb.
1
77
Cost
$mg 6S9
$mg 6M9
$mg 6-9
Critical
(#pe
Special
2ard's riend
+ 3p
d(
d)
d*
&/+I!+
77
lb.
1
special
arrote
) 3p
d*
+d)
+d*
!+
77
lb.
2
special
@ama
* 3p
d)
d*
d&
!+
77
+ lb.
8
mon%, trip
?uncha%u
( 3p
d)
d*
d&
!+
77
+ lb.
2
disarm, mon%
8iangham
( 3p
d)
d*
d&
!+
77
lb.
1
mon%
Talid
+0 3p
d)
d*
d&
6/+I!+
77
) lb.
1
special
$idow's @nife
) 3p
d(
d)
d*
6/+I!(
77
+ lb.
1
special
$rist Ba4or
0 3p
d(
d)
d*
&/+I!+
77
+ lb.
8
disarm, mon%
Datchi club Cone/hand
+0 3p
d&
d
+d&
!(
77
lb.
2
77
#eartpic%
6 3p
d*
d&
+d*
!)
77
+ lb.
2I1
77
Macahuitl, heavy Cone/hand
0 3p
d&
d
+d&
6/+I!+
77
lb.
8
77
Macahuitl, >agged Cone/hand
)0 3o
d*
+d)
+d*
&/+I!+
77
5 lb.
8
77
$hip
3p
d+
d(
d)
!+
77
+ lb.
8
disarm, nonlethal, reachL, trip
$hip, master's
+ 3p
d(
d)
d*
!+
77
0 lb.
28
disarm, reachL, trip
8pi%es, heavy shield
Range eight
%o6$anded &elee Weapons
Ranged Weapons
0xotic eapons
Range eight
5ight &elee Weapons
ne6$anded &elee Weapons
.
112
0xotic eapons+ cont>
Cost
$mg 6S9
$mg 6M9
$mg 6-9
Critical
Range eight
(#pe
Special
3hain, spi%ed
+0 3p
d*
+d)
+d*
!+
77
lb.
1
disarm, trip
3rusher Cfree
* 3p
d
+d*
(d*
!(
77
+) lb.
21
reach
3urve blade, elven
5 3p
d&
d
+d&
&/+I!+
77
6 lb.
8
special
lail, dire
6 3p
d*Id*
d&Id&
+d*I+d*
!+
77
& lb.
2
disarm, double, trip
yth%a
+0 3p
d*Id*
d&Id&
+d*I+d*
!(
77
6 lb.
8
double
otulis
+ 3p
d*Id*
d&Id&
+d*I+d*
6/+I!+
77
lb.
8
double
8pear, double/tipped
+ 3p
d*Id*
d&Id&
+d*I+d*
!(
+ ft
* lb.
1
double, thrown
8watter
3p
d
d+
(d*
!)
77
( lb.
2
77
Thana%
( 3p
d
+d*
(d*
&/+I!+
77
lb.
82
77
Grgrosh
0 3p
d*Id)
d&Id*
+d*Id&
!(
77
+ lb.
1I8
brace, double
2olas
0 3p
d(
d)
d*
!+
ft
+ lb.
2
nonlethal, thrown, trip
3hat%cha
0 3p
d)
d*
d&
!+
+ ft
( lb.
1
mon%, special, thrown
3rossbow, hand
3p
d(
d)
d*
6/+I!+
( ft
+ lb.
1
77
3rossbow, repeating
( 3p
d*
d&
+d*
6/+I!+
& ft
lb.
1
special
3rossbow, siege Cfree
+ 3p
d+
+d&
(d&
6/+I!(
0 ft
& lb.
1
special
De>ada
+ 3p
d*
d&
+d*
!(
* ft
( lb.
2
special
reatbow
3p
d&
d
+d&
!(
( ft
0 lb.
1
77
reatbow, composite
+0 3p
d&
d
+d&
!(
) ft
0 lb.
1
77
asso
+ 3p
77
77
77
77
ft
+ lb.
77
special, trip
?et
+ 3p
77
77
77
77
ft
* lb.
77
special
8plashbow
6 3p
d*
d&
+d*
6/+I!+
6 ft
+ lb.
2
special
er%a
( 3p
d)
d*
d&
&/+I!+
( ft
6 lb.
1
special, thrown
%o6$anded &elee Weapons
Ranged Weapons
.
Heartpic/) This weapon is named for its purpose. 9t consists of a heavy hammer with a short haft and a long spi%e >utting out from the hammer. mpaler) Designed for arenas, the impaler is made from two long blades of serrated bone attached in a curving
construction is no secret. The blades are made from thin treated wood, lined along one edge with alchemically/bonded metal to give them a cutting edge. -lven longblades are pri4ed both for their craftsmanship, for building one is difficult, and for the rare metal Cusually bron4e which is necessary for their construction. An elven longblade counts as a light weapon for the purpose of the $eapon inesse feat. -otulis) The lotulis is a double/weapon with a long haft tipped with two straight bone blades. 2efore the sorcerer/%ing @ala%'s death, the lotulis was a popular weapon in the arenas of Tyr. The sight of the blade is now repulsive to the many liberated gladiators of the ree 3ity. Macahuitl) These oddly/named weapons are among the most comple! in common use. A macahuitl is built around a solid core of flawless wood, carefully etched to create grooves for the do4ens of ra4or/sharp obsidian shards that are slotted into the wood. The effect is much li%e a chainsaw of volcanic glass. The
11
name is of Dra>i origin, and apparently only the Dra>i are able to pronounce it properly Ci swords: or aggedness. Those of e!ceptional s%ill can wield the largest versions of these swords in one hand. "uchi/) 3ommon in the arena, the puchi% is a punching dagger with a wide bas%et and crossguard. The blade is made from obsidian or bone. Sloda/) These wooden shortswords are carved from hardwood trees, usually by halflings, who are the most common wielders of this weapon. The green wood is treated with sap and id fiend blood to allow it to hold an edge. Travelers unfamiliar with the halfling customs are often contemptuous of the wooden blades, usually a fatal mista%e. Spear+ $ouble,(ipped) 1ossibly originating in a desperate improvisation, the double/tipped spear is simply an ordinary spear with a second tip where the butt should be. They are most commonly found in arenas, and also surprisingly among elves, who en>oy the weapon's versatility and lightness. Splashbo.) This bow loo%s li%e an outsi4ed crossbow with an unnaturally wide notch. 8plashbows are not able to fire ordinary bolts; instead, they are used to fire pelota or hinged pelota. Alchemists with an interest in personal defense often wor% to master the splashbow, as it can hurl their concoctions much further than they could be thrown. S.atter) The swatter is a popular name for a half/ giant weapon consisting of a heavy spi%ed club made from hardwood, with a bron4e or lead core in the tip for added weight. The swatter earned its name from the legend of a half/giant soldier who reputedly used a similar weapon to defeat an entire thri/%reen hunting party. #alf/giants love the legend, as it is one of the few to portray their people in a positive light, and thus many half/giants develop weapons along the lines of the swatter. ew other races would be inclined to carry the vast weight of the weapon in any case. (alid) The talid, also %nown as the gladiator's gauntlet, is a blade/studded gauntlet strapped to its wielder's arm. Thic% blades and spi%es >ut from the leather frame at all angles= spi%es from each %nuc%le, blades along the bac% of the hand and the thumb, and a si!/inch spi%e from the elbow. Talids are strapped to
the wielder's arm, and cannot be disarmed. (hana/) The thana% is a chopping weapon most commonly found among pterrans. 9t consists of multiple thin wooden boards compressed together, with teeth, claws, or obsidian shards pressed into the gaps between the wood. 1terran warriors ta%e pride in crafting their own thana%s from the shed teeth of their own pterra! mounts. (/aesali) The t%aesali is a simple anti/infantry polearm, made from a long haft with a half/moon blade at the end. (on!a) The tonfa is a police weapon, especially popular among ?ibenese templars. Tonfas are short stic%s with heavy cores of alchemical lead and holes drilled through the shaft. The holes create the tonfa's characteristic shrie%ing noise when it is swung, and also raise painful welts on any unarmored creature stuc%. A larger, heavier version of the tonfa also e!ists, designed to be wielded with both hands. (ri/al) Three serrated blades pro>ect radially from the end of the tri%al's five/foot haft, each tooth cut deep and >agged to catch in flesh. The tri%al, unli%e most polearms, has a heavy pommel to balance the weight of the blades. hip+ MasterEs) Despite the name, few slaveholders wish to ris% maiming their property in the ways that this deadly ob>ect promises. A master's whip is thic%er and heavier than an ordinary whip, braided from leather or giant hair, and its tip ends in bone or chitin blades designed to tear flesh. ido.Es ni!e) Another weapon associated with assassins, the widow's %nife has a reputation for cruelty and brutality. The %nife itself is an ordinary straight dagger with a strange triangular hilt, which ma%es it difficult to grasp properly. 3oncealed within the hilt on either side of the blade are two curving spi%es, which can be released as a free action when a wielder hits with the widow's %nife. The spi%es deal additional damage eEual to the %nife's normal damage, and can be coated with poison, potentially allowing the widow's %nife to apply two doses of poison to a target. Beloading the spi%es is a full/round action. rist RaGor) A flashy favorite among many mon%s, the wrist ra4or has a vast range of designs, from the simple/but/effective >ury/rigged obsidian shard strapped to one's armor with leather ties, to
11!
fitted and tooled leather braces with several different thin blades. All, however, are based on the simple principle of avelin, with an e!tra/ large head and curving blades running down the haft. $hen it stri%es its target, it has a chance to lodge in and inflict additional pain if the target fails a Befle! save CD3 0 damage dealt. "nce lodged, the 4er%a drags on the target, who cannot charge or run, moves at half speed, and has difficulty concentrating C/0 penalty to concentration chec%s to cast or manifest. Additional 4er%as do not increase these penalties. Bemoving a 4er%a reEuires a move action.
Athasian armor is crafted from animal hides, bones, wood, and resin. Despite these primitive materials, s%illed armorcrafters can create armor with an air of refined elegance. 8ome masterwor% armor has metal pieces, but this is rare and often e!pensive.
Athasians use of a variety of special ammunition. Arro.+ Blunt) 2lunt arrows have heavy, weighted heads instead of points. 2lunt arrows ta%e a / penalty to attac% rolls, but deal bludgeoning damage. They can be used to deal nonlethal damage without penalty. Arro.+ S.i!t.ing) -lves li%e to claim that they can outrun these fast arrows. 8wiftwing arrows halve the range increment penalty, reducing it to / per increment. Bolt+ Blunt) These heavy bolts are adaptations of blunt arrows, and have the same properties. Bolt+ Repeater) These bolts are specially designed to wor% with a repeating crossbow. Bolt+ Siege Crossbo.) These enormous three/foot bolts can only be fired from siege crossbows. "elota) 1elota are small, hollow ceramic spheres. They are often drilled through with holes to ma%e a loud whistling as they fly. 1elota are ammunition for
Cost
Armor=Shield Bonus
Maximum $ex Bonus
1added
0 3p
&
/
eather
3p
+
*
8tudded leather
+0 3p
(
3hitin
3p
#ide
Armor
Armor Arcane Chec/ "enalt# Spell 'ailure
Speed 3 !t
2 !t
eight
0
( ft
+ ft
lb.
/
( ft
+ ft
0 lb.
0
/
0
( ft
+ ft
+ lb.
)
)
/+
+
( ft
+ ft
+0 lb.
0 3p
)
)
/(
+
+ ft
0 ft
+0 lb.
8cale
0 3p
0
(
/)
+0
+ ft
0 ft
( lb.
8hell
0 3p
*
+
/0
(
+ ft
0 ft
) lb.
2reastplate, bone
+ 3p
*
(
/)
+0
+ ft
0 ft
( lb.
2anded wood
+ 3p
5
/5
)
+ ft
0 ft
)0 lb.
8plinted wood
+0 3p
5
/*
(0
+ ft
0 ft
(0 lb.
#alf/plate, bone
* 3p
&
/5
)
+ ft
0 ft
0 lb.
ull/plate, bone
0 3p
6
/*
(0
+ ft
0 ft
0 lb.
2uc%ler
0 3p
77
/
0
77
77
0 lb.
8hield, light
( 3p
77
/
0
77
77
0 lb.
8hield, heavy
5 3p
+
77
/+
0
77
77
lb.
8hield, tower
( 3p
)
+
/
0
77
77
)0 lb.
Armor spi%es
0 3p
77
77
77
77
77
77
lb.
8hield spi%es
3p
77
77
77
77
77
77
0 lb.
5ight Armor
&edium Armor
$eav Armor
#hields
Extras
.
11$
Ammunition (#pe
Cost
eight
Ammunition (#pe
Cost
eight
Arrow C+
3p
( lb.
2olt, siege crossbow C0
0 3p
0 lb.
Arrow, blunt C+
+ 3p
0 lb.
2ullet, sling C
bit
0 lb.
Arrow, swiftwing C+
+ 3p
( lb.
Dart, blowgun C
0 bits
77
2olt C
3p
lb.
1elota C
3p
+ lb.
2olt, blunt C
+ 3p
+ lb.
1elota, hinged C0
0 3p
lb.
2olt, repeater C0
3p
lb.
1elota, spi%ed C
+ 3p
lb.
.
de>ada and splashbows. "elota+ Hinged) The hinged pelota is not commonly seen, but always feared. They are li%e normal pelota, but instead of the holes, they are designed with a special hinged compartment that opens when the pelota hits its target. These compartments are usually filled with poison or alchemical compounds, which inflict their effects on the target of the pelota. #inged pelota are sold empty, and must be filled after each use. illing a hinged pelota ta%es a standard action. "elota+ Spi/ed) These pelota are not truly spi%ed, but rather covered in sharp obsidian shards. They deal slashing damage as well as bludgeoning damage. 8plashbows cannot fire spi%ed pelota, as the shards catch in the notch.
Though most of the special materials discussed in the Pathfinder Core Rules do not e!ist in Athas, there are local eEuivalents. 9n addition, the normal bone and chitin materials used in Athas have their hardness and hit points listed here. Adamantine) Also %nown as ect's hardness and from a monster's damage reduction before dealing damage. CThis cannot reduce hardness or damage reduction below . Adamantine weapons can bypass
all damage reduction against iron or adamantine. Armor made from adamantine is even stronger than iron, and grants DB (I/, or )I/ if it is heavy armor. Adamantine shields grant DB I/. As with iron, items without metal parts cannot be made from adamantine. An adamantine item is always masterwor%. Adamantine has ) hit points per inch of thic%ness and hardness +. $eapons and armor made from adamantine have half again as many hit points as an iron item of their type. Aga!ari) A rare wood found in isolated groves in the orest Bidge and the 3rescent orest, agafari is harder and lighter than bron4e, and almost as easy to wor%. Any wooden or mostly wooden item made from agafari is considered a masterwor% item and weighs only half as much as a normal wooden item of its type. $ooden armor and shields made from agafari have their ma!imum De!terity bonus increased by + and their armor chec% penalties reduced by (. Medium and heavy armors made from agafari are treated as one category lighter than normal for the purposes of movement and other limitations Cheavy armors are treated as medium, and medium armors as light. This does not affect the proficiency reEuirements for the armor. 9tems made from agafari cost ten times as much as normal. Agafari has the same hardness and hit points as iron. Bone) The best crafting bones come from the bodies of large beasts. Many a!es are fashioned from a me%illot's shoulder blades, while >ha%ar ribs form the bladed hoo%s of ala%s. 2one items have hit points per inch of thic%ness and hardness *. 2one weapons and armor have one/half the hit points listed in the Pathfinder Core Rules for iron items. Chitin) 3hitin is obtained from the many insects of the Athasian wastes, usually %an%s. Thri/%reen chitin is also used, though any '%reen who sees such armor will do its best to eviscerate wearer and seller ali%e. 3hitin items have hit points per inch of thic%ness
11'
and hardness *. 3hitin armor has one/half the hit points listed in the Pathfinder Core Rules for iron armor. $asl) This strange crystal is mined and treated by the thri/%reen, who often use it to create weapons. Dasl is harder than many metals, and therefore highly valued in the Tyr region. 9t also resonates with psionic energy, and can build a psionic charge. As a free action, the wielder of a dasl weapon can channel power point into the crystal to cause it to deal an additional d* damage on its ne!t stri%e. Dasl remains charged for one minute or until its charge is e!pended. An item crafted from dasl costs ten times what it would normally cost. Dasl has the same hardness and hit points as iron. $ra/e Hide) The s%in of a dra%e is of such value that most sorcerer/%ings forbid its sale. They have instructed templars to confiscate any such items that appear in the mar%et for the monarch. 2ecause dra%es are so rare it is easy for templars to claim that the item was stolen from the sorcerer/%ing and have the seller e!ecuted or enslaved. -lves, of course, defy these edicts at every turn, and ma%e a fair profit selling dra%e materials one step ahead of the Templarate. Dra%e hide is usually around one inch thic%, and so tough that dra%e hunters must carry masterwor% steel s%inning %nives to successfully pare it away from the corpse of their prey. "ne dra%e produces enough hide for four suits of masterwor% hide armor, three suits of masterwor% banded armor, two suits of masterwor% half/plate, or one suit of masterwor% full/plate armor for a Medium creature. Armor made from dra%e hide is immune to the energy type associated with its dra%e's element, and provides resistance + to that energy for its wielder. This resistance stac%s with any magical effects that grant energy resistance or absorption. 2ecause dra%e hide is not metal, druids can wear dra%e hide armor without penalty. Armor made from dra%e hide is always masterwor%, and costs three times as much as a normal masterwor% armor of the same type. Dra%e hide has 0 hit points per inch of thic%ness and hardness . $ra/e %or#) Dra%e ivory is e!traordinarily strong and easy to wor% compared to the bone that most weaponsmiths must use. 8ince it can only be obtained from the claws and teeth of the rare dra%es, it is uncommon, e!pensive, and illegal Csee dra%e hide,
above. $eapons made from dra%e ivory cost an additional +, 3p. A double weapon that is only half crafted using dra%e ivory increases its costs by 0. or purposes of damage reduction, dra%e ivory is considered eEuivalent to cold iron. Dra%e ivory has the same hit points and hardness as iron. ;iant Hair) iant hair is very strong and freEuently woven together to form a strong cord. $hile sometimes used in armor, its most common purpose is creating rope. $i4ards also use giant hair to form comple! te!tural spellboo%s. iant hair rope costs 3p per foot, and has hardness * and + hit points per inch of thic%ness. Cor comparison, normal rope has no hardness at all. ron) 9ron, li%e most other metals, is very rare on Athas, but it is still used in creating many weapons and armors. ew craftsmen are able to wor% iron, but there are at least a couple in each city/state. The only current source of new iron is the Tyrian iron mine, which itself is the remnant of an older mine which had been e!hausted of useful Euantities of the metal by the standards of its age. Most iron ob>ects available for sale have been scavenged from ruins. $eapons and armor made from iron or iron alloys Csuch as steel are vastly superior to their bone, wood, and chitin counterparts. An iron weapon grants its wielder a inherent bonus to attac% and damage rolls. 9ron weapons can also bypass the damage reduction of some Athasian monsters. 9ron armor provides DB I/ to its wearer, and reduces armor chec% penalties for medium and heavy armor by . 9ron shields reduce armor chec% penalties by . 9tems without metal parts cannot be made from iron. 9ron and its alloys have ( hit points per inch of thic%ness and hardness . An iron item costs times its normal price, and is sub>ect to availability restrictions, even in Tyr. -eather) eather is usually obtained from the many giant li4ards that roam the Athasian wastes. Me%illot and ini! hides are the most common source of leather armor. eather and hide have 0 hit points per inch of thic%ness and hardness +. Sil%er+ Alchemical) The process of binding silver to weapons has been greatly refined on Athas. Fery little silver is actually needed for the process. Alchemical silver can be applied to adamantine, bone, dasl, iron, and obsidian weapons. Applying
11)
alchemical silver reEuires the services of both an alchemist and a weaponcrafter and ta%es one day. A weapon coated in alchemical silver deals / damage on each attac% Cwith a minimum of damage. #owever, it bypasses damage reduction against silver. The cost of alchemical silver depends on what sort of weapon it is applied to= ammunition costs + 3p per item, a light weapon costs + 3p, a one/handed weapon costs 6 3p, and a two/handed weapon costs & 3p. "ne half of a double weapon costs the same as a one/handed weapon. ood) $ood is a ma>or e!port from ulg and ?ibenay, which share between them the only surviving forest in the Tyr Falley. 9t can also be obtained from the high forests of the Binging Mountains, although at ris% of offending the halflings who 4ealously guard their homeland. $ood has hit points per inch of thic%ness and hardness 0.
8pecial gear helps wasteland deni4ens deal with the particular ha4ards and difficulties of the Athasian desert. These items are, unless otherwise noted, available in every city/state and should be viewed as common tools of the wastelander's life.
The items described below are supplementary to those described in the Pathfinder Core Rules. All such items can be purchased in the 2ard's Huarter of any city. AlchemistEs 'ire) Alchemist's fire is illegal in most city/states, though its clandestine trade is tolerated for a suitable bribe. Armorbright) This heavy lacEuer/li%e paint creates a shiny surface that reflects light and heat. 9t reEuires a very small amount of metal to obtain the brilliant reflectivity, diluted in a process similar to the creation of alchemical silver. -ach pot of armorbright can coat one suit of Medium armor, and applying it ta%es ten minutes. The coating wears off over the course of +) hours. During this time, the wearer of the armor gains a gains heat protection Csee the 3ombat N 8urvival chapter. 3reating armorbright reEuires a D3 + 3raft CAlchemy chec%. Blac/e#e) An oily paint smeared around the eyes and chee%s, blac%eye provides immunity to sun glare
for ) hours. BlitG) This common drug is widely traffic%ed by elves and bards. 2lit4 is used as often for its ability to improve the reaction speed of its users as it is for the euphoric rush that it provides. The drug is made into a fine powder, which is inhaled through a straw. 2lit4 users view the entire world in slow motion, and their own actions feel floaty and distant. The addiction D3 for blit4 is 0 Csee the 3ombat N 8urvival chapter for details on addiction. 3reating blit4 reEuires a D3 +0 3raft CAlchemy chec%. 2lit4 users receive a ( circumstance bonus to initiative chic%s, gain a dodge bonus to A3, and gain a 0 circumstance bonus to saving throws against pain effects. A blit4 user remains conscious below hit points, and can act normally without falling unconscious. All benefits last for thirty minutes, after which time the user ta%es + points of De!terity damage and is fatigued for thirty minutes. Crunch) A true combat drug, crunch is heavily restricted and its traffic%ing is a serious offense. 3runch is ta%en in tablets, which are usually a sweetened shell around a core of the liEuid drug. 3runch users become violent at the slightest offense, and often initiate brawls and worse. 3runch is illegal in ever city/state, and the more moral bards will often find ways to report those who manufacture the drug to the Templarate. The addiction D3 for crunch is ( Csee the 3ombat N 8urvival chapter for details on addiction. 3reating crunch reEuires a D3 +0 3raft CAlchemy chec%. or four hours after ta%ing crunch, users gain a ) morale bonus to 8trength and 3onstitution, as well as a + morale bonus to $ill saves. These bonuses stac% with those provided by a barbarian's rage ability. 9n addition, a crunch user ta%es a /+ penalty to Armor 3lass. $hile these effects last, the user must ma%e a D3 ++ $ill save or respond violently to any sort of confrontational situation. A confrontation, to a crunch user, can be as simple as a Euestion about a purchase or basic haggling. 9n addition, having begun combat, a crunch user must succeed on the same $ill save to disengage. After the drug wears off, the user ta%es + points of 3onstitution and $isdom damage and becomes e!hausted and sic%ened for d) ! minutes. 0sper.eed) This rare and notoriously addictive herb is found in the more magic/twisted sections of
11+
Special Substances
Cost
eight
Armorbright Cpot
0 3p
lb.
2lac%eye Cvial
3p
lb.
2lit4
( 3p
. lb.
3runch
0 3p
. lb.
-sperweed
+0 3p
. lb.
#oly earth
+0 3p
lb.
9ronthorn resin Cpot
+0 3p
lb.
?irf
bit
. lb.
8hine
( 3p
8unshade lotion Cpot $illEuenchers
'ood+ $rin/+ and -odging+ cont>
Cost
eight
3ommon
( bits
lb.
1oor
bit
lb.
allon
+ bits
& lb.
Mug
bd
lb.
$ine, 3actus C>ar
3p
lb.
$ine, aro C>ar
+ 3p
lb.
. lb.
Mounts and "ac/ Beasts
Cost
eight
+ 3p
lb.
3rodlu, riding
+ 3p
77
( 3p
. lb.
3rodlu, warmount
) 3p
77
-rdland
+0 3p
77
-rdlu
3p
77
$ater
(ools and S/ill its
Cost
eight
3oncealing weave
0 3p
+ lb.
9ni!
3p
77
Distillation %it
0 3p
+ lb.
@an%, herding
0 3p
77
ilter mas%
3p
77
@an%, riding CMedium creature
+0 3p
77
1arasol
( 3p
77
@an%, warmount
+0 3p
77
Me%illot
+ 3p
77
Clothing
Cost
eight
-lven
0 3p
0 lb.
Vehicles and (ransport
Cost
eight
#eatsuit
+ 3p
0 lb.
3hariot, transport
0 3p
77
#igh templar
3p
0 lb.
3hariot, war
+0 3p
77
Boyal defiler
& 3p
0 lb.
3hariot, great
+0 3p
77
+ bd
lb.
#owdah, ini!
3p
77
+ 3p
* lb.
#owdah, ini! war
3p
77
#owdah, me%illot
+ 3p
77
#owdah, me%illot war
0 3p
77
$agon, open, lb. capacity
+ 3p
77
8lave $astelander 'ood+ $rin/+ and -odging
Cost
eight
2roy allon
+ 3p
& lb.
$agon, open, +0 lb. capacity
(0 3p
77
Mug
) bits
lb.
$agon, open, 0 lb. capacity
0 3p
77
$agon, open, , lb. capacity
3p
77
9nn stay Cper day ood
+ 3p
77
$agon, enclosed, lb. capacity
) 3p
77
3ommon
0 3p
77
$agon, enclosed, +0 lb. capacity
5 3p
77
1oor
+ 3p
77
$agon, enclosed, 0 lb. capacity
3p
77
$agon, enclosed, , lb. capacity
+ 3p
77
$agon, armored caravan, , lb. capacity
6 3p
77
ood Cper day, Medium creature ood
0 bits
lb.
.
the wastes, and cannot be cultivated. 1reserved esperweed is highly valued, though it is incredibly difficult to %eep stable. 1reserving esperweed reEuires either a successful D3 +0 3raft CAlchemy chec% each wee%, or magical intervention Cfrom a nurturing seeds spell or similar effect. -sperweed users are filled with a sense of vitality and power, as well as a towering superiority comple!. Anyone being read by
esperweed's empath power is aware of this fact, and usually feels a profound sense of danger and violation from the chaotic power of the drug. The e!perience is often described as a mind/rape, ma%ing esperweed one of the most feared drugs. -sperweed is illegal in most city/states, though this fact does not stop a thriving trade in the psy/charged narcotic. The addiction D3 for esperweed is 0 per previous use
11.
Csee the 3ombat N 8urvival chapter for details on addiction. Any character who eats esperweed must ma%e a D3 + ortitude save or vomit up the herb, becoming nauseated for one minute. 9f esperweed can be %ept down, the eater becomes fatigued for one hour, ta%es + points of 8trength damage, and e!periences a profound psychic ecstasy. or one hour, the eater gains one temporary power point every five rounds, even if he does not otherwise have a power point reserve. i%e temporary hit points, temporary power points are spent before normal power points, and vanish when their duration e!pires. 9n addition, the eater can manifest the empath power with a manifester level eEual to one/half its hit dice. Hol# 0arth) #oly water is Euite rare, as it is valued more for its nutritive value than its ability to harm the undead. #owever, blessed silt, earth, or obsidian are common substitutes. ronthorn Resin) The thic% resin of the ironthorn bush, %nown for its tenacity in the wastes, is one of the staples of the armorcrafter's trade. 9ronthorn resin is used to harden leather, bone, and chitin into armor plates. $ith proper alchemical treatment, it can provide similar benefits to ordinary cloth. An item treated with ironthorn resin is waterproof and gains a bonus to its hardness. 3lothing treated with ironthorn resin also provides a armor bonus to its wearer's A3. 9tems that already provide an armor bonus do not gain this benefit. 9ronthorn resin lasts for one wee%, or until the item is thoroughly washed. 3reating ironthorn resin reEuires a D3 0 3raft CAlchemy chec%. &ir!) This cheap drug is a common choice for the many poor in Athasian cities, who use it to reduce the empty feelings brought on by starvation. ?irf brings on a feeling of general contentment and satisfaction, ta%ing the world and its troubles out of phase. Though technically illegal, nirf use is so common as to be utterly unremar%able, and any arrests related to nirf are understood to be a thin prete!t for a templar's whims. The addiction D3 for nirf is Csee the 3ombat N 8urvival chapter for details on addiction. 3reating nirf reEuires a D3 3raft CAlchemy chec%. or eight hours after ta%ing nirf, the user suffers no penalties for starvation, thirst, heat, or cold. Any non/lethal or lethal damage from these conditions
continues to accrue normally, and penalties resume Cand increase, if indicated when the effects of the drug wear off. ?irf users must ma%e a D3 0 $isdom chec% to determine their actual physical condition while the drug is active. Shine) "ne of the most popular drugs, shine is also one of the most addictive. 9t is made from powdered leaves of the shinethorn cactus, which are mi!ed with into alcohol and swallowed. 8hine fills its users with a deep, constant pleasure similar to orgasm, combined with a persistent disassociation. The addiction D3 for shine is 0 per previous use Csee the 3ombat N 8urvival chapter for details on addiction. 3reating shine reEuires a D3 + 3raft CAlchemy chec%. or one hour after ta%ing shine, the user suffers no penalties for wounds or pain/based effects such as caltrops or a sm,ol of pain. 8hine does not eliminate penalties from any permanent in>uries that the user has suffered. Sunshade -otion) This translucent lotion contains e!tracts from various plants. 9t dar%ens slightly on e!posure to sunlight. "ne pot of sunshade oil protects a Medium creature from non/lethal damage due to sunburn for ) hours. (angle!oot Bag) Tanglefoot bags are illegal in most city/states. (hunderstone) Thunderstones are illegal in most city/states. illJuenchers) Gsually obtained in small, dissolving paper pac%ets, several mi!tures of drugs are given the name
The items described below are useful either in specific
120
situations or to characters who have speciali4ed s%ills. Concealing ea%e) This %it consists of one or more related articles of clothing specifically designed to shroud the wearer's arms, ma%ing their movements difficult to see and interpret. $earing a concealing weave grants a + bonus to 2luff chec%s made to conceal spellcasting. $istillation it) $ater is often more precious than life in the deserts of Athas Cor at least, more precious than someone else+s life. This simple %it uses sunlight and ambient heat to evaporate pure water from bodily or coo%ing waste, salt la%es, to!ic mud, or other water/ rich but dangerous substances. This ust
a few minutes for travel and storage. "arasol) 1arasols range in design from simple practicality to refined fashion statement, but all serve a useful purpose during an Athasian noon. Most parasols are simple constructions of wood with hide or cloth strapped over the top to create a spot of shade. More comple! designs are available for the upper classes, often involving comple! folding agafari leaves and painted sil% cloth covers. A parasol reEuires a free hand to use, and provides sufficient shade to protect from sun glare and sunburn. 9t also provides a bonus to saving throws against dehydration.
9n addition to the outfits in the Pathfinder Core Rules , Athasians can benefit from wearing these outfits. 0l%en Out!it) Although varying from tribe to tribe, all elven clothes are based on two concepts= functionality and flattery. This set of clothes usually includes a hooded cloa% or styli4ed robes, although some ma%e use of tight leather wraps or other heat/ shielding materials. An elven outfit is custom/tailored for its wearer, and designed to show that wearer's form to ma!imum effect. -lven outfits are often viewed as lewd by those who consider the elves licentious. -lven outfits are peculiar to each tribe, and any elf can easily identify the tribe of the wearer by the mar%ings on their clothes. -lven outfits are not normally available to outsiders at all. 9n addition, various portions of an elven outfit are designed to be reversible, and carry camouflage patterns on the reverse. Beversing an elven outfit ta%es one minute, and provides the wearer a + circumstance bonus to 8tealth chec%s in desert terrain. -lven outfits also provide a + bonus to any 2luff or Diplomacy chec%s made to seduce someone. inally, an elven outfit provides heat protection and immunity to sunburn Csee the 3ombat N 8urvival chapter. An elven outfit can be crafted as masterwor%, for the normal price for masterwor% armor. Masterwor% elven outfits can be worn over light armor. Heatsuit Out!it) This heavy suit is designed to protect against the brutal heat of the desert. 9t consists of heavy pants and coat, a specially treated leather apron, thic% mittens, a thic% hood, and goggles. A heatsuit provides ( heat protection and immunity to sunburn Csee the 3ombat N 8urvival chapter.
121
Although the outfit consists of heavy clothing, its heat/resistant materials negate the usual penalty for wearing heavy clothes in hot environments. High (emplarEs Out!it) The ultimate symbol of ran%, the high templar's outfit differs between each city/state. This set of clothing is made of the best material produced in each city/state and is tailored to each individual. $earing the proper high templar outfit for a city's Templarate grants a + bonus to Diplomacy chec%s in 8ecular Authority contests. Ro#al $e!ilerEs Out!it) Boyal defilers, who practice sorcery with the bac%ing of a sorcerer/%ing, must clearly indicate their protected status if they are to be spared the mob's wrath. This set of clothing is made from the best materials available in a city/state, and is second in Euality only to a templar's uniform. $earing the proper defiler's outfit for a city provides a + circumstance bonus to 9ntimidate chec%s against citi4ens of that city. Sla%eEs Out!it) This simple set of clothes consists of a loincloth, or a short s%irt and sleeveless tunic, all made of rough/hewn materials. astelanderEs Out!it) 8imilar to the clothing of the elven tribes, this set of clothes usually includes a large hooded clothes, layers of heat/resistant cloth, and reinforced leather padding designed to protect against blowing sand and sharp roc%s. A wastelander's outfit provides heat protection, immunity to sunburn, and a + bonus to 8tealth chec%s in badland, desert, or mountain terrain Cpic% one when the outfit is made. A wastelander's outfit can be crafted as masterwor%, for the normal price of masterwor% armor. Masterwor% wastelander's outfits can be worn over light armor.
ine+ Cactus) Most Athasian wine is made from pressed and fermented cactus >uices, carefully sweetened and filtered to eliminate to!ins. 3actus wine varies from region to region, and along with broy is the common alcoholic beverage of the lower and middle classes. ine+ 'aro) "nce every ten years, the temperamental faro cactus blooms and produces fruit. aro fruits are either sold plain or, more commonly, turned into valuable preserves and even more valuable wines. aro wine is cool and dry, and generally considered far superior to ordinary cactus wine. 9ts scarcity and cost, however, restrict faro wine to the upper classes, to the point that simply possessing faro wine without a patent of nobility is a crime in Baam and ?ibenay.
Traveling across the Athasian wastes is dangerous and slow. Mounts can speed the crossing and provide valuable protection for wanderers and caravans. These mounts replace those in the Pathfinder Core Rules. Crodlu) A crodlu is a large bipedal li4ard, resembling a scaled ostrich. A cordlu is an appropriate mount for a Medium humanoid. 3rodlu can be difficult to control in battle without combat training. 3rodlu benefit from stabling, can wear barding, and reEuire feeding. 0rdland) These creatures are large, flightless birds that weigh around + tons and can stand up to 0 feet tall. -rdlands are usually used to pull caravans, but are also often found as mounts for Medium or arge creatures. -rdlands are comfortable in battle, and do not reEuire special combat training. -rdlands benefit from stabling, can wear barding, and reEuire feeding. 0rdlu) -rdlus are a smaller variety of erdland, Many Athasian travelers can find free lodging and sustenance courtesy of psionic academies, merchant mostly used as herd beasts. They stand 5 feet tall and houses, or similar organi4ations. Adventurers, weigh around + lbs. An erdlu can serve as a mount however, often find that they need to pay for for a Medium humanoid. -rdlus are hard to control in hospitality. The prices listed here replace those listed battle, and are very rarely combat trained. -rdlus in the Pathfinder Core Rules. ?ote that characters larger benefit from stabling, can wear barding, and reEuire or smaller than Medium reEuire different amounts of feeding. $hen properly maintained, erdlus regularly food; see the 3ombat N 8urvival chapter for details. lay enormous eggs which can serve as a day's rations Bro#) 2roy is made from fermented %an% necter. for a Medium creature. 8erved plain, it is potent and foul tasting. #owever, nix) The ini! is a large reptile with a heavy, club/ broy is usually spiced with a common herb that li%e tail, commonly used as a beast of burden or disguises its sourness. mount. An ini! is an appropriate mount for a Medium
122
or arge humanoid, and are often fitted with howdahs Csee below. 9ni!es are e!tremely strong beasts of burden, and can carry twice as much weight as their 8trength would indicate. 9ni!es benefit from stabling, can wear custom barding Ccosting 0 more than normal, and reEuire feeding. an/) A %an% is an eight/foot insect, commonly used as a personal mount. These insects cannot be used as food, as their meat is rancid and to!ic to humanoids, but they regularly produce highly nutritious globules of honey when well maintained. @an%s can be encouraged to grow to various si4es, and serve as effective mounts for 8mall, Medium, or arge creatures. Any %an% bred for a non/Medium creature costs 0 more than the listed price, and is usually more difficult to obtain. A %an% is difficult to control in battle without combat training. @an%s benefit from stabling, but do not wear barding. A %an% does not need to be fed 7 it will forage for basic necessities in any terrain, and can without any food or water for wee%s. Me/illot) A me%illot is an enormous, si!/ton shelled li4ard. Me%illots are %nown for their s%ittish nature and foul temper, and usually reEuire psionic handlers to manage. They are too large to serve as personal transportation, but are commonly employed as combat troop transports or for hauling heavy cargo or caravans. Me%illots benefit from stabling, can wear barding, and reEuire feeding. A me%illot needs eight times as much food as a normal mount.
drive the chariot while the other wields a bow or other ranged weapon. reat chariots are built for four people and are very heavily constructed, reEuiring at least two mounts. $ar chariots and great chariots offer cover to their occupants. reat chariots are fitted with blades on their wheel spo%es which deal d damage to any creature ad>acent to the chariot while it is moving. Ho.dah) A howdah is an enclosure mounted on a riding animal containing space for one or more people. #owdahs can be fitted for ini!es or me%illots, and provide shade and cover from the elements. An ini! howdah can hold only one person, while a war howdah can hold up to four. A me%illot howdah can hold up to two people, but a war howdah is much larger, a two/level tower that can hold up to si!teen. $ar howdahs for either beast provide cover to their occupants. agon) $agons are a critical element of the Athasian economy, as they facilitate the caravans that ma%e life in the wastes possible. "pen wagons are basic, open/topped carts that can carry a certain amount of cargo. -nclosed wagons have thin walls which can e!clude the elements, and generally carry people or light, fragile cargo. As Athasian wagons are built with little or no metal, their carrying capacity is strictly limited. "pen and enclosed wagons reEuire two beasts or one erdland to draw them. Armored wagons are a form of enclosed wagon uncommon outside merchant house caravans, designed to protect contents and riders. Their walls are reinforced by agafari wood, creating sturdy barriers. There are also mounts for siege crossbows on 8ometimes it's too dangerous to ride through the desert on a %an%. Traveling in small company, or with all sides of the wagon which allow the mounted bows to swivel & degrees, though only enough room to valuables, reEuires other forms of transportation. mount two bows at once. Anyone firing the crossbows Fehicles in Athas are universally muscle/powered, from the wagon's ust as often, can afford to train that talent, and few of those so two human slaves. A war chariot is built for two riders privileged go on to manufacture enchanted items. 9t is and much better constructed. Gsually one person will
12
occasionally possible to commission an enchanted item from a psion, but such commissions are costly indeed. Those interested in obtaining magical gear are best advised to see% the 2ardic Huarter of the local city/state, where bards and alchemists can offer healing tonics and even, with a word in the right ear, connections to less/reputable enchanters such as mages. Do not be sEueamish about the nature of the enchantments that you receive, however= enchanter/ mages are often defilers who deal incredible damage to the land for ease in their labor.
-!cept as noted here, creating an enchanted item wor%s e!actly as described in the Pathfinder Core Rules. 2e aware that new item creation feats, which can be found in the 3haracter "ptions chapter, have replaced the original Pathfinder item creation feats. Spell no.ledge= -nchanters no longer need to %now specific spells to create enchantments. Any item may be created by any enchanter. The only e!ceptions are those items which cast or manifest specific spells or powers Cscrolls, wands, dor>es, etc.. 9f the enchanter is a spellcaster, he must have the spell on his class list and be able to cast it. 9f the enchanter is a psion, he must %now the power in Euestion. "o.er Source= As a direct conseEuence of the rule on spell %nowledge presented above, nearly any item may be crafted by any enchanter. 9t is irrelevant for most items whether the enchanter uses psionics, arcane magic, or divine magic. Though the enchanter's power source might affect the item's appearance, it will not change the item's function. $e!iling) A wi4ard/enchanter faces a uniEue temptation, and has a uniEue tool= his ability to defile. The energy granted from defiling allows a mage to create enchanted items Euic%ly and at little cost. Doing so halves the creation time of the enchanted item and reduces the material cost by Cto )0 of the mar%et price of the item. #owever, the mage must defile an area of sEuare feet per caster level of the highest level enchantment on the item. or e!ample, a sword with a enhancement bonus C3 ( and the flaming enchant C3 would reEuire the enchanter to defile an area of , sEuare feet. 9tems enchanted by defiling cannot be discerned from items enchanted by other means.
Athas can provide any classical sort of enchanted item, plus several new %inds designed for psionicists. 9tems can be crafted in a wide variety of forms, limited only by the creativity of their creator. #owever, some forms are more common than others. 9tems in this chapter have common shapes which might be une!pected, or may be entirely new types of items. "otions= Athasian potions ta%e all sorts of forms. They are rarely found in glass vials, because glass is a valuable and rare commodity. 9nstead, potions often come in the form of oils, which can be Euic%ly rubbed into the s%in, or small fruits, which grant the potion's benefits when consumed. 1otion/fruits are easy to discern from ordinary fruits, as they are often designed to glow slightly or tingle to the touch. The strangest of all are tattoos, which usually contain psionic powers rather than spells. Tattoos are made from a thic%, oily in% which is applied directly to the s%in. -ven if scraped off, enchanted tattoos retain their shape when applied to another user. A tattoo can be activated by tapping it in a specific pattern. Scrolls= 9n the illiterate Tablelands, where even many mages are incapable of understanding the written word, scrolls are poorly designed to serve their purpose. They are usually replaced by small figurines carved from wood or bone, often designed to reflect the nature of the power that they carry. 8croll figurines crumble into dust when their magic is spent. Sta%es= -nchanted staves are not common in Athas, as the image of a staff/bearing mage is too ingrained in the public consciousness for most real mages to feel comfortable in providing any fuel for the fires of superstition. #eavy sets of lin%ed bracelets are the most common substitute, each individual bracelet enchanted with a different spell. 8tave/li%e ob>ects called psicrons can be crafted by psionic enchanters to hold powers >ust li%e a staff holds spells. 1sicrowns follow all rules for staves, e!cept as noted below. -ach psicrown has a fi!ed manifester level which applies to all of its powers. The minimum manifester level for a psicrown is eEual to the power point cost of the most e!pensive power stored in the crown. As with staves, the manifester level of the psicrown may be increased by spending more money to create the item.
12!
A psicrown is created with a power point reserve rather than charges. A psicrown contains 0 power points per manifester level of the psicrown. The powers within the psi/crown may be manifested and augmented freely from the psicrown's power point reserve, though the user may not spend more power points than the psi/crown's manifester level on any single power. ands= i%e staves, wands are so strongly associated with arcane magic that mages fear to carry them. $ands have appeared in many forms, and are possibly the most variable of enchanted items, but one common variety is made to loo% li%e small weapons, such as daggers or saps. These items function Euite handily as ordinary weapons, but can also be used to create magical effects li%e a wand. $and/li%e ob>ects called dor'es can be crafted by psionic enchanters to hold powers >ust li%e a wand holds spells. Dor>es follow all rules for wands, e!cept as noted below. Gnli%e wands, a dor>e can hold a power of any level. A dor>e's manifester level can be increased when it is created by increasing the cost of the dor>e, >ust li%e with a wand. 9f the power contained in the dor>e is augmentable, it is augmented to the limit allowed by the dor>e's manifester level. 9f multiple different augmentations are possible, the precise allocation of augmentations must be chosen when the dor>e is created. Manifesters cannot augment a dor>e's power with their own power points.
Armor Special Abilit#
Cost Modi!ier
Becovery
5+ 3p
8wiftness
bonus
1ower resistance C1B (
+ bonus
in%ed
*, 3p
leaming
( bonus
1ower resistance C1B 0
( bonus
1ower resistance C1B 5
) bonus
Badiant
) bonus
1ower resistance C1B 6
0 bonus
.
resistance can be (, 0, 5, or 6, depending on the amount that was built into the armor. 8trong ab>uration; 3 0; 1rice + bonus C1B (, ( bonus C1B 0, ) bonus C1B 5, or 0 bonus C1B 6. Radiant= The wearer of this armor gains resistance against energy attac%s Cacid, cold, electricity, fire, and sonic damage. $hen the wearer is struc% by an energy attac%, the armor converts the energy into harmless light and radiates bright light in a */foot radius for round per point of damage prevented by the armor's resistance. 8uccessive energy attac%s add to the duration of this light radiation. 8trong transmutation; 3 6; 1rice ) bonus. Reco%er#= This armor grants its wearer a sudden burst of energy at need. 9t can restore up to 0 hit points per day as an immediate action. The wearer can divide up these hit points as he chooses. aint con>uration; 3 +; 1rice 5+ 3p. S.i!tness= This armor increases the wearer's speed by 0 feet. aint transmutation; 3 ); 1rice bonus. The following enchantments supplement those found in the Pathfinder Core Rules. ;leaming= This armor gleams, flashes, and blurs The following enchantments supplement those found the appearance of the wearer, granting him in the Pathfinder Core Rules. concealment. Collision= 3ollision weapons transmute their ends aint illusion; 3 0; 1rice ( bonus. with each swing to increase their mass, ma%ing their -in/ed= This armor allows its wearer to form a attac%s hit much harder. 3ollision weapons deal 0 telepathic bond with other wearers of lin%ed armor within miles. -stablishing this bond reEuires line of damage on each successful stri%e. Banged weapons bestow this e!tra damage on their ammunition. sight to the bondee and mutual agreement to accept Moderate transmutation; 3 ; 1rice + bonus. the bond. This effect is otherwise similar to the $islocator= Gp to three times per day, the wielder mindlink power. of this weapon can attempt to dislocate an enemy on Moderate divination; 3 *; 1rice *, 3p. his ne!t attac% with this weapon. "n a hit, the foe is "o.er Resistance= This %ind of armor grants the teleported / miles in a random direction unless it wearer powr resistance while it is worn. The power
12$
succeeds on a $ill save CD3 5. Banged weapons e!tra damage is applied even if the psycho%inesis bestow this effect on their ammunition. 9f the attac% ability is not active. misses, the use is wasted. 8trong evocation; 3 +; 1rice + bonus. 8trong con>uration; 3 +; 1rice ( bonus. Mind!eeder= $hen the wielder of this weapon scores a critical hit with the weapon, he immediately gains temporary power points eEual to the damage dealt by the critical hit. These temporary power points last for minutes, and are spent before normal power points. Temporary power points do not overlap 7 if a character gains temporary power points while he already has some, he %eeps whichever total is higher. Any temporary power points not spent within minutes are lost. The target of the critical hit does not need to have power points for the wielder of a mindfeeder weapon to gain temporary power points, but creatures immune to mind/affecting abilities do not grant temporary power points. 8trong enchantment; 3 0; 1rice ( bonus. "recogniti%e= A precognitive weapon perceives an instant into the future, and wor%s of its own accord to position its wielder in the most favorable ways. The wielder of a precognitive weapon gains a insight bonus to Armor 3lass, 3MD, and all saving throws. aint divination; 3 0; 1rice &, 3p. "s#cho/inetic= $hen commanded, a psycho%inetic weapon flows with deadly energy. The wielder of the weapon is not harmed by this energy, but any other creature ris%s harm. A psycho%inetic weapon deals d* damage on a successful hit. aint evocation; 3 ; 1rice bonus. "s#cho/inetic Burst= This weapon functions as a psycho%inetic weapon that also releases a blast of destructive energy on a successful critical hit. 9n addition to the e!tra damage from the psycho%inesis ability, a psycho%inetic burst weapon deals d damage on a successful critical hit. 9f the weapon's critical multiplier is !(, add +d damage instead, and if the multiplier is !), add (d damage. This eapon Special Abilit#
Cost Modi!ier
1sycho%inetic
bonus
3ollision
+ bonus
1sycho%inetic burst
+ bonus
1recognitive
&, 3p
Dislocator
( bonus
Mindfeeder
( bonus
.
12'
The world of Athas is harsh and unforgiving. Bec%less use of defiling magic has caused ecological collapse, dimming the sun and turning the land into a desert wasteland. The air itself is full of cho%ing dust, and water is rare and precious. This chapter features new and e!panded rules for surviving the ha4ardous wastes.
3ombat is dangerous. This, above all other things, should be understood. -ven the greatest of heroes should attempt to avoid fights. "bviously, death is a ris%, but seasoned adventurers also fear even simple wounds, for a hard blow in the wrong place can wrec% havoc on the body for days or wee%s to come. $orse yet, a wound left untreated can become aggravated and inflict permanent disability.
A character struc% by a severe blow in combat might become in>ured. $henever a character suffers a critical hit, or ta%es damage in e!cess of his wound threshold from a single attac%, he must ma%e a ortitude save or suffer a minor wound CD3 one/Euarter of the damage dealt. A character's wound threshold eEuals one/Euarter of his hit points plus his 3onstitution score. 9f he fails the save, roll on the table below to determine what sort of wound he ta%es. All penalties from minor wounds stac%. Minor wounds persist until they are treated with the #eal s%ill Csee the 3haracter "ptions chapter or until the character receives magical healing. -ach
healing spell automatically cures one minor wound, plus an additional minor wound for every hit points it restores. 9f a character is restored to full hit points by any means, all of his minor wounds are immediately healed.
$hen a character is rendered unconscious by damage Ceither lethal or nonlethal, he automatically suffers a ma>or wound. Boll on the table below to determine what sort of wound he suffers. 9f the same character is rendered unconscious by damage a second time before his ma>or wound is treated, he gains a new ma>or wound from the table and his e!isting ma>or wound becomes a severe wound. 9f the character is rendered unconscious three or more times before his wounds are treated, he continues to gain a new ma>or wound each time, his e!isting ma>or wounds become severe wounds, and any e!isting severe wounds may become permanent in>uries Csee below. Minor wounds, ma>or wounds, severe wounds, and permanent in>uries all stac%. or e!ample, when a character with a ma>or leg wound becomes unconscious, he now has both a ma>or leg wound and a severe leg wound Cas well as another unspecified ma>or wound. A ma>or wound persists until the character is restored to full hit points, no matter what means are used to accomplish this goal. 3haracters without access to magical healing must accept the necessity of bed rest to recover. 8evere wounds ta%e the form of
ounds and n5uries Roll ound -ocation Minor ound
Ma5or ound
Se%ere ound
"ermanent n5ur#
/0
/ A3, 0 spellIpower failure, / mental chec%sIs%ills
/( A3, + spellIpower failure, /0 mental chec%sIs%ills
) 3"? damage, + 9?T damage, + $98 damage
/+ 9?T, /+ $98, /+ 3#A, / A3, spellIpower failure
*/ Torso
/ attac%, / A3, / physical chec%sIs%ills
/( attac%, /( A3, /0 physical chec%sIs%ills
+ 8TB damage, ) 3"? damage, + D-S damage
/) 3"?, / attac%, / A3
/0 Arm
/ attac%, / 3M2, / 3MD, /( attac%, /( 3M2, /( 3MD, ) 8TB damage, ) D-S / physical chec%sIs%ills /0 physical chec%sIs%ills damage
/+ 8TB, /+ D-S, / attac%, /+ physical chec%sIs%ills
*/+ eg
/0 ft move speed, / physical chec%sIs%ills
/) D-S, /0 ft move speed, /+ physical chec%sIs%ills
#ead
#alve move speed, /0 physical chec%sIs%ills
.
12)
) 8TB damage, ) D-S damage
ability score damage, and heal >ust li%e any other form of ability score damage. A successful D3 0 #eal chec% reduces the penalties from a ma>or wound Csee Temperature e!tremes are one of the greatest and the 3haracter "ptions chapter for details. most common dangers of the Athasian wastelands. The large, dar% sun heats the landscape to searing temperatures during the day, but the fall of night sees A character who is rendered unconscious while he has temperatures fall into brutal, hypothermia/inducing a severe wound must ma%e a D3 + ortitude save or cold. $asteland travelers have developed a variety of suffer a permanent in>ury. 1ermanent in>uries means to cope with this enormous range of represent crippling wounds 7 a gimp leg, lost fingers, temperatures. Most Athasians, when forced to travel, a missing eye. $ithout magical aid, a permanent bring both cooling heat/resistant clothes and heavy in>ury is truly permanent 7 it cannot be healed by winter blan%ets to stave off the nightly chill. ordinary means. A restoration spell cast on the in>ured character halves the penalties from the in>ury, but only a regeneration , miracle , or ish spell can fully cure a #eat deals nonlethal damage that cannot be recovered permanent in>ury. A successful D3 +0 #eal chec%, until the character finds some way to cool off Cspends administered within one minute of a permanent time in the shade, bathes in water, and so on. "nce in>ury, can prevent the in>ury entirely Csee the the character has ta%en an amount of nonlethal 3haracter "ptions chapter for details. damage eEual to her total hit points, any further damage from a hot environment becomes lethal damage, which is also untreatable without cooling. 3haracters can stri%e specifically to wound their "nce the character has found a way to cool off, she enemy using a called shot. 3alled shots are a new type responds normally to healing. of combat maneuver, and use all e!isting rules for Any character that ta%es damage from heat is combat maneuvers. A called shot can be used in place afflicted by heatstro%e and becomes fatigued. 9f she of a normal attac% in a full attac% or in a mon%'s flurry ta%es nonlethal damage eEual to her current hit points, of blows. Attempting a called shot provo%es an attac% she also becomes staggered, as normal. 3haracters of opportunity from the target. wearing heavy clothing or any sort of armor ta%e a /) 9f the maneuver is successful, roll damage as if for penalty to their saving throws against heat ha4ards. A a normal attac%. The target ta%es half that damage, successful D3 0 8urvival chec% grants a character a and must ma%e a ortitude save CD3 one/half + bonus to saves against heat; they may grant this damage dealt or suffer a minor wound of your choice. bonus to one additional creature for each point by 9f you rolled a critical hit on your combat maneuver which their 8urvival result e!ceeded 0. chec% for the weapon that you used to ma%e the #eat is measured in temperature bands. -ach attac%, deal damage as if you had rolled a critical hit band imposes increasing damage and penalties from on an attac% roll. 9f you have the $eapon inesse feat the heat. and are using a weapon that receives its benefits, the arm) 2etween *O and 6O , characters are save D3 against your called shots increases by +. comfortable and able to act freely without penalty. 9f you have the 9mproved 3alled 8hot feat, you do #ample Conditions: shaded area, dawn or twilight. not provo%e an attac% of opportunity for attempting a Hot) 2etween 6O and O , characters begin to called shot, and you gain a + bonus to your 3M2 and suffer from the heat and must ma%e a ortitude save 3MD for called shots. 9f you have the reater 3alled every hour CD3 0 per previous save or ta%e d) 8hot feat, enemies ta%e a /+ penalty to their saving points of nonlethal damage. 3haracters reduced to throw to resist the wounds inflicted by your called unconsciousness begin ta%ing d) lethal damage per shot, and if you successfully wound an enemy they hour. #ample Conditions: early morning, early evening, also ta%e bleed damage. normal oasis.
12+
Se%ere Heat) 2etween O and )O , characters must ma%e a ortitude save once every minutes CD3 0 per previous save or ta%e d) points of nonlethal damage. 3haracters reduced to unconsciousness ta%e d) lethal damage every ten minutes. #ample Conditions: typical noon, cool times on a salt flat. 0xtreme Heat) 2etween )O and &O , characters automatically ta%e d* points of lethal damage every minutes Cno save. 9n addition, unprotected characters must ma%e successful ortitude saves every minutes CD3 0 per previous save or ta%e d) points of nonlethal damage. Any character wearing metal armor or coming into contact with metal is damaged as if affected by a heat metal spell as long as they remain in this area. 8hade in an area of e!treme heat reduces temperatures to #ot instead of $arm, preventing characters from recovering from heatstro%e without further assistance. #ample Conditions: noon on a salt flat, high summer noon in the wastes, the -lemental 1lane of ire, the 1araelemental 1lane of 8un. :nearthl# Heat) Temperatures over &O are incredibly deadly, and very uncommon in the natural world. 3haracters ta%e d* points of lethal damage and d) points of nonlethal damage per round Cno save. Any character wearing metal armor or coming into contact with metal is damaged as if affected by a heat metal spell as long as they remain in this area. 8hade in an area of e!treme heat reduces temperatures to 8evere #eat instead of $arm, preventing characters from recovering from heatstro%e without further assistance. #ample Conditions: high summer noon on a salt flat, the -lemental 1lane of ire, the 1aralemental 1lane of 8un.
Heat "rotection -e%el
Sa%e Bonus Heat Resistance Heat Reduction
7
+
+
/ band
(
+
7
)
(
+
7
0
(
+
/+ bands
*
)
(
7
5
)
(
7
&
0
)
/( bands
.
Heat Resistance) or every two levels of heat protection that a character has, he automatically resists point of lethal and nonlethal damage dealt by heat ha4ards. Heat Reduction) A character with heat protection is able to reduce the danger of heat ha4ards. #igh levels of heat protection reduce the effective temperature band that the character inhabits. A character with heat protection + treats the temperature as one band lower; heat protection 0 allows him to treat the temperature as two bands lower; and heat protection & allows him to treat the temperature as three bands lower. This also reduces a character's water needs by the same number of steps Csee below. or e!ample, a character with heat protection 0 would treat wasteland terrain as shaded for the purpose of determining water loss and dehydration.
i%e heat, e!treme cold deals nonlethal damage that cannot be recovered until the character finds some way to become warm. Gsually this reEuires shelter of some sort. Any character that ta%es damage from cold begins to suffer from hypothermia and becomes fatigued. 9f she ta%es nonlethal damage eEual to her To combat the e!treme dangers of the day's heat, current hit points, she also becomes staggered, as Athasians have developed many tools and s%ills to normal. #eavy, warm clothing can protect a character cool themselves. 9n an effort to simplify the mechanics from e!treme cold, allowing her to ma%e saves against of such techniEues, Dar% 8un introduces a new hypothermia less freEuently. A successful D3 0 mechanic called heat protection. #eat protection is a 8urvival chec% grants a character a + bonus to saves rating between and &. against cold; they may grant this bonus to one Sa%e Bonus) A character with heat protection additional creature for each point by which their gains a bonus to saving throws against heat. This 8urvival result e!ceeded 0. bonus increases by for every + levels of additional As with heat, cold is measured in temperature heat protection. bands. -ach band imposes increasing damage and
12.
penalties from the cold. Moderate) 2etween *O and )O , characters are relatively comfortable and may act freely, although such cool temperatures represent a sharp contrast from the heat of an Athasian day. #ample Conditions: early evening in the Tyr Falley. Cold) 2etween (6O and O , characters start to ris% frostbite. They must ma%e a ortitude save every hour CD3 0 per previous save or ta%e d) points of nonlethal damage. 3haracters reduced to unconsciousness begin ta%ing d) lethal damage per hour. 3haracters with reliable cold protection Cshelter and heavy blan%ets, heavy cold/resistant clothing, etc. are unaffected by 3old conditions. #ample Conditions: middle of the night in the Tyr Falley. Se%ere Cold) 2etween /O and /+O , characters must ma%e a ortitude save once every minutes CD3 0 per previous save or ta%e d) points of nonlethal damage. 3haracters reduced to unconsciousness ta%e d) lethal damage every ten minutes. 3haracters with reliable cold protection need only ma%e saving throws once every hour, and those protected by an endure elements spell are entirely unaffected by 8evere 3old. #ample Conditions: winter midnight in the Tyr Falley, high passes of the Binging Mountains. 0xtreme Cold) 2elow /+O , characters automatically ta%e d* points of lethal damage every minutes Cno save. 9n addition, unprotected characters must ma%e successful ortitude saves every minutes CD3 0 per previous save or ta%e d) points of nonlethal damage. 3haracters with reliable cold protection need only ma%e saving throws once every thirty minutes. Any character wearing metal armor or coming into contact with metal is damaged as if affected by a chill metal spell as long as they remain in this area. #ample Conditions: winter in the Binging Mountains, Tyr/8torm.
9n the wastes, food is much scarcer than it seems. Many of the creatures that inhabit the Tyr Falley are poisonous, whether by way of being actually venomous or by consuming enough to!ins to ma%e their meat nauseatingly foul. 1sionic beasts present a special ha4ard 7 many rely on their natural psychic abilities to maintain eEuilibrium in their bodies, and after death their flesh rapidly becomes to!ic. 1lants are also often dangerous; for every safe and nutritious bit of vegetation found in the wastes, there are five which cause a tearing illness when eaten. A @nowledge chec% will indicate which things are edible and which are too dangerous to eat. The 8urvival s%ill can be used to deto!ify food to ma%e it edible. A Medium creature reEuires at least one pound of food every day to avoid starvation. Double this amount for each si4e category above Medium, and halve it for each si4e category below Medium. Thus, a 8mall creature reEuires only half a pound of food, while a arge creature needs two pounds. This food must be reasonably nutritious 7 cactus needles can provide a filling brea%fast, but they are hardly nourishing, while food that is too to!ic to %eep down cannot provide its nutrients to the body. A creature can go without sufficient food for ( days without penalty. After that time, it must ma%e a 3onstitution chec% each day CD3 per previous chec%. "n failure, it ta%es ta%es d* points of nonlethal damage and begins starving. This damage cannot be healed by any means until the creature can consume a day's worth of food. A starving creature is fatigued until it has eaten; if it has also ta%en damage from dehydration or heat, it is instead e!hausted. A starving creature which has ta%en nonlethal damage eEual to its total hit points treats all further damage from starvation as lethal damage.
$hile starvation is always a ha4ard in the wastes, 9n the wasteland, basic necessities are often difficult to the true %iller is thirst. 2urning heat and dessicating winds can reduce even the strongest man to a come by. The local animals are few, and usually shambling wrec%, and eventually to another set of dangerous or to!ic. $ater is scarce, scattered across tiny oases. 9n such conditions, starvation and thirst are bleached bones in the desert. Fery little moisture can be found in the Athasian wastes; even the 3rescent an ever/present ris%, especially as the heat of the orest is dry, a woodland of evergreens and other burning sun pulls all moisture from the body. plants which need little water. The little rainfall in the
10
wastes comes from irregular storms coming over the Binging Mountains, which are usually accompanied by vast mudslides and destructive floods. 3onsistent water supplies can be found at oases, well/%nown and well/mar%ed locations around the wastes where groundwater has tric%led to the surface. "asis/water is usually tainted with heavy mineral deposits, but the thirsty travelers rarely care, for water spells life. A Medium creature reEuires one gallon of water each day. Double this amount for each si4e category above Medium, and halve it for each si4e category below Medium. Thus, a 8mall creature reEuires only half a gallon of water each day, while a arge creature needs two gallons. The terrain that the creature is traveling or living in affects these water reEuirements; see the table below for details. $ater contaminated by to!ins still provides its nourishment, but at the cost of illness and disease. 9n a $arm or cooler environment, a creature can last +) 3on score hours without water before being affected by thirst. This time is reduced in particularly hot environments; see the table below for details. A salt flat is even less hospitable than the wasteland, and the 1lane of ire burns water directly out of the s%in. A creature with heat protection sufficient to grant immunity to effects of the local heat can use the $arm times for dehydration. After this time, it must ma%e a successful 3onstitution chec% every hour CD3 per previous chec% or ta%e d* nonlethal damage and become dehydrated. Damage from dehydration cannot be healed by any means until the dehydration is treated. A dehydrated creature is fatigued until it has been treated; if it has also ta%en damage from starvation, it is instead e!hausted. urthermore, if a dehydrated creature would ta%e nonlethal damage from heat, that damage is instead treated as lethal damage. A dehydrated character must be treated as with $eh#dration (ime B# (errain $ail# ater 6Medium Creature9
(ime (o $eh#dration
8hade, underground
gallon
+) 3on hours
orests, mountains
+ gallons
+ 3on hours
$asteland terrains
( gallons
* 3on hours
8alt flats, obsidian plains
) gallons
( 3on hours
-lemental 1lane of ire
0 gallons
3on hours
(errain 0xample
long/term care Csee the #eal s%ill in the 3haracter "ptions chapter. This treatment ta%es +) hours and double the normal amount of water reEuired each day for the conditions Cfor instance, + gallons of water for a Medium creature in a $arm environment. A character who has ta%en lethal damage from dehydration or heat is more difficult to treat; see the #eal s%ill for details. "nce this #eal chec% has succeeded, the character may recover from dehydration and heat damage by normal means. The heal spell can be used to rehydrate a character in place of the recovery time, water, and #eal chec%.
9t would be a mista%e to imagine Athas as a desert world, a place of sand dunes and >agged escarpments. The more appropriate general term is ungles in the lands beyond the Tyr Falley. -ach sort of terrain has its own characteristics and ha4ards which travelers must ta%e into account.
The roc%y badlands of the Tyr Falley are labyrinths of narrow, twisting canyons winding their way through a region of high ground. The canyons are walled by cliffs of crumbling roc%, and the hilltops consist of little more than %nife/sharp ridges separating one canyon from the ne!t. There tend to be concentrations of oases in the badlands, so they are a natural haven for hermits, raiding tribes, and creatures of all sorts. Mountains lie at the heart of the badlands, although they are usually little more than massive pinnacles of
.
11
roc% rising from the surrounding hills. "ccasionally, however, they are true mountains, rising thousands of feet high. Traveling through the badlands is not especially difficult so long as one is willing to stay in the bottom of the canyons and has no interest in moving in a straight line. Those wishing to go somewhere other than where the canyon leads Euic%ly discover that scaling the canyon walls 7 often sheer cliffs 7 is practically impossible, especially if they have much cargo. The gulches of the badlands are often covered with diminutive trees bearing tiny silver, gold, or purple leaves. There is also an abundance of low/lying brush with serrated silver leaves. The twigs of the trees ma%e e!cellent gra4ing for any reptile, but should not be fed to %an%s, which die within days of eating even a mouthful of the stuff. The serrated leaves of the low bushes should not be eaten by any creature, as the edges are lined with sharp fragments that tear apart the insides of whatever eats them.
The other notable forest is a rather different proposition. #igh in the Binging Mountains, the stony cliffs suddenly give way to a gently falling ridgeline covered in bamboo and towering birch stands. The orest Bidge is an ecological marvel, one of the few environments %nown which remains lush and green. or some reason, a wide band west of the summit of the Binging Mountains is surprisingly moist. ?early every morning, a gentle dri44le falls, and at night there is sometimes snow. As a traveler enters the forest, he Euic%ly discovers that the vegetation is so thic% that he must cut a path through it. The unstable gravel footing of the mountains has been replaced by soft, thic% moss. The slopes are still steep, the cliffs >ust as roc%y, and the plunging abysses >ust as deep and fatal, but they are hardly visible behind the curtain of vegetation. ew large predators lur% in the thic% >ungle, strangely enough. Most of the fauna of the orest Bidge are small and inoffensive, albeit poisonous enough to drop a half/giant in his trac%s. They are timid and flee from travelers, and little threat so long as one watches where one steps. The true threat of this land are the halfling tribes, who view all other species orests are a rare sight in the parched wastes, but there are two worthy of the title. The most accessible is as potential food. The more savage tribes prefer to eat the 3rescent orest in the center of the Tablelands, and foreigners alive and screaming. "thers are more so valuable that it boasts two city/states that compete civili4ed, and have the decency to slaughter and coo% their meals first. #alflings traveling with a party of for its resources. The 3rescent orest contains the most green life east of the Binging Mountains, and its agged, often leading nowhere at warriors of ulg and ?ibenay better armed than any all. ?avigating the mountains is treacherous without a e!cept the metal/bearing soldiers of Tyr, and also fuel guide, and those are difficult to find at all. There are the endless conflict between the two cities. There are almost no roads through any inland mountains; what many worthy natural ha4ards in the 3rescent orest, paths do e!ist are little better than goat trails. from deadfalls to animate thorn briars to its uniEue Dangerous creatures lur% in the deep caves of the high venomous sparrows, but the greatest ris% of all is to be passes, adding yet another danger to any crossing found by ulg's roving bands of guerilla/rangers and attempt. e!ecuted for trespassing on the "ba's lands. The Binging Mountains are a special danger, for
12
they are far larger than any of the inland mountains. To the north and south, the wall of the mountains have been carved away as if with a %nife, possibly the remnant of an ancient cataclysm or war. These gashes in the mountain ma%e egress possible, but with the Dead ands to the south and endless arrays of desert and twisted waste to the north, travel outside the Tablelands is scarcely encouraged. The western mountains rise sharply from foothills to proper pea%s, a series of steep, scree/covered slopes that are impossible to cover while mounted. The only passable regions follow winding, >agged cliffs into the heights, eventually plateauing at the orest Bidge. The Binging Mountains are characteri4ed by deep abysses where the ground falls away with almost no warning. Many would/be e!plorers have fallen to their deaths by traveling too long into the dar%. The eastern e!panse of the mountains are as parched as the barrens below; when rainfall does pass over from the orest Bidge, it usually causes flooding which can sweep the mountainside clean. Travelers who hear the rumble of thunder to the west are well advised to see% shelter from the mudslide that could follow.
8cattered through the 8ea of 8ilt, and even in the smaller silt basins, are small areas where ground water beneath the 8ea has filtered up to the surface and turned the dust into mud. Mud flats are usually between and feet in diameter. Their water/ rich soil ma%es them incredibly fertile, and they are often covered in lush vegetation that po%es out over a layer of the ever/present silt. 9f the wind has blown away this dusty shield and e!posed the mud beneath, the surface may be solid enough to support a humanoid. More li%ely, however, a man will find himself wallowing in waist/deep mud and dust. $hile this may seem more hospitable than the normal fall to the silt bed in the rest of the 8ea, mud flats are often the home of strange, ferocious, and above all territorial creatures who view travelers as a meal waiting to leap into their >aws. The vegetation is also hostile, and occasionally carnivorous. Mud flats produce the closest thing to a >ungle that most inhabitants of the Tablelands could hope to see= towering, na%ed/trun%ed trees capped by frond/li%e leaves and strung with winding lianas, the floor
beneath full of heavy ferns and long grasses. The grasses are a particular ha4ard, as the sharp/edged blades have an edge superior to ground obsidian and can slice to the bone in an instant. 2ubbling pools of mud should be avoided, for all their promise of easy water; such mud is both scalding hot and incredibly to!ic.
The environment of the Dead ands is even harsher than the worst desert. -ven sand and salt are more amenable to life than solid obsidian. ?o one %nows how deep the obsidian coating may be, or what sort of cataclysm could create such desolation. ro4en rivers of blac% obsidian cover the land to the hori4on and beyond, forming an eerie mimicry of the natural flow the land before the disaster. Dipping river beds and towering cliffs of volcanic glass show that this land was once at least as hospitable as the Tyr Falley, which only seems an improvement when compared to the blasted emptiness of the Dead ands. 8ometimes the ground opens in >agged gashes, which vent ash and to!ic fumes. Most of the ground is covered in a thin layer of ash and dust, scarcely enough to conceal the pure obsidian beneath. That obsidian itself is rarely smooth anymore, having shattered into shards which can rend a traveler's feet to tatters. 8imilar environments can be found near large, active volcanoes, though not nearly so large as the Dead ands. 9t seems that nothing should be able to survive in such a terrible environment, and indeed few things can. There are no plants worth mentioning 7 the very few that can grow in ash are scattered and incredibly to!ic to all beings. Farious supernatural beasts ma%e their home in the Dead ands, especially elemental beasts of -arth and Magma. oliaths are believed to live somewhere deep in the interior of the Dead ands, though where their home may be and how they survive is a mystery to all. The most common deni4ens of the Dead ands, however, are the undead. ombies of all sorts roam obsidian wastes, drawn there by an un%nown hunger. $hy the undead prefer such desolate environments is unclear, but most people in the Tablelands may be grateful that it is so.
1
8alt flats are >ust what the name implies 7 immense plains of salt/crusted ground. 8alt flats are generally level and pac%ed stone/hard, so traveling over them is fast and easy. #owever, forage is rare, scanty, and salt/ tainted, and any plantlife should be avoided entirely. ew creatures live in a salt flat Cthough there are aberrations aplenty, ma%ing it difficult to hunt for food. $ater is the worst problem of all. There are no %nown safe sources of water in salt flats; what water may be found is either saturated with salt or poison/ tainted and deadly. Moreover, the lac% of any shade and the reflective sheen of the salt allow salt flats to heat to incredible temperatures. Travelers in a salt flat should bring large Euantities of food and water or ris% dehydration and delirium. They should also bring parasols or other forms of portable shade, for their mounts as well as themselves.
heavy mud, but without the refreshing coolness or life/giving moisture of the mud. Moreover, the loose sand is more li%ely to produce one of the feared sandstorms, which at the best of times create an impenetrable cloud of dust that bloc%s vision and cho%es breath. At the worst, a tornado wind pushes the sand at incredible speed, rending flesh from bone in mere minutes. 1lants are few and far between in the sandy wastes, for they must fight a constant losing battle with the wind as it wor%s to bury them beneath the ever/shifting earth. 8till, there are occasional clumps of tough grass or scrawny salt brush bushes. 8andy/ growing plants are rarely nutritious, though not harmful. 8ome are %nown to have strange psychotropic effects on reptiles, however, and should be %ept away from any me%illots, ini!es, or other giant li4ards.
The sandy wastes fulfill the normal e!pectations of the open desert= vast e!panses of yellow sand, either piled into dunes or forming an e!pansive flat plane. The blowing winds form dunes, which come in many types. The most notable of these are me%illot dunes and star dunes. Me%illot dunes are formed when the local winds are strong and uniform, constantly pushing more sand in a single direction. "ver the years, this creates veritable mountains of sand. The name comes from the great si4e and shape of the dunes, which resemble the hump of a me%illot's bac%. Me%illot dunes can stretch for many miles, and rise as high as , feet, ma%ing them an oft/cursed phenomena for those who must travel through the deep desert. 8tar dunes, by contrast, are usually relatively low, and are created where winds from many different directions meet. The shifting pattern of the air currents creates a writhing shape with many radial arms of sand. 8tar dunes seldom change and do not move far or Euic%ly, and for this reason they serve as e!cellent landmar%s in the deep desert. $hen the desert is open and not covered in dunes, it is usually a flat or rolling e!panse of yellow sand as endless as the 8ea of 8ilt. Dunes are relatively solid, for all their tendency to collapse, but open sand is much more difficult to traverse. The conditions are brutal and e!hausting, much li%e wading through
8crub plains are small tracts of dusty land dotted with clumps of grass, thorny bushes, and occasionally even spindly trees. These tracts are relatively scarce in the Tablelands, and valued for their relative fertility. Most city/states grew in the center of an especially large scrub plain, and rely on them for the agriculture that supplies the population, but there are others scattered around the Tyr Falley which are uncultivated. 2ecause the scrub provides the best forage available, herders tend to overgra4e these plains, stripping the land of all foliage and reducing it to a barren or sandy waste. $hat herders do not destroy from their ignorance, defilers often annihilate from greed. Although the scrub plains are not lush by any ob>ective standard, they contain more vegetation than nearly any other Athasian terrain. 2ecause of this, defilers are often attracted to these areas when first learning their blac% arts or see%ing a magic/rich refuge. 2etween these twin pressures, it is a wonder that there are any scrub plains at all in the Tablelands. The survivors are defended either by the sorcerer/monarchs or druids. The former strictly enforce the laws against defiling in their farmlands, %nowing the inevitable conseEuences of destroying their cities' food supply. The outlying scrublands are often inhabited by a druid, who will defend his territory from encroaching defilers with incredible ferocity. Druids are more friendly toward
1!
herders, but always prioriti4e the good of the land over the herders' livelihood. The fertility of the scrub plains ma%e them a natural home for all sorts of creatures and people. Their scarcity ma%e them a source of conflict, more often than not. #erder tribes have engaged in all/out wars over foraging grounds, and >o4hal and gith view this terrain as ideal. "ases are relatively common in scrub plains, which helps account for their fertility, and they also tend to receive more rainfall than normal. A scrub plain which has seen recent rain is instantly recogni4able, as it is usually covered with Euic%/growing ground cover and wild flowers. Most plants in a scrub plain are edible for any creature, though dwarves and halflings should avoid anything with purple spots.
To the east of the Tablelands lies an enormous basin %nown as the 8ea of 8ilt. illed with tiny particles of dust and silt, this enormous and intimidating geographic feature commands the same awe as the half/mythical oceans of the distant past. 8imilar bodies can be found inland, albeit much smaller. 3ollectively, they are %nown as silt basins, although the 8ea of 8ilt is truly a silt ocean for any practical purpose. 8ilt basins are very similar to la%es of water= they are mostly flat, they have moon/lin%ed tides, and heavy ob>ects sin% to the bottom. This last characteristic represents the true danger of silt basins. Their bottoms are rarely less than feet down, and any unwary creature that steps out onto the seemingly/solid dust will fall through it as rapidly as if it were Euic%sand. 8uch an e!perience is almost always fatal 7 the bones of all sorts of beings are carried ashore at high tide. "n the rare still day, silt basins loo% li%e endless plains of shining powder, usually pushed by previous wind currents into enormous dunes. Gsually, however, a silt basin is not even visible. The slightest bree4e stirs up a silvery pall of dust that clings to the surface li%e fog. 9t becomes impossible to tell where the silt/laden air ends and the dust/bed begins. A stronger wind can raise a vast cloud of dust that obscures vision as thoroughly as the worst sandstorm. "n these days the silt claims many victims, who wal%ed too near the edge of the sea and fall into a
deep silt drift, never to see the surface again. 8trong silt/storms bloc% out the sun entirely for a day or more after the wind itself has died, and it may ta%e as much as a wee% before the dust has settled out of the air. The giant clans of the 8ea of 8ilt have, over the centuries, maintained their freedom by ensuring that they alone %now the safe crossings of the 8ea's estuaries. A giant's height allows him to cross through most blowouts and siltdrops without danger, and over time, the giants have literally stamped out solid pathways beneath the ever/shifting layers of surface silt. These safeways are winding and treacherous, and are never taught to non/giants. iant lore%eeepers pride themselves in their %nowledge of the safeways, which are passed down through the communities in a comple! oral tradition that is incomprehensible to outsiders.
8tony barrens are the most common type of terrain in the Tablelands. They consist primarily of large sheets of e!posed bedroc% 7 mostly orange/red sandstone. "f course, the bedroc% is constantly weathered away, so the barrens are littered with stones ranging in si4e from pebbles to boulders. arge areas of roc% are covered by a thic% layer of red dirt, as well as waist/ high drifts of coarse orange sand and puffy heaps of yellow dust. Most travelers prefer to avoid the open ground of barrens, for wandering off a well/worn path ta%es one into a field of loose roc%s, which ma%e for treacherous footing. arge beasts simply grind the stones to powder, but most humanoids must move carefully along the roc% fields, and vehicles will see their a!les snap and their wheels pulveri4ed within a few miles. or every roc% in the stony barrens, there are a do4en thorns. 3actus grows everywhere and in every conceivable shape= needles, twisted masses of ground/ hugging tubes, tall spine/covered barrels rising as high as twenty feet with tree/li%e limbs. Many of these cacti are sources of both food and water, provided you are willing to wor% your way past their thorns, provided that you are familiar with the cactus. An un%nown cactus is more threat than opportunity. Many cacti are to!ic, and some even shoot poisoned needles at passing animals. The infamous cannibal cactus e!pels a cloud of paraly4ing gas before its roots
1$
shoot up from the dirt and consume its now/helpless prey. The assassin cactus may be even more horrible, as its long, willowy tendrils conceal mobile needles that drive into the flesh of any creature they touch, there to move through the body to impale the heart. $hen moving off of a road or other path in stony barrens, any creature smaller than argantuan treats the land as difficult terrain. All vehicles treat the land as difficult terrain in such conditions, and have a cumulative 0 chance per mile traveled of brea%ing an a!le, wheel, or other critical component. or e!ample, a wagon that travels mile off/road in stony barrens has a 0 chance of brea%age after the first mile. 9f it then travels a second mile, once it completes that travel, it must roll again with a chance of brea%age. A successful 1rofession Cdriver chec% CD3 0 reduces the brea%age chance by ; such a chec% may be made every mile.
?orth of the Tyr Falley, through the gaping passes of the Binging Mountains, the land Euic%ly grows strange and unnatural. 9t still holds all the normal dangers of the wasteland, where appropriate, but all things are subtly changed. $anderers have returned with tales of stone mesas that melt into the ground during the day and reform by the ne!t dawn, of strangely verdant trees growing happily in salt flats that seem to move if you loo% away, and of all manner of deformed and altered creatures. The effects are mild at first, but the further north one travels, the stranger and more perilous the land becomes. 8ome say that a great, pristine spire stands far to the north, and that the changes are all the result of ancient magic tied to that spire. "thers claim that a defiler of supreme power, perhaps another Dragon, has gone mad and shaped the chaotic landscape to suit his twisted nightmares. $hatever the cause, any traveler %nows that the north is an unpredictable and dangerous place.
The weather and environment of Athas are >ust as much a danger as monsters or raiders. 8helter can protect travelers from its worst ravages, as can some of the speciali4ed items shown in the -Euipment chapter.
The greatest defense, however, is %nowledge. The ability to watch a storm front and predict its path and intensity can save lives and fortunes out in the wastes.
"ne of the most feared ha4ards of the desert is the sandstorm, strong windstorms which throw ash, sand, silt, or other gritty materials at high speeds. A typical sandstorm lasts for several hours, but it may ta%e a day or even longer for the dust to settle out of the s%y. 3ontrary to popular belief, normal duststorms and sandstorms do not bury people alive. The accumulation does not occur so Euic%ly as to prevent escape or digging, but a sandstorm can still suffocate and %ill victims by burying them under the accumulation. 8uffocation, in fact, is the greatest danger of most sandstorms, followed by the e!haustion and pain caused by the swift/moving particles hitting the body. 8ee the table above for the effects of high winds and sandstorms. $uststorms) Duststorms arise in waste areas when the wind speed rises above ( miles per hour. A duststorm blows fine grains of sand that reduce visibility, smother unprotected flames, and can even cho%e protected flames, such as a lantern's light C0 chance. A duststorm leaves behind a deposit of d* inches of sand or other loose soil. Sandstorm) 8andstorms arise in waste areas when the wind speed rises above 0 miles per hour. 8andstorms limit visibility to d ! feet, smother unprotected flames, and cho%e protected flames li%e lantern lights C50 chance. 8andstorms deal d( nonlethal damage to e!posed creatures each round and pose a serious suffocation ha4ard. A sandstorm leaves +d(/ feet of fine sand in their wa%e. Sandstorm+ 'lensing) lensing sandstorms arise in waste areas when the wind speed rises above 5) miles per hour. lensing storms limit visibility to d ! 0 feet and put out all flames, protected or not. Banged attac%s are impossible in a flensing sandstorm. lensing sandstorms deal d( lethal damage per round to e!posed creatures and pose a serious suffocation ha4ard. A flensing sandstorm leaves )d* feet of sand in their wa%e. Sandstorm+ Vortex) The worst sort of sandstorms are those which are caused by tornadoes, which are called vorte! sandstorms. A vorte! sandstorm is
1'
ind Sandstorm 0!!ects ind 'orce Sandstorm ;rade
ind Speed
Storm $amage
Su!!ocation Ris/1
Ranged Attac/s
"erception 'l# Chec/ed Blo.n "enalt# "enalt# SiGe2 A.a# SiGe3
ight
7
/ mph
7
?o
7
7
7
7
7
Moderate
7
/+ mph
7
?o
7
7
7
7
7
8trong
7
+/( mph
7
?o
/+
/+
/+
Tiny
7
8evere
Duststorm
(/0 mph
7
?o
/)
/)
/)
8mall
Tiny
$indstorm 8andstorm
0/5) mph
d( nonlethal
Yes
/&
/*
/&
Medium
8mall
#urricane
8andstorm, lensing 50/5) mph
d( lethal
Yes
9mpossible
/&
/+
arge
Medium
Tornado
8andstorm, Forte!
d) lethal
Yes
9mpossible
/+
/*
#uge
arge
50/( mph
#uffocation Risk: 3haracters outside shelter in a sandstorm without a filter mas% or e!pertly/wrapped cloth CD3 0 8urvival chec% ris% suffocating on the cho%ing grit. A poorly/wrapped cloth grants d ! 3on score rounds of protectio n. "nce a character's protection has e!pired, he has + ! 3on score rounds to find shelter, after which time he must begin ma%ing 3onstitution chec%s each round CD3 per previous chec%. "n failure, he falls to hit points and becomes unconscious. The ne!t round, he falls to / hit points and begins dying. "n the third round, he dies. + Checked: 3reatures of this si4e or smaller must succeed on a D3 8trength chec% or be unable to move against the wind. lying creatures must succeed on a D3 + ly chec% instead. ( .lon Aa: 3reatures of this si4e or smaller that are on the ground must ma%e a D3 0 8trength chec% or be %noc%ed prone and rolled d) ! feet, ta%ing d) nonlethal damage per feet. lying creatures must ma%e a D3 +0 ly chec% or be blown +d* ! feet and ta%e +d* nonlethal damage.
usually smaller than a flensing sandstorm, but much more violent. 9n addition to the penalties inflicted by a flensing sandstorm, vorte! sandstorms deal d) lethal damage per round and can suc% creatures into their funnel. Any creature that is blown away by the wind is suc%ed toward the center of the storm. 9f a creature comes into contact with the actual funnel cloud, it is pic%ed up and whirled around for d rounds, ta%ing *d* damage per round before being violently e!pelled Cand ta%ing appropriate falling damage. A vorte! sandstorm's funnel normally moves at roughly ( miles per hour Cor around +0 feet per round, but in a chaotic fashion. hirl.inds) Areas without enough loose soil to create a true sandstorm can still e!perience powerful whirlwinds and windstorms. Treat these storms as sandstorms, but the visibility distance is doubled and creatures do not ta%e damage or ris% suffocation.
Most people immediately thin% of sand dunes when they imagine the desert, but in fact only the sandy wastes of Athas contain any notable dunes. 8and dunes are wandering things, although they travel no more than a few hundred feet each year. This is enough to eventually overrun other types of terrain, but rarely an immediate ha4ard. #owever, the constant action of wind on sand produces potentially ha4ardous situations.
Shallo. Sand) 8hallow sand is more common than deep sand. Areas covered by this terrain have a layer of loose sand about foot deep. 8hallow sand counts as difficult terrain. $eep Sand) Deep sand is most often found deep in the heart of sandy wastes, though it is also common where a sandstorm has >ust passed. 3reatures unfamiliar with the desert often mista%e deep sand for Euic%sand, though it bottoms out several feet down. Areas covered by this terrain have a layer of loose sand up to ( feet deep. 9t costs Medium or larger creatures ( sEuares of movement to move into a sEuare with deep sand, and creatures 8maller than Medium must spend ) sEuares of movement to do so. 9t is not possible to use the Acrobatics s%ill to tumble in areas of deep sand. Sand Crust) A sand crust appears as normal solid ground. Gsually formed from a hardened crust of dried mud or salt, sand crusts sometimes cover areas of shallow or deep sand. 8and crusts cannot support more than lbs., and anything above that limit falls through the crust and must deal with the effects of shallow sand or deep sand, as appropriate. 3reatures moving through an area of sand crust leave a trail in their wa%e, turning the sand crust sEuares they pass through into shallow or deep sand sEuares. A successful 8urvival chec% CD3 can identify sand crusts. Collapse) A sand dune has a long, shallow bac% slope shaped by the wind and a sharp leading edge
1)
with a steep drop on the lee side. s ide. This edge is precarious, with the pull of grass >ust barely balanced by the cohesive tension of the sand. #owever, #owever, the wind can swiftly shift the balance, blowing sand off the edge and triggering a sudden collapse. "nce a collapse starts, it moves at between + and ) feet per round. A successful D3 + 1erception chec% can give characters advance warning of the collapse when it is still d ! 0 feat away, away, though lines of sight that long are less than common in the deep desert. 9f all characters fail their 1erception chec%, the collapse moves closer and they automatically become aware when it closes to half the original distance. At that distance, the sound of the collapse, a heavy slithering noise, becomes very obvious. 9n loud conditions, such s uch as in the middle of a sandstorm, characters might need to ma%e another 1erception to hear the collapse. CD3 0 or higher, depending on the conditions. A dune collapse consists of two distinct areas= the bury 4one Cin the direct path of the sand mass and the slide 4one Cthe area that the sand spreads to encompass. A typical collapse has a width of d* ! feet from one edge of the slide 4one to the other, with a bury 4one half that si4e precisely in the middle. To determine the location of the 13s, roll d* ! +; the result is the number of feet from the bury 4one's path to the center of the party's location. 3haracters in the bury 4one cannot avoid ta%ing damage from the collapse, but characters in the slide 4one might be able to avoid serious harm. Anyone in the bury 4one ta%es &d* damage and becomes buried, or only half as much damage with a successful D3 0 Befle! save. 3haracters in the slide 4one ta%e (d* damage, or half as much with a successful s uccessful D3 0 Befle! save. 3haracters in the slide 4one become buried if they fail their save. A buried character character is utterly trapped and cannot move their body in any way without succeeding on a D3 ( 8trength chec%, which buys a single round of free movement. 2uried creatures ta%e d* points of nonlethal damage each minute until freed; if %noc%ed unconscious, this damage becomes lethal damage. Blo.out) A Blo.out) A change in wind direction can produce a blowout, hollowing out the center of a dune and leaving a large cavity. cavity. This cavity is not always visible, and a thin layer of safe/loo%ing sand might cover a
vast tomb that swallows people and animals without a trace. The crust covering a blowout is too wea% to support any creature weighing more than ( lbs. ?oticing a blowout reEuires a successful s uccessful 8urvival chec% CD3 0; however, charging or running characters are not entitled to a chec%. 3haracters that wal% onto a blowout automatically fall through the crust and ta%e damage as though trapped by a dune collapse. Boughly one dune in one hundred conceals a blowout.
9n the clear, dry air of the waste, nothing bloc%s the sun's rays, which can pose dangers of their own. ;lare) The ;lare) The sun can be dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similar light/colored material reflect the sun's glare into the eyes even without loo%ing directly. directly. 8un glare is doubly dangerous in the winter, when the sun is low on the hori4on and thus difficult to avoid loo%ing at. 3haracters traveling in the wasteland must cover their eyes with a veil or a similar covering, or ma%e use of the alchemical compound blac%eye to avoid sun glare. Those without eye protection are automatically da44led. The penalties are doubled for creatures that have light sensitivity sens itivity.. 3haracters with appropriate protection do not need to fear glare in any way. way. lare/ induced blindness lasts as long as characters remain in an area of sun glare and for d) hours thereafter, or for hour if the character enters a shaded or enclosed area. The da44ling effect can be cured with a remove ,lindness spell, but an unprotected character entering an area of glare immediately becomes da44led again. Sunburn) 8unburn Sunburn) 8unburn is a serious ha4ard for wasteland travelers. travelers. A mild sunburn is merely uncomfortable, but sever burns can be life/ threatening. Avoiding Avoiding sunburn reEuires covering up e!posed s%in, wearing hats or robes, or carrying a parasol. 1rotective lotions can help %eep the s%in safe. 3haracters who ta%e even minimal care to protect their s%in from direct sunlight Cwith a hat and body/ shrouding garment do not suffer sunburn, but may ta%e penalties for wearing heavy clothes in heat. -lven, heatsuit, and wastelander outfits automatically protect a character from sunburn Csee the -Euipment chapter.
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9f a character is caught out in the sun completely unprotected, sunburn can prove a serious threat. After ( hours of such e!posure, the character becomes mildly sunburned and ta%es nonlethal damage. After another ( hours of e!posure, the character develops severe sunburn and immediately ta%es +d* nonlethal no nlethal damage a /+ penalty to ortitude saves against heatstro%e until the nonlethal damage is healed.
Many %inds of waste terrain in Athas have been created by supernatural means, usually as the result of disastrous defiling bac%fires. 9n such places, magical and supernatural perils add even more formidable ha4ards to those of the mudane waste. 'la#.inds) 8ometimes, 'la#.inds) 8ometimes, winds from the north sweep down with an unnatural speed, carrying anything from ordinary sand to cutting glass shards. 9n other places, a natural sandstorm that crosses magic/blighted land might be amplified by the magic into an awful maelstrom. 8uch storms are called flaywinds. A typical flaywind flaywind lasts for d) ! hours, often hovering malevolently over a single area. laywinds are always storms of at least sandstorm grade, but with much worse effects. 3reatures and ob>ects caught in a flaywind ta%e d* damage per round from the cutting force of the wind. $earing heavy clothing or any form of armor reduces the damage to d) points per round. 9n general, creatures in an area about to be struc% by a flaywind are entitled to a 8urvival 8urvival chec% CD3 + to receive minute of warning before the storm engulfs them. This might not be enough time to escape the storm's path, but it could provide a chance to see% shelter or ma%e other preparations. ;lass!ields) Fery ;lass!ields) Fery high temperatures can melt sand into glass. ightning stro%es or magical flames can produce small regions of bro%en glass, while a sustained all of fire spell might create a wide e!panse of fused sand that stretches for miles. The Dead ands are most notable glassfield in Athas, covering hundreds of sEuare miles. Traveling across a glassfield is treacherous. The surface is as slic% as an ice sheet, and counts as difficult terrain. 8egments are often fractured, with >agged shards stic%ing out in all directions along huge
fissures. -!plosive attac%s against a smooth glassfield throw up a cloud of slivers in a 0/foot radius which deal (d* piercing damage to creatures caught in the area CD3 ( Befle! save for half. The glass also reflects sound, amplifying the damage of sonic damage by 0 and creating a cloud of glass slivers whenever a sonic effect intersects the glassfield. -eech Salt 'lats) "rdinary 'lats) "rdinary salt flats are dangerous enough, but in areas where a salt plain has been affected by arcane magic, the supernatural surface can suc% the moisture out of living things. A leech salt flat appears to be normal terrain to ordinary sight, although it radiates a faint aura of necromancy. necromancy. iving creatures that travel across a leech salt field reEuire five time as much water as normal, as the environment draws the moisture from their bodies. Those who run out of water are in even more danger, however however.. After the normal grace period for dehydration, creatures must ma%e 3onstitution chec%s against dehydration every minutes instead of every hour, and ta%e d* lethal damage instead of the normal dehydration damage. This continues until the creature drin%s at least half a gallon of water. water. #owever, since leech salt fields magically dehydrated creatures, they do not n ot need to spend the normal +) hours recovering from dehydration, and need merely to drin% a day's worth of water. Mirror Sand) $hen Sand) $hen ordinary sand mi!es with Euart4 or other reflective crystals, and the resulting granules are polished by windblown dust to a mirror finish, the sand itself can reflect light 7 and heat. Travelers in the waste dread mirror sand, because it is e!tremely dangerous to cross in the daylight. 9n addition to raising the temperature by +, mirror sand can blind anyone who ga4es at it, sometimes permanently. A creature that wishes to open its eyes while traveling over mirror sand must first ma%e a ortitude save CD3 & or be unable to %eep its eyes open. This save must be repeated each round that the creature holds its eyes open, but the D3 increases by + each round. or every full round that a creature %eeps its eyes open, it must ma%e another ortitude save CD3 or become temporarily blind from the incredible glare. A creature creature afflicted by blindness from mirror sand may be cured by any effect that heals blindness, or may ma%e a ortitude save CD3 for every +)
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hours spent in the dar%ness or with its eyes closed to end the blindness. A creature that continues to %eep its eyes open after being blinded must ma%e a ortitude save every hour CD3 per previous save or become permanently blind. (#r,Storms) ar (#r,Storms) ar from the Tyr Falley, hovering beyond the hori4on over the 8ea of 8ilt, lies the 3erulean 8torm. ew %now the origin or nature of this vast magical confluence, but most are familiar with its effects. The 3erulean 8torm periodically spins off small storm fronts, which move rapidly over the 8ea of 8ilt in an unpredictable pattern. 8ome of these storms come to land in the Tyr Falley, where they are called Tyr/8torms. Tyr/8torms. A Tyr/8torm is a hurricane of incredible power, with the normal destructive force of its winds augmented by an unearthly cold and lightning stri%es so constant that they almost form walls of electricity rather than discrete bolts. Treat a Tyr/8torm as a tornado/force wind, which causes a sandstorm if the environment permits. The environment inside a Tyr/ 8torm is below /0O , ma%ing it an area of -!treme 3old. All creatures inside a Tyr/8torm ta%e +d& damage each round from the free4ing rain, hail, and ever/present lightning stri%es. Tyr/8torms tend to flatten anything in their path, though the power of the sorcerer/%ings has %ept them well away from the city/ states and their valuable croplands. A Tyr/8torm Tyr/8torm covers a d* mile radius at any given moment, though its e!act shape and si4e change unpredictably. The storms move Euic%ly, but are instantly recogni4able and usually allow characters appro!imately fifteen minutes to find what shelter they may. A Tyr/8torm usually covers a single area for no more than 0d* minutes, after which time its movement has dragged it away. The ,anish %r6#torm spell allows a character to redirect the path of a Tyr/ 8torm. Shado.sand) This Shado.sand) This substance, if encountered in the daytime, appears to be ordinary sand, albeit slightly dar%er than normal and cool to the touch, though it has a faint aura of necromancy. necromancy. The temperature in regions of shadowsand rarely rises above 6O even in during the hottest part of the day. day. At night, the true danger of shadowsand becomes apparent. The temperature of the sand plunges to /+O or even colder. 8hadowsand suc%s the heat out of campfires
and other bla4es, preventing them from providing enough warmth to improve matters. A 8urvival 8urvival chec% CD3 0 is reEuired to reali4e that the radical drop in temperature in regions of shadowsand is not a natural occurrence. $orse yet, shadowsand gains a negative energy charge when it gets cold enough. $hen the local temperature falls below O, the sand begins to radiate negative energy, energy, dealing d) damage to living creatures each round, and healing undead an eEuivalent amount. or this reason regions of shadowsand are a favored home for many types of undead, especially vampires, spectres, and wraiths. They dwell under the sand during daylight and emerge at night to feed and bas% in the dar% power. power. Any patch of shadowsand has a +0 chance ch ance of hosting one or more such undead. So!tsand) Though So!tsand) Though actual Euic%sand cannot e!ist in dry environments, softsand can provide an eEuivalent ha4ard. 8oftsand is not actual sand, but rather a powdery dust even lighter than silt. s ilt. enerally scattered harmlessly by desert winds, it can sometimes collect in pits shielded from the wind, where it loo%s li%e ordinary sand. A character approaching a patch of softsand can attempt a 8urvival chec% CD3 to recogni4e their danger, though charging or running characters do not have the time to do so. A typical patch of softsand is + to 0 feet across. Bunning or charging characters move d+!0 feet into the softsand before beginning to sin%. A character in softsand must ma%e a D3 0 8wim chec% to move 0 feet in any direction, and must succeed on a D3 8wim chec% to simply remain afloat. 3haracters who fail this chec% sin% below the surface and begin to suffocate. 3haracters that move to the edge of the pit can attempt to haul themselves out with a 3limb chec% CD3 0. Any character not trapped in the pit can e!tend a rope, branch, or similar ob>ect to a trapped character, and then ma%e a D3 0 8trength chec% to pull the victim 0 feet.
9n an ideal world, the cities of the Tablelands would be a refuge from the harsh environment of the wastes. 9n fact, entering a city simply trades one set of dangers
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for another. 3rime rates are very high in every Athasian city 7 theft, mugging, rape, murder, and worse acts are everyday occurrences. Templars try to promote stability, stability, as no one wants to be seen as responsible for social unrest, but they are always more concerned with their own gain and instilling fear of their power. ?or are the ordinary citi4ens much help. The nobles don't care, the commoners are too cowed to ris% their own hides, and the elves will ta%e any opportunity to %idnap people for the slave bloc%. Athasian cities are as harsh and blea% as the desert beyond their walls. walls.
withdrawal and ceases to be addicted to the drug. #owever, #owever, he is permanently sensiti4ed to that drug and suffers a /0 penalty to all future ortitude saves to avoid addiction to that drug.
$here there are people, there is disease. Athasian cities are unsanitary to say the least, lac%ing even rudimentary plumbing and without any healers with solid understandings of disease. The poor cannot afford healers to curb the diseases which inevitably scythe through city slums s lums every year. year. The following diseases are the most common, but others may e!ist. Blinding Sic/ness) %pe ingested; #ave ortitude To escape the drudgery of their lives, many people D3 *; nset d( days; "reuenc Iday; Effect d) 8tr turn to drugs and other forms of chemical recreation. damage, if more than + 8tr damage, target must ma%e 8uch substances are almost always illegal, but that has an additional ort save or be permanently blinded; not stopped their sale, only driven it underground. Cure + consecutive saves. Cac/le 'e%er) %pe airborne; #ave ortitude D3 5; Most drugs are Euite addictive. 'orming An Addiction) -ach Addiction) -ach time a character nset day; "reuenc Iday; Effect d* $is damage; Cure + consecutive saves. ta%es a drug, he must roll a ortitude saving throw. throw. 'ilth 'e%er) %pe in>ury; #ave ortitude D3 +; The D3 depends on the drug; see s ee the entry for each nset d( days; "reuenc Iday; Effect d( De! drug in the -Euipment chapter for details. 8ome highly addictive drugs become more difficult to resist damage and d( 3on damage; Cure + consecutive every time they are ta%en. "n a failed save, the saves. -epros#) %pe airborne, contact, or in>ury; #ave character becomes addicted to the drug. Addiction and ithdra.al) An ithdra.al) An addict must ta%e ortitude D3 + to avoid disease entirely, ortitude at least one dose of the drug each day or ris% D3 + to avoid effects once contracted; nset +d) withdrawal. -very day that he goes without the drug, wee%s; "reuenc Iwee%; Effect d+ De! damage and he must ma%e a $ill save CD3 0 + per previous day d+ 3harisma damage; Cure + consecutive saves. without the drug or enter withdrawal. $hile in Mind!ire) %pe airborne; #ave ortitude D3 +; withdrawal, an addict is sha%en and suffers a nset day; "reuenc Iday; Effect d) 9nt damage; chance of spell and power failure. These effects do not Cure + consecutive saves. Red Ache) %pe in>ury; #ave ortitude D3 0; nset end until the addict ta%es a dose of the drug. Reco%ering 'rom Addiction) An Addiction) An addict in d( days; "reuenc Iday; Effect d* 8tr damage; Cure withdrawal can attempt to end his addiction + consecutive saves. Sha/es) %pe contact; #ave ortitude D3 (; nset permanently. permanently. "nce per day he can attempt a $ill save CD3 0 to %ic% the habit. An addict must succeed on day; "reuenc Iday; Effect d& De! damage; Cure + one such saving throw per point of the drug's consecutive saves. Volcanic 'e%er) %pe airborne; #ave ortitude D3 addiction D3. or highly addictive drugs with scaling D3s, count the addiction D3 as 0 points higher. 9f the *; nset d( days; "reuenc Iday; Effect d) 3on character receives long/term care with the #eal s%ill, damage; Cure + consecutive saves. he gains a + bonus to his $ill save. The restoration spell provides the eEuivalent of successful saves toward recovering from addiction. Most people in Athas are very poor. 1layer characters "nce the character has succeeded on the necessary necess ary belong to an elite group 7 very few people have have the number of $ill saves, he no longer suffers from
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talents or courage to become adventurers, the one career path that grants real social mobility. -ven in ree Tyr, e!treme poverty is the norm. The average free Athasian laborer ma%es roughly ) 3p each wee% 7 barely enough to cover poor food, enough water to survive, and the normally usurious rent payments. 3hild labor is very common, and an economic necessity for most families. This is >ust as true in Tyr as any other city/state; Tyr's famed glass industry is built on the Canemic bac%s of child glass/blowers, who can be trained to blow simple ob>ects and are less of a loss when they die from lead poisoning. 1rostitution is omni/present, and while most whores are slaves, some are women and men who have a desperate need for income, whatever its origin. $hile se! is not especially taboo or restricted in most Athasian cities, the conditions of the average brothel are too terrible to ma%e many inclined to ta%e up the prostitute's trade. Members of the psionic academies and merchant houses have e!pense accounts and guarantees of basic necessities, both at their homes and wherever they might travel. The houses and academies have a controlling interest in many businesses, and mil% their stoc%s for all the money that they may. Gnfortunately, the politics of these organi4ations are scarcely less brutal than those of the Templarate, and members must scheme constantly to maintain their positions, much less improve their lot. Thus, it is only the nobles and high/ran%ing officials that have anything resembling a stable lifestyle, and they are sure to ma%e the most of their advantage. The power of the nobility varies greatly between each city/state, from Baam, where the nobles often have as much authority as the Templarate, to old Tyr, where @ala% once held the livelihood of the upper class in an iron fist. 9n all cities, however, anyone deserving the title of
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ater) $ater is the giver of life, but the elemental lords of water give of their gifts only grudgingly. The 1lane of $ater has suffered terribly, as the devastation of the Athasian environment resonated across the planar bridge. $ater clerics protect and preserve what water remains, often rationing it against greater need. Despite this, water clerics are beloved as restorers and healers, for the waters of their calling follow where they go.
Magic in Athas is relatively scarce and universally feared, while psionic powers are a common and accepted part of life. $hile the supernatural is Euite common in Athas, it follows somewhat different strictures than those described in the Pathfinder Core Rules.
Divine magic is granted to the practitioner by a specific outside power 7 either a being of great power, such as a sorcerer/monarch, or the chaotic energies of the elemental planes. A divine spellcaster %nows all spells on her class list. 3lerics have access to domains, which provide additional spells %nown. 8ee the 3lasses chapter for details on the spells provided by domains. -!cept as noted in this chapter, divine magic wor%s e!actly as described in the Pathfinder Core Rules.
-lemental magic is the most common source of
The paraelements e!ist as dar% shadows of the true elements, admi!tures of multiple elements infused with the eldritch essence of the 2lac%. The paraelements are not evil, but they are ambitious, and see% to overthrow the true elementals as the primary governors of Athasian life. 1araelemental worshippers are more li%ely to care about power, and more li%ely to draw their powers from individual beings rather than the impersonal energy of the plane. Magma) Though volcanic activity is rare in the Tyr Falley, both the twisted lands to the north and the Dead ands are home to many followers of Magma. 3lerics of Magma emphasi4e the ine!orable power of their element, and allow nothing to stand between themselves and their goals. Rain) Bain is the wea%est element of Athas, for all that the parched land cries for it. Bain clerics revel in the fury of their patron's storms. They believe that all creation is balanced by destruction, and love the storm for its personification of that duality. Bain clerics are less beloved than water clerics, but most will argue that the source of the water is irrelevant ne!t to its sheer e!istence. Silt) 8ilt worshippers may be found all along the 8ilt 8ea. They protect villages by %eeping silt storms at bay, and are in great demand for their ability to see% out the giants' safeways through the 8ea. 8ilt worshippers tend to be highly pragmatic and ruthless, and are %nown to turn to piracy to supplement their lifestyle. Sun) 8urely the most powerful element in the wastes, the 8un is a deadly danger to all life. 8un
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worshippers are Euic% to ta%e offense, and believe that they are >ustified in burning down those who oppose them. The paraelemental lords of 8un desire to reduce Athas even further, to scour it of life until it is nought but an endless, sun/scorched desert. 1eople who follow the 8un usually do so for power, without care for the conseEuences for others. 8un clerics are the only ones li%ely to consort with defilers.
1rimal magic is functionally identical to divine magic, but instead of being drawn from a specific being or e!traplanar force, the power and %nowledge for primal magic is drawn from the land. Druids and rangers cast primal spells. i%e divine spellcasters, a primal spellcaster automatically %nows all spells on her class list. Druids are able to gain the powers of cleric domains, but their power still comes from the land rather than an e!ternal agent. 1rimal magic uses techniEues very similar to divine magic. 1rimal spellcasters count as divine spellcasters for the purpose of feats, prestige classes, and other things which reEuire divine magic.
Arcane magic reEuires intense study, and its power comes from the life/force of living things. "nly wi4ards can cast arcane spells; they are also %nown as
Arcane spells are divided into three categories= 8imple, 3omple!, and -!otic. -ach category represents the comple!ity of the spell and how widely it is %nown among mages. #imple spells are the easiest and most common. They reEuire the least understanding of the nature of magic and the simplest words and gestures. $i4ards %now all 8imple spells automatically. Complex spells reEuire a genuine understanding of
magical theory, as well as greater mental focus and more comple! words and gestures. 8pecialist wi4ards %now 3omple! spells from si! schools; universalist wi4ards %now all 3omple! spells. Exotic spells are the most complicated and rarest spells of all. Most -!otic spells are the uniEue creation of a single mage. ew mages are willing to share the %nowledge of an -!otic spell. 8pecialist wi4ards cannot learn or create an -!otic spell from an opposed school. earning another mage's -!otic spell reEuires a series of 8pellcraft chec%s, which must be made in succession. The caster must spend eight hours studying the spell, after which he may ma%e a 8pellcraft chec% CD3 0 twice the spell's level. #e must succeed on one such chec% per level of the spell; after doing so, he may record the spell in his spellboo% and may ready and cast it as his own. ?o more than one day may pass between each 8pellcraft chec%, or the entire process is wasted and must be underta%en from the beginning.
The inevitable danger of arcane magic is its reliance upon, and damage to, the local environment. Most communities fear mages for their tendency to defile. All plants near a spellcasting defiler turn into blac% ash, without even the useful properties of ordinary ash. ?othing can grow in a defiled area for years. -ven if the ash is blown away, the ground beneath remains lifeless and barren. The common people of Athas revile defilers out of superstitious dread, but the learned also shun defiling magic for the desolation it creates. Many believe that the world was once green and flowing with life, and that it was mages who turned this paradise into the wasteland that is now Athas. They are not wrong. The terrain in which a mage casts his spells affects (errain Modi!iers !or Arcane Magic Caster Sa%e $C -e%el Chec/
(#pe
0xamples
Desolate
8alt flat, silt basin
/+
/+
2arren
2oulder field, stony barren
/
/
9nfertile
3ity, roc%y badland, scrubland
ertile
Mud flat, savannah, swamp
+
+
Abundant orest, garden, ocean .
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the power of those spells, based on the abundance of plant life. 2arren and desolate terrains wea%en spells, while fertile regions empower them. The table above shows the effects of terrain. 8ome regions, most notably the Dead ands and the rey, have no plant life at all. 9f arcane spellcasters have no other energy sources, they are unable to cast spells in these areas.
All casters must read spells before they can cast them. This simply means choosing the spells that they will be able to access when the time comes to use their spell slots to cast them. 9n effect, the caster is mystically
All spellcasters cast their spells spontaneously, and therefore must ta%e a full/round action to cast any spell modified by a metamagic feat. 3asters with the Metamagic 1reparation feat can choose to ready spells modified by metamagic feats. Thus, an empoered ,urning hands Ca st/level spell modified by a + level metamagic feat would occupy a ( rd/level readied slot. 8pells readied with metamagic feats cannot be cast without those feats, but they can be cast using their normal casting time. Defiling while casting a metamagic/enhanced e!tends the spell's casting time to one full round Cthat is, the spell ta%es effect at the beginning of the caster's ne!t turn. Gse of the Metamagic 1reparation, ast Ba4e, andIor 9nstantaneous Ba4e feats can reduce this time.
ower/level spell slots can be woven together to power a higher/level spell, if the caster can cast spells
of the higher level. A caster can combine three slots of one level to cast one spell of the ne!t higher level. 3onversely, she can convert the energy of one spell slot of a higher level to power two spells of the ne!t lower level. ?o spellcaster is able to
$here magic uses energy from outside the caster, psionics focuses the manifester's own power to create its effects. 1sionicists tal% of the $ill and the $ay as their primary tools. The former is the energy and focus that the manifester brings to the tas% of using psionic abilities; the latter is the set of disciplines and e!ercises that the manifester uses to focus his $ill. The $ay is taught in psionic academies found in every city in the Tablelands, ma%ing psionics the most common form of supernatural power on Athas. -!cept as noted in this chapter, psionics function e!actly as described in the Expanded Psionics $and,ook.
9n Athas, psionics and magic are fundamentally different forces that do not interact well with one another. Gse the following guidelines to determine how magical effects interact with psionics, and vice versus. $etection) Detect magic does not detect psionic auras. Detect psionics does not detect magical auras. ?ew spells and powers have been introduced to perform these functions. $ispelling) 9t is difficult for magic to remove psionic effects. $hen using dispel magic or similar spells against psionic effects, the caster ta%es a /0 penalty to his caster level chec% to dispel. The same is true for a manifester using dispel psionics against a magical effect. Dispel psionics cannot be used to counterspell against spells, and dispel magic cannot be used to counterspell against psionic powers. &egating 'ields) An antimagic field or similar effect does not prevent the use of psionic powers. A null psionics field does not bloc% spellcasting.
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Resistance) 8pell resistance does not have any effect against psionic powers. 1ower resistance does not have any effect against spells. Many creatures now have both spell resistance and power resistance.
Any character with a power point reserve has the ability to tap an internal reservoir of psychic energy. This ability is represented by the psionic focus. Many psionic class features and feats reEuire that the user either maintain or e!pend his psionic focus. aining psionic focus reEuires a standard action to perform a rapid meditative seEuence. "nce a character has gained psionic focus, he does not lose it until he chooses to e!pend it Cunless he has the Gnfocused flaw; see the 3haracter "ptions chapter for details. Any psionic character can e!pend their psionic focus to ta%e 0 on a concentration chec%. 9t can also be e!pended to activate certain psionic feats and class abilities. The 8wift ocus feat allows a character to gain psionic focus as a move action.
Talents are psionic powers that manifesters can use without limit. Talents do not cost power points to manifest, and cannot be augmented or benefit from metapsionic feats. 9n all other respects, talents are identical to powers.
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truth/detection effects. ;ood Hope= Your bardic performance grants a + bonus to most chec% to your allies. ;race!ul 0%asion+ ;reater= ain 0 miss chance and easily hide from enemies for roundIlevel. Alarm= 3reate a simple warning system that alerts you Song o! Haste) Your bardic performance inspires allies to move and attac% with alacrity. to trespassers. Ba!!lement= Taunt one enemy into confusion for round. Conceal Scent= Bemove scent from one sub>ect. Bardic Cant= 3reate secret dialect that allows for fast Critical Stri/e= 2rutali4e a vulnerable enemy. and secure communication among your allies. $isguise) Ma%e a rapid Disguise chec% with a 'reedom o! Mo%ement= 2ecome immune to bonus. movement/hindering effects. 'ast (al/= 3onvince any humanoid that he is your ndoctrination= 1ermanently change sub>ect's good friend. memories of up to one day's time. Health!ul Rest) 9ncrease recovery speed for allies. -egend -ore= Besearch information about obscure Sprint= ain ( foot speed bonus for one minute. legends. (ranslator= Gse inguistics to perform Euic% translations from unfamiliar languages. VentriloJuism= Throw your voice up to ( feet. Cloud Mind= Your bardic performance inflicts a / penalty to $isdom/based chec%s. 'ast (al/+ "er!ect= You can control a person's actions. Bardic Cr#ptograph#) Gse inguistics to create nigh/ Heroism+ ;reater) As #eroism, but stronger. unbrea%able ciphers. Song o! $iscord= Your bardic performance causes Calm 0motions= Bela! sub>ects and remove effects of enemies to attac% each other. strong emotions. Coordinated "recision= Allies affected by your bardic music gain + attac%, d* damage against vulnerable enemies. 8pells mar%ed in green are available only to clerics. ;race!ul 0%asion= ain + miss chance and easily 8pells mar%ed in purple are available only to templars. hide from enemies for minuteIlevel. Head Shot= 2lind or deafen target of attac%. Heroism= rant one ally heroic vigor. Silent Armor) 9gnore armor chec% penalties to 8tealth. Arcane Mar/= 9nscribes a personal rune on an ob>ect Song o! Resol%e= $hile using bardic performance, or creature Cvisible or invisible. you can allow an ally to reroll a $ill save Iround. Bleed= 3ause a stabili4ed creature to resume dying.
Ba!!lement+ ;reater= Bender several creatures confused for roundIlevel. Crushing $espair= Your bardic performance inflicts a /+ penalty to most chec%s on your enemies. 'ast (al/= As ast Tal%, but affects any creature. ;libness= ain + bonus to 2luff chec%s and resist
$etect 0lement) Detect presence of element. D8 $etect Magic= Detects spells and magic items within * ft. $etect "oison= Detects poison in one creature or ob>ect. ;uidance= on one attac% roll, saving throw, or s%ill chec%. -ight= "b>ect shines li%e a torch.
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Mending= Ma%es minor repairs on an ob>ect. "uri!# 'ood and $rin/= 1urifies cu. ft.Ilevel of food or water. Read Magic= Bead scrolls and spellboo%s. Resistance= 8ub>ect gains on saving throws. StabiliGe= 3ause a dying creature to stabili4e. Virtue= 8ub>ect gains temporary hp.
sub>ectIlevel. n!lict -ight ounds= Touch deals d& damage Ilevel Cma! 0. Magic Stone= Three stones gain on attac%, deal d* damage. Magic eapon= $eapon gains bonus. Obscuring Mist= og surrounds you. "rotection !rom Chaos=0%il=;ood=-a.= + to A3 and saves, plus other protection against selected alignment. Bane= -nemies ta%e 7 on attac% rolls and saves Remo%e 'ear= 8uppresses fear or gives ) on saves against fear. against fear for one sub>ect one per four levels. Blac/ Cairn= ocates a corpse nearby. D8 Sanctuar#= "pponents can't attac% you, and you can't Bless= Allies gain on attac% rolls and saves against attac%. fear. Shield o! 'aith= Aura grants + or higher deflection Bless 0lementM= Ma%e your element holy. L bonus. Cause 'ear= "ne creature of 0 #D or less flees for d) Summon Monster = 8ummons e!traplanar creature to rounds. fight for you. Command= "ne sub>ect obeys selected command for round. Comprehend -anguages= You understand all spo%en Aid= on attac% rolls and saves against fear, d& and written languages. Cooling Canop#= 8ummon a cloud to provide shade temporary hp Ilevel Cma! . Align eapon= $eapon becomes good, evil, lawful, or and prevent dehydration. Cure -ight ounds= 3ures d& damage Ilevel chaotic. Augur#M= earns whether an action will be good or Cma! 0. Curse 0lementM= Ma%e your element unholy. D8 bad. $eath.atch= Beveals how near death sub>ects within BearEs 0ndurance= 8ub>ect gains ) to 3on for ( ft. are. min.Ilevel. $etect Chaos=0%il=;ood=-a.= Beveals creatures, BullEs Strength= 8ub>ect gains ) to 8tr for min.Ilevel. spells, or ob>ects of selected alignment. Calm 0motions= 3alms creatures, negating emotion ?-$ effects. $etect "sionics= As detect magic , but for psionics. $etect :ndead= Beveals undead within * ft. ConsecrateM= ills area with positive energy, $i%ine 'a%or= You gain per three levels on attac% wea%ening undead. Cure Moderate ounds= 3ures +d& damage Ilevel and damage rolls. $oom= "ne sub>ect ta%es 7+ on attac% rolls, damage Cma! . $ar/ness= +/ft. radius of supernatural shadow. rolls, saves, and chec%s. 0ndure 0lements= -!ist comfortably in hot or cold $eath nell= @ills dying creature; you gain d& regions.L temporary hp, + to 8tr , and caster level. 0ntropic Shield= Banged attac%s against you have + $ela# "oison= 8tops poison from harming target for miss chance. hourIlevel. ;rim Har%est) Drain the fluids from a dead creature $esecrateM= ills area with negative energy, ma%ing and recover its water. ?-$ undead stronger. Hand o! the Sorcerer,ing= Your connection to your 0agleEs Splendor= 8ub>ect gains ) to 3ha for D8 patron protects you against spells. min.Ilevel. Heat -ash= 8ub>ect suffers d) damage and is 0nthrall= 3aptivates all within ft. ft.Ilevel. D8 %noc%ed bac%. 'ind (raps= ?otice traps as a rogue does. Hide !rom :ndead= Gndead can't perceive one 'ootsteps o! the uarr# M= Trac% a specific creature or
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person overland. D8 ;entle Repose= 1reserves one corpse. Hold "erson= 1araly4es one humanoid for roundIlevel. n!lict Moderate ounds= Touch attac%, +d& damage Ilevel Cma! . Ma/e hole= Bepairs an ob>ect. O.lEs isdom= 8ub>ect gains ) to $is for min.Ilevel. Remo%e "aral#sis= rees creatures from paralysis or slo effect. Resist 0nerg#= 9gnores Cor more points of damageIattac% from specified energy type. Restoration+ -esser= Dispels magical ability penalty or repairs d) ability damage. Return to the 0arth= Turns dead and undead bodies into dust. D8 Shatter= 8onic vibration damages ob>ects or crystalline creatures. Shield Other= You ta%e half of sub>ect's damage. Silence= ?egates sound in +/ft. radius. Sound Burst= Deals d& sonic damage to sub>ects; may stun them. Spiritual eapon= Magic weapon attac%s on its own. Status= Monitors condition, position of allies. Summon Monster = 8ummons e!traplanar creature to fight for you. :ndetectable Alignment= 3onceals alignment for +) hours. Kone o! (ruth= 8ub>ects within range cannot lie.
and gain bonuses while pursuing a specific tas%. D8 $eeper $ar/ness= "b>ect sheds supernatural shadow in */ft. radius. $ispel Magic= 3ancels one magical spell or effect. 0ndure 0lements+ Mass) As endure elements , but protects multiple creatures. ?-$ 0#e o! the Storm= 1rotects a (/foot radius from the effects of storms for hourIlevel. D8 ;l#ph o! arding M= 9nscription harms those who pass it. Helping Hand= hostly hand leads sub>ect to you. mage o! the Sorcerer,ing= Touched creatures must save or become frightened. D8 n!lict Serious ounds= Touch attac%, (d& damage Ilevel Cma! 0. n%isibilit# "urge= Dispels invisibility within 0 ft.Ilevel. -ighten -oad) 9ncreases 8trength for purposes of carrying capacity. D8 -ocate Ob5ect= 8enses direction toward ob>ect Cspecific or type. Magic Circle against Chaos=0%il=;ood=-a.= As protection spells, but /ft. radius and min.Ilevel. Magic Vestment= Armor or shield gains enhancement per four levels. Meld into Stone= You and your gear merge with stone. Obscure Ob5ect= Mas%s ob>ect against scrying. "ra#er= Allies get bonus on most rolls, enemies 7 penalty. "rotection !rom 0nerg#= Absorb + pointsIlevel of damage from one %ind of energy. Remo%e Blindness=$ea!ness= 3ures normal or Animate $eadM= 3reates undead s%eletons and magical blindness or deafness. 4ombies. Besto. Curse= 7* to an ability score; 7) on attac% rolls, Remo%e Curse= rees ob>ect or person from curse. Remo%e $isease= 3ures all diseases affecting sub>ect. saves, and chec%s; or 0 chance of losing each Sand "it= -!cavates sand in a ( foot wide and 0 foot action. deep cone. D8 Blindness=$ea!ness= Ma%es sub>ect blinded or Searing -ight= Bay deals d&Itwo levels damage deafened. Cmore against undead. Contagion= 9nfects sub>ect with chosen disease. Continual 'lameM= Ma%es a permanent, heatless light. Spea/ .ith $ead= 3orpse answers one EuestionItwo levels. Create 'ood and ater= eeds three humans Cor one Stone Shape= 8culpts stone into any shape. horseIlevel. Summon Monster = 8ummons e!traplanar creature Cure Serious ounds= 3ures (d& damage Ilevel to fight for you. Cma! 0. Sur!ace al/= 8ub>ect treads on unstable surfaces as if $a#light= */ft. radius of bright light. they were solid. D8 $edication= Allow target to ignore bodily necessities
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"lanar All#+ -esser M= -!change services with a * #D e!traplanar creature. "oison= Touch deals d( 3on damage Iround for * rounds. Repel Vermin= 9nsects, spiders, and other vermin stay ft. away. RestorationM= Bestores level and ability score drains. Air al/= 8ub>ect treads on air as if solid Cclimb or Sand Spra#= You fire a cloud of sand at incredible descend at )0/degree angle. speed, damaging and blinding creatures. D8 Chaos Hammer= #arms and slows lawful creatures Sending= Delivers short message anywhere, instantly. Cd& damageI+ levels. Control (ides= Baises, lowers, or parts bodies of water Spell mmunit#= 8ub>ect is immune to one spell per ) levels. L or silt. D8 Summon Monster V= 8ummons e!traplanar creature Cure Critical ounds= 3ures )d& damage Ilevel to fight for you. Cma! +. (ongues= 8pea% and understand any language. Curse o! the Blac/ Sands= Target leaves blac%, oily :nhol# Blight= #arms and sic%ens good creatures footprints. D8 Cd& damageI+ levels. $eath ard= rants bonuses against death spells and negative energy. $imensional Anchor= 2ars e!tradimensional Air -ens= Ma%e ranged attac%s with beams of focused movement. sunlight, each dealing +d* fire damage Ilevel. D8 $iscern -ies= Beveals deliberate falsehoods. M $ismissal= orces a creature to return to native plane. Atonement = Bemoves burden of misdeeds from sub>ect and reverses magical alignment change. $i%inationM= 1rovides useful advice for specific Brea/ 0nchantment= rees sub>ects from proposed actions. enchantments, transmutations, and curses. $i%ine "o.er= You gain attac% bonuses and Breath o! -i!e= 3ures 0d& damage Ilevel and hpIlevel. restores life to recently slain creatures. 0lemental Armor= Armor or shield gains enhancement D8 Cleansing 'lame= #url a dart of pure white flame that bonus and special Euality. consumes agents of dar%ness. D8 0lemental eapon) $eapon gains enhancement Command+ ;reater= As command 3 but affects one bonus and special Euality. D8 sub>ectIlevel. 'oolEs 'east= You con>ure a sumptuous meal that CommuneM= 1atron answers one Euestion per level. wea%ens the minds of those who eat it. D8 Cure -ight ounds+ Mass= 3ures d& damage 'reedom o! Mo%ement= 8ub>ect moves normally Ilevel, affects sub>ectIlevel. despite impediments to movement. ;iant Vermin= Turns centipedes, scorpions, or spiders $ispel Chaos=0%il=;ood=-a.= ) bonus against attac%s. into giant vermin. Hol# Smite= #arms and possibly blinds evil creatures $isrupting eapon= Melee weapon destroys undead. 0lemental Stri/e= 8mites foes with a column of divine Cd& damageI+ levels. and elemental energy that deals d*Ilevel. D8 mbue .ith Spell Abilit#= Transfer spells to sub>ect. Hallo.M= Designates location as holy. n!lict Critical ounds= Touch attac%, )d& damage n!lict -ight ounds+ Mass= Deals d& damage Ilevel Cma! +. Ilevel, affects sub>ectIlevel. Magic eapon+ ;reater= $eapon gains bonusIfour nsect "lague= $asp swarms attac% creatures. levels Cma! 0. &eutraliGe "oison= 9mmuni4es sub>ect against poison, larEs Heart= iving creatures within + feet gain ) 8trength and d) temporary hit pointsI+ levels. D8 deto!ifies venom in or on sub>ect. Mar/ o! Dustice= Designates action that triggers curse OrderEs rath= #arms and da4es chaotic creatures on sub>ect. Cd& damageI+ levels. ind all= Deflects arrows, smaller creatures, and gases. ormEs Breath= 8ub>ects can breathe underwater, in silt, or underground. D8
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"lane Shi!t= As many as & sub>ects travel to another plane. Ragestorm= A miniature Tyr/storm deals )d* damage to creatures in its area and follows its targets. L D8 Raise $eadM= Bestores life to sub>ect who died as long as one dayIlevel ago. Rangeblade= "ne weapon gains non/threatening reach out to 0 feet 0 feetIlevel. D8 Righteous Might= Your si4e increases, and you gain bonuses in combat. Scr#ing= 8pies on sub>ect from a distance. Sla# -i%ing= Touch attac% deals +d* per level. Spell Resistance= 8ub>ect gains 8B + level. Summon Monster V= 8ummons e!traplanar creature to fight for you. S#mbol o! "ainM= Triggered rune wrac%s nearby creatures with pain. S#mbol o! SleepM= Triggered rune puts nearby creatures into catatonic slumber. (rue SeeingM= ets you see all things as they really are. :nhallo.M= Designates location as unholy.
Animate Ob5ects= "b>ects attac% your foes. Antili!e Shell= /ft./radius field hedges out living creatures. Banishment= 2anishes + #DIlevel of e!traplanar creatures. BearEs 0ndurance+ Mass= As ,ear+s endurance , affects sub>ectIlevel. Blade Barrier= $all of blades deals d*Ilevel damage. Braxats/in= You cover yourself in spi%y chitin, granting you strong armor and DB 0Iiron. LD8 BullEs Strength+ Mass= As ,ull+s strength , affects sub>ectIlevel. Create :ndeadM= 3reate ghasts, ghouls, mohrgs, or mummies. Cure Moderate ounds+ Mass= 3ures +d& damage Ilevel, affects sub>ectIlevel. $ispel Magic+ ;reater= As dispel magic , but with multiple targets. 0agleEs Splendor+ Mass= As eagle+s splendor , affects sub>ectIlevel. 'ind the "ath= 8hows most direct way to a location. 'orbiddanceM= 2loc%s planar travel, damages creatures of different alignment.
;eas=uest= As lesser geas3 but affects any creature. ;l#ph o! arding+ ;reater M= As glph of arding , but up to d& damage or *th/level spell. Harm= Deals pointsIlevel damage to target. Heal= 3ures pointsIlevel damage, all diseases and mental conditions. HeroesE 'east= ood for one creatureIlevel cures and grants combat bonuses< n!lict Moderate ounds+ Mass= Deals +d& damage Ilevel, affects sub>ectIlevel. O.lEs isdom+ Mass= As ol+s isdom , affects sub>ectIlevel. "lanar All#M= As lesser planar all 3 but up to + #D. Re5u%enate= 9ncrease the fertility of the land. D8 Summon Monster V= 8ummons e!traplanar creature to fight for you. S#mbol o! 'earM= Triggered rune panics nearby creatures. S#mbol o! "ersuasionM= Triggered rune charms nearby creatures. :ndeath to $eathM= Destroys d) #DIlevel undead Cma!. +d). ind al/= You and your allies turn vaporous and travel fast. isdom o! the Sorcerer,ing= Apply metamagic feats to another spell for no cost. D8 ord o! Recall= 9nstantly return to designated place.
Blasphem#= @ills, paraly4es, wea%ens, or da4es nonevil sub>ects. Con!essorEs 'lame= Target that answers Euestions contrary to desire ta%e increasing fire damage. D8 Control eather= 3hanges weather in local area. Crusade) Allies receive a ) bonus to attac%s and saves, temporary hit points, and immunity to fear. D8 Cure Serious ounds+ Mass= 3ures (d& damage Ilevel, affects sub>ectIlevel. $estruction= @ills sub>ect and destroys remains. $ictum= @ills, paraly4es, staggers, or deafens nonlawful targets. 0lemental Chariot= -nhances chariot with elemental effects. D8 0thereal Daunt= You become ethereal for roundIlevel. Hol# ord= @ills, paraly4es, blinds, or deafens nongood sub>ects. n!estation= 8everal creatures are afflicted by a plague
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of insects, which can cripple in various ways. D8 n!lict Serious ounds+ Mass= Deals (d& damage Ilevel, affects sub>ectIlevel. Re!ugeM= Alters item to transport its possessor to you. Regenerate= 8ub>ect's severed limbs grow bac%, cures )d& damage Ilevel Cma! (0. Repulsion= 3reatures can't approach you. Restoration+ ;reaterM= As restoration 3 plus restores all levels and ability scores. ResurrectionM= ully restore dead sub>ect. Sands o! (ime= Beverses or accelerates aging of a non/living ob>ect. D8 Scr#ing+ ;reater= As scring , but faster and longer. Summon Monster V= 8ummons e!traplanar creature to fight for you. S#mbol o! StunningM= Triggered rune stuns nearby creatures. S#mbol o! ea/nessM= Triggered rune wea%ens nearby creatures. :nli%ing dentit#M= Beturn a 4ombie's soul, turning it into a thin%ing 4ombie. D8 ord o! Chaos= @ills, confuses 3 stuns, or deafens nonchaotic sub>ects.
Antimagic 'ield= ?egates magic within ft. Cloa/ o! Chaos= ) to A3 , ) resistance, and 8B +0 against lawful spells. Create ;reater :ndead M= 3reate shadows, wraiths, spectres, or devourers. Cure Critical ounds+ Mass= 3ures )d& damage Ilevel for many creatures. $imensional -oc/= Teleportation and interplanar travel bloc%ed for dayIlevel. $iscern -ocation= Beveals e!act location of creature or ob>ect. 0arthJua/e= 9ntense tremor sha%es &/ft. Badius. 0lemental Storm= Deals d* energy damageIlevel. D8 'ire Storm= Deals d* fire damageIlevel. D8 Hol# Aura= ) to A3 , ) resistance, and 8B +0 against evil spells. n!lict Critical ounds+ Mass= Deals )d& damage Ilevel, affects sub>ectIlevel. "lanar All#+ ;reaterM= As lesser planar all3 but up to & #D. Shield o! -a.= ) to A3, ) resistance, and 8B +0 against chaotic spells.
Spell mmunit#+ ;reater= As spell immunit 3 but up to &th/level spells. L Summon Monster V= 8ummons e!traplanar creature to fight for you. S#mbol o! $eath M= Triggered rune %ills nearby creatures. S#mbol o! nsanit#M= Triggered rune renders nearby creatures insane. :nhol# Aura= ) to A3 , ) resistance, and 8B +0 against good spells.
Astral "ro5ectionM= 1ro>ects you and others onto Astral 1lane. 0nerg# $rain= 8ub>ect gains +d) negative levels. 0therealness= Travel to -thereal 1lane with companions. ;ateM= 3onnects two planes for travel or summoning. ;reater 0lemental Chariot) As elemental chariot , but with stronger effects. D8 Heal+ Mass= As heal , but affects sub>ectIlevel. Heartsee/erM= 3reates a deadly weapon. LD8 mplosion= 9nflict damageIlevel to one creatureIround. MiracleM= BeEuests a deity's intercession. Soul Bind= Traps newly dead soul to prevent resurrection . Storm o! Vengeance= 8torm rains acid, lightning, and hail. Summon Monster L= 8ummons e!traplanar creature to fight for you. (rue ResurrectionM= As resurrection , plus remains aren't needed.
$e!iler Scent= 8mell the presence or absence of defilers. D8 $etect Magic= Detects spells and magic items within * ft. $etect "oison= Detects poison in one creature or ob>ect. 'lare= Da44les one creature C7 penalty on attac% rolls. ;uidance= on one attac% roll, saving throw, or s%ill
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chec%. no. $irection= You discern north. -ight= "b>ect shines li%e a torch. Mending= Ma%es minor repairs on an ob>ect. &urturing Seeds= Ma%es ten seeds or cuttings hardy and easy to transplant. D8 "uri!# 'ood and $rin/= 1urifies cu. ft.Ilevel of food or water. Read Magic= Bead scrolls and spellboo%s. Resistance= 8ub>ect gains bonus on saving throws. StabiliGe= 3ause a dying creature to stabili4e. Virtue= 8ub>ect gains temporary hp.
"ass .ithout (race= "ne sub>ectIlevel leaves no trac%s. "lant Rene.al= Bestores one plant to good health from near death. D8 "roduce 'lame= d* damage Ilevel, touch or thrown. Shillelagh= 3udgel or Euarterstaff becomes weapon C+d* damage for min.Ilevel. Spea/ .ith Animals= You can communicate with animals. Summon &atureEs All# = 8ummons creature to fight.
Animal Messenger= 8ends a Tiny animal to a specific place. M Bac/lash = 1rotects a plot of land so that it damages Animal (rance= ascinates +d* #D of animals. D8 Bar/s/in= rants + Cor higher enhancement to defilers who try to steal its energy. D8 Blac/ Cairn = ocates a corpse nearby. natural armor. Calm Animals= 3alms +d) level #D of animals. BearEs 0ndurance= 8ub>ect gains ) to 3on for Charm Animal= Ma%es one animal your friend. min.Ilevel. Cooling Canop#= 8ummons a cloud to provide shade Boneharden= #ardens bone, ma%ing weapons and prevent dehydration. stronger and impairing living beings. D8 Cure -ight ounds= 3ures d& damage Ilevel Cma! BullEs Strength= 8ub>ect gains ) to 8tr for min.Ilevel. CatEs ;race= 8ub>ect gains ) to De! for min.Ilevel. 0. $etect Animals or "lants= Detects %inds of animals or Chill Metal= 3old metal damages those who touch it. Clear ater= Doubles the benefit of water. D8 plants. $etect "sionics= As detect magic , but for psionics.?-$ Conser%ationM= 1rotects the land from defilement. D8 $etect Snares and "its= Beveals natural or primitive $ar/ness= +/ft. radius of supernatural shadow. $ela# "oison= 8tops poison from harming sub>ect for traps. hourIlevel. $etect :ndead= Beveals undead within * ft. 0ndure 0lements= -!ist comfortably in hot or cold 0cho o! the -irr= 8tuns creatures in a cone. D8 'ire (rapM= "pened ob>ect deals d) Ilevel damage. regions.L 0ntangle= 1lants entangle everyone in )/ft. radius. 'lame Blade= Touch attac% deals d& Itwo levels 'aerie 'ire= "utlines sub>ects with light, canceling ,lur , damage. 'laming Sphere= Bolling ball of fire deals (d* fire concealment, and the li%e. ;oodberr#= +d) berries each cure hp Cma! & hpI+) damage. 'og Cloud= og obscures vision. hours. ;rim Har%est ) Drain the fluids from a dead creature ;entle Repose= 1reserves one corpse. ;ust o! ind= 2lows away or %noc%s down smaller and recover its water. ?-$ Hide !rom Animals= Animals can't perceive one creatures. sub>ectIlevel. Heat Metal= Ma%es metal so hot it damages those who touch it. Dump= 8ub>ect gets bonus on Acrobatics chec%s. -ongstrider= Your speed increases by ft. Hold Animal= 1araly4es one animal for roundIlevel. Magic 'ang= "ne natural weapon of sub>ect creature O.lEs isdom= 8ub>ect gains ) to $is for gets on attac% and damage rolls. min.Ilevel. Magic Stone= Three stones gain on attac% rolls, deal Reduce Animal= 8hrin%s one willing animal. Remo%e "aral#sis= rees one or more creatures from d* damage. Obscuring Mist= og surrounds you. paralysis or slow effect.
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Resist 0nerg#= 9gnores or more points of damage per attac% from specified energy type. Restoration+ -esser= Dispels magical ability penalty or repairs d) ability damage. So!ten 0arth and Stone= Turns stone to clay, or dirt to sand or mud. Spider Climb= rants ability to wal% on walls and ceilings. Sting o! the ;old ScorpionM= -nchants a scorpion barb to in>ect a supernatural venom. D8 Summon &atureEs All# = 8ummons creature to fight. Summon S.arm= 8ummons swarm of bats, rats, or spiders. (ree Shape= You loo% e!actly li%e a tree for hourIlevel. arp ood= 2ends wood. ood Shape= Beshapes wooden ob>ects to suit you.
deto!ifies venom in or on sub>ect. "lant ;ro.th= rows vegetation, improves crops. "oison= Touch deals d( 3on damage Iround for * rounds. "rotection !rom 0nerg#= Absorbs + pointsIlevel of damage from one %ind of energy. uench= -!tinguishes fires. Remo%e $isease= 3ures all diseases affecting sub>ect. Return to the 0arth= Turns dead and undead bodies to dust. D8 Searing -ight= Bay deals d&Itwo levels damage Cmore against undead. Sleet Storm= #ampers vision and movement. Snare= 3reates a magic booby trap. Spea/ .ith "lants= You can tal% to plants and plant creatures. Spi/e ;ro.th= 3reatures in area ta%e d) damage, may be slowed< Stone Shape= 8culpts stone into any shape. Bonecla.Es Cut= 3uts appear on the target, who ta%es Summon &atureEs All# = 8ummons creature to fight. damage and begins to bleed profusely. D8 Sur!ace al/= 8ub>ect treads on unstable surfaces as if Call -ightning= 3alls down lightning bolts C(d* per they were solid. D8 bolt from s%y. ind all= Deflects arrows, smaller creatures, and Cla.s o! the (emboM= You grow powerful claws gases. which let you steal life from your target. D8 Clear,ri%er= 2lows away or %noc%s down creatures. D8 ormEs Breath) 8ub>ects can breathe underwater, in silt, or underground. D8 Contagion= 9nfects sub>ect with chosen disease. M Cure Moderate ounds= 3ures +d& damage Ilevel Kombie Berr# = -nchants d) berries to cloud the minds of whoever eats them. D8 Cma! . Curse o! the Blac/ Sands= Target leaves blac%, oily footprints. D8 $a#light= */ft. radius of bright light. $eeper $ar/ness= "b>ect sheds supernatural shadow in */ft. radius. $iminish "lants= Beduces si4e or blights the growth of normal plants. $ominate Animal= "ne animal obeys your silent mental commands and orders. 0ndure 0lements+ Mass) As endure elements , but protects multiple creatures. ?-$ 0#e o! the Storm= 1rotects (/foot radius from effects of storms for hourIlevel. D8 Magic 'ang+ ;reater= "ne natural weapon gets Ifour levels Cma! 0. Meld into Stone= You and your gear merge with stone. &eutraliGe "oison= 9mmuni4es sub>ect against poison,
Air al/= 8ub>ect treads on air as if solid Cclimb or descend at )0/degree angle. Antiplant Shell= @eeps animated plants at bay. Blight= $ithers one plant or deals d*Ilevel damage to plant creature. Command "lants= 8ways the actions of plant creatures. Control (ides) Baises, lowers, or parts bodies of water or silt. D8 Cure Serious ounds= 3ures (d& damage Ilevel Cma! 0. $ispel Magic= 3ancels one magical spell or effect. 0lemental Stri/e= 8mites foes with a column of divine and elemental energy that deals d*Ilevel. D8 'reedom o! Mo%ement= 8ub>ect moves normally despite impediments to movement.
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;iant Vermin= Turns centipedes, scorpions, or spiders into giant vermin. ce Storm= #ail deals 0d* damage in cylinder ) ft. across. larEs Heart= iving creatures within + feet gain ) 8trength and d) temporary hit pointsI+ levels. D8 &ondetectionM= #ides sub>ect from divination, scrying. Reincarnate= 2rings dead sub>ect bac% in a random body. Repel Vermin= 9nsects, spiders, and other vermin stay ft. away. Rusting ;rasp= Your touch corrodes iron and alloys. Scr#ing= 8pies on sub>ect from a distance. Spi/e Stones= 3reatures in area ta%e d& damage, may also be slowed< Summon &atureEs All# V= 8ummons creature to fight.
Animal ;ro.th= "ne animal doubles in si4e. AtonementM= Bemoves burden of misdeeds from sub>ect. A.a/enM= Animal or tree gains human intellect. Bale!ul "ol#morph= Transforms sub>ect into harmless animal. Braxats/in= You cover yourself in spi%y chitin, granting you strong armor and DB 0Iiron. LD8 Call -ightning Storm= As call lightning 3 but 0d* damage per bolt. Cleansing 'lame) #url a dart of pure white flame that consumes agents of dar%ness. D8 Coat o! MistsM= 8ub>ect is surround by mist for +) hours, granting fire resistance and + concealment. D8 Commune .ith &ature= earn about terrain for mileIlevel. Control inds= 3hanges wind direction and speed. Con%ersion= Bemoves the burden of defiling from a repentant wi4ard. D8 Cure Critical ounds= 3ures )d& damage Ilevel Cma! +. $eath ard= rants bonuses against death spells and negative energy. ;round!lame= 3reate an e!panding cylinder of acid that deals d*Ilevel to creatures inside. D8 Hallo.M= Designates location as holy.
nsect "lague= $asp swarms attac% creatures. Mar/ o! Dustice= Designates action that triggers curse on sub>ect. Re5u%enate= 9ncrease the fertility of the land. D8 Righteous Might= Your si4e increases, and you gain bonuses in combat. S/#!ire= You fire three bolts of flaming debris which e!plode on contact. D8 Stones/inM= rants DB Iadamantine. Summon &atureEs All# V= 8ummons creature to fight. (ransmute Mud to Roc/= Transforms two /ft. cubes per level. (ransmute Roc/ to Mud= Transforms two /ft. cubes per level. (ree Stride= 8tep from one tree to another far away. :nhallo.M= Designates location as unholy. all o! 'ire= $all of flame deals damage to creatures that stand near or pass through the wall. all o! (horns= Thorns damage anyone who tries to pass.
Allegiance o! the -and= ain temporary hit points, 0 natural armor, and 0 energy resistance. D8 Antili!e Shell= /ft./radius field hedges out living creatures. A.a/en ater Spirits= ives sentience to a natural body of water. D8 BearEs 0ndurance+ Mass= As ,ear+s endurance , affects sub>ectIlevel. BullEs Strength+ Mass= As ,ull+s strength , affects sub>ectIlevel. CatEs ;race+ Mass= As cat+s grace , affects one sub>ectIlevel. Create OasisL= 3on>ures a temporary oasis. D8 Cure -ight ounds+ Mass= 3ures d& damage Ilevel, affects sub>ectIlevel. $ispel Magic+ ;reater= As dispel magic , but with multiple targets. 'ind the "ath= 8hows most direct way to a location. 'ire Seeds= Acorns and berries become grenades and bombs. n!estation) 8everal creatures are afflicted by a plague of insects, which can cripple in various ways. D8 ron.ood= Magic wood is as strong as steel. -i%eoa/= "a% becomes treant guardian. Mo%e 0arth= Digs trenches and builds hills.
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O.lEs isdom+ Mass= As ol+s isdom , affects sub>ectIlevel. Raise $eadM= Bestores life to sub>ect who died as long as one dayIlevel ago. Repel ood= 1ushes away wooden ob>ects. Spellsta!!= 8tores one spell in wooden Euarterstaff. Stone (ell= Tal% to natural or wor%ed stone. Summon &atureEs All# V= 8ummons creature to fight. (ransport %ia "lants= Move instantly from one plant to another of the same %ind. all o! Stone= 3reates a stone wall that can be shaped.
Repel Metal or Stone= 1ushes away metal and stone. Re%erse ;ra%it#= "b>ects and creatures fall upward. Sirocco= You summon an enormous sandstorm that covers a half/mile area with cho%ing sand. D8 Summon &atureEs All# V= 8ummons creature to fight. Sunburst= 2linds all within ft., deals *d* damage. hirl.ind= 3yclone deals damage and can pic% up creatures. ord o! Recall= Teleports you bac% to designated place.
Antipath#= "b>ect or location affected by spell repels Animate "lants= "ne or more plants animate and fight certain creatures. Cure Critical ounds+ Mass= 3ures )d& damage for you. Changesta!!= Your staff becomes a treant on Ilevel for many creatures. 0lemental S.arm= 8ummons multiple elementals. command. Control eather= 3hanges weather in local area. 'lash 'lood= 3on>ures a flood. D8 Creeping $oom= 8warms of centipedes attac% at your 'oresight= <8i!th sense: warns of impending danger. Heartsee/erM= 3reates a deadly weapon. LD8 command. Cure Moderate ounds+ Mass= 3ures +d& damage Regenerate= 8ub>ect's severed limbs grow bac%, cures Ilevel, affects sub>ectIlevel. )d& damage Ilevel Cma! (0. D8 0lemental Storm= Deal d* energy damageIlevel. Shambler= 3reates d)+ shambling mounds to fight Heal= 3ures pointsIlevel damage, all diseases and for you. mental conditions. Shapechange= Transforms you into certain creatures, and you can change forms once per round. Scr#ing+ ;reater= As scring , but faster and longer. Summon &atureEs All# V= 8ummons creature to Storm -egion= Transport willing creatures via a fight. natural storm. D8 Sunbeam= 2eam blinds and deals )d* damage. Storm o! Vengeance= 8torm rains acid, lightning, and (ransmute Metal to ood= Metal within ) ft. hail. Summon &atureEs All# L= 8ummons creature to becomes wood. M (rue Seeing = ets you see all things as they truly are. fight. M D8 aters o! -i!e = Absorb another creature's ailments. S#mpath#M= "b>ect or location attracts certain ind al/= You and your allies turn vaporous and creatures. S.arm o! Anguish= Transforms you into a swarm of travel fast. agony beetle. D8 ild -ands= Attracts wild creatures to an area. D8 Animal Shapes= "ne allyIlevel polymorphs into chosen animal. Control "lants= 3ontrols actions of one or more plant creatures. 8pells mar%ed in green are available only to paladins. Cure Serious ounds+ Mass= 3ures (d& damage 8pells mar%ed in purple are available only to templars. Ilevel, affects sub>ectIlevel. 0arthJua/e= 9ntense tremor sha%es &/ft./radius. 'inger o! $eath= Deals damageIlevel to one sub>ect. Align eapon= $eapon becomes good, evil, lawful, or 'lame Har%est= 3reates a timed fire trap. D8
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chaotic. Arcane Mar/= 9nscribes a personal rune on an ob>ect or creature Cvisible or invisible. Bless= Allies gain on attac% rolls and saves against fear. Cure -ight ounds= 3ures d& damage Ilevel Cma! 0. $etect "oison= Detects poison in one creature or small ob>ect. $etect :ndead= Beveals undead within * ft. $i%ine 'a%or= You gain per three levels on attac% and damage rolls. 0ndure 0lements= -!ist comfortably in hot or cold regions.L Hand o! the Sorcerer,ing= Your connection to your patron protects you against spells. D8 Hide !rom :ndead= Gndead can't perceive one sub>ectIlevel. Magic eapon= $eapon gains bonus. "rotection !rom Chaos=0%il=;ood=-a.= + to A3 and saves, plus other protection against selected alignment. Read Magic= Bead scrolls and spellboo%s. Resistance= 8ub>ect gains on saving throws. Restoration+ -esser= Dispels magical ability penalty or repairs d) ability damage. Return to the 0arth= Turns dead and undead bodies into dust. D8 Silence= ?egates sound in +/ft. radius.
Shield Other = You ta%e half of sub>ect's damage. :ndetectable Alignment= 3onceals alignment from magical detection for +) hours. Kone o! (ruth= 8ub>ects within range cannot lie.
Cure Moderate ounds= 3ures +d& damage Ilevel Cma!. . $a#light= */ft. radius of bright light. $iscern -ies= Beveals deliberate falsehoods. Halt :ndead= 9mmobili4es undead for roundIlevel. mage o! the Sorcerer,ing= Touched creatures must save or become frightened. D8 Magic Circle against Chaos=0%il=;ood=-a.= As protection spells, but /ft. radius and min.Ilevel. Magic eapon+ ;reater= $eapon gains bonusIfour levels Cma! 0. "ra#er= Allies get bonus on most rolls, enemies 7 penalty. Remo%e Blindness=$ea!ness= 3ures normal or magical blindness or deafness. Remo%e Curse= rees ob>ect or person from curse. Searing -ight= Bay deals d&Itwo levels damage Cmore against undead. Spell mmunit#= 8ub>ect is immune to one spell per ) levels. L
Brea/ 0nchantment= rees sub>ects from enchantments, transmutations, and curses. Cleansing 'lame= #url a dart of pure white flame that Aid= on attac% rolls and saves against fear, d& consumes agents of dar%ness. D8 temporary hp Ilevel Cma! . Cure Serious ounds= 3ures (d& damage Ilevel BullEs Strength= 8ub>ect gains ) to 8tr for min.Ilevel. Cma! 0. $edication= Allow target to ignore bodily necessities $eath ard= rants bonuses against death spells and and gain bonuses while pursuing a specific tas%. D8 negative energy. $ela# "oison= 8tops poison from harming sub>ect for ;lobe o! n%ulnerabilit#+ -esser= 8tops st/ through hourIlevel. (rd/level spell effects. L $ispel Magic= 3ancels one magical spell or effect. Mar/ o! Dustice= Designates action that triggers curse 0agleEs Splendor= 8ub>ect gains ) to 3ha for on sub>ect. min.Ilevel. &eutraliGe "oison= 9mmuni4es sub>ect against poison, O.lEs isdom= 8ub>ect gains ) to $is for deto!ifies venom in or on sub>ect. min.Ilevel. RestorationM= Bestores level and ability score drains. Remo%e "aral#sis= rees one or more creatures from paralysis or slow effect. Resist 0nerg#= 9gnores or more points of damage per attac% from specified energy type.
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:ni%ersal $etect "sionics) You detect the presence of psionics. $istraction) Target ta%es /) to concentration, 1erception, and 8ense Motive. 'ar Hand) Move 0 lb. ob>ect from a distance. 'igment) 3reate illusory sounds. 'lame!inger) Jet of fire from your hand deals d) damage. 'loat) 2uoy yourself in water or silt. 'ocused 0!!ort) bonus on ne!t s%ill chec%. Hammer+ -esser) Target of touch attac% ta%es d) damage. -ocate) Gnerringly find north. Mind/ni!e) 1sychic %nife deals d( damage. Missi%e) Transmit ten/word message telepathically. "uri!#) 3leanse food and drin% you consume of to!ins. "s#chic Mar/) 9nscribe personali4ed psionic symbol. Spotlight) 1ro>ect (/foot cone of light. Stic/) Affi! ob>ect weighing 0 lb.Ilevel to another ob>ect. atchcall) 9nstantly awa%en nearby creatures.
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Astral (ra%eler) -nable yourself or another to >oin an astral caravan. AttractionA) 8ub>ect gains an attraction that you specify. Aura Reading= Beveal personal details about the sub>ect.D8 Bio!lexibilit#= ain bonus to -scape Artist chec%s.D8 BoltA= You create a few enhanced short/lived bolts, arrows, or bullets. Burst) ain feet move speed bonus this round.L Call (o Mind) ain additional @nowledge chec% with ) bonus. Cast Missiles= aunch pro>ectiles without a weapon.D8 Cat!allA= 9nstantly save yourself from a fall.L Cause SleepA= 1ut ) #D of creatures into deep slumber.D8 Conceal (houghts= You conceal your motives. Control 'lamesA= Ta%e control of nearby open flame. Control -ight) Ad>ust nearby ambient light levels. $iscipline Cr#o/inesis= 3ool an ob>ect or creature. D8 Clairsentience Cr#stal ShardA= Banged touch attac% deals d* Sensor# ;host) Move your perceptions 0 ft 0 ftIlevel. piercing damage. &etacreativit $aGe+ "sionicA= #umanoid creature loses ne!t action. Create (ool) orm tool weighing lb. or less from $ecelerationA= Target's speed is halved. ectoplasm. $e!lect Stri/e A= Target ta%es /+ penalty to ne!t attac% Pschokinesis roll.D8 'ar Hand+ ;reater) As far hand , but with heavier $e5a VuA= Target repeats its last action. ob>ects. $emoraliGeA= -nemies become sha%en. Pschometa,olism $etect Magic= As detect psionics , but for magic.?-$ 0ndurance) 9gnore basic necessities li%e food, water, $etect "oison+ "sionic= Detects poisonous and o!ygen. substances.D8 Pschoportation $isableA= 8ub>ects believe that they are disabled. -ight!oot) 9ncrease move speed by 0 feet, to $issipating (ouchA= Touch deals d* damage. movement s%ills. 0cto "rotectionA) An astral construct gains bonus %elepath against dismiss ectoplasm. Mindlin/+ Contact) orm psychic lin% to creature you 0mpath#A= You %now the sub>ects' surface emotions. touch. 0mpt# MindA= You gain + on $ill saves until your ne!t action. 0nerg# Ra#A= Deal d* energy damage to single target.
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0ntangling 0ctoplasm= You entangle a foe in stic%y goo. 'orce ScreenA= 9nvisible disc provides ) shield bonus to A3. ;host riting= 3reate writing on surface touched. D8 ;rease+ "sionic= Ma%es area or ob>ect slippery. HammerA= Melee touch attac% deals d& damage. HushA= 8ub>ects become utterly silent. D8 nertial ArmorA= ield of force provides ) armor bonus to A3. no. $irection and -ocation= You discover where you are and what direction you are facing. Matter Agitation) You heat a creature or ob>ect. Mind (hrustA= Deal d damage. "hotos#nthesisA= Transform light into healing.D8 "recognition+ $e!ensi%eA) ain insight bonus to A3 and saving throws. "recognition+ O!!ensi%eA= ain insight bonus to attac% rolls. "rescience+ O!!ensi%eA= ain + insight bonus to damage rolls. "sionic $ra.= 9nstantly draw a weapon.D8 "s#chic (rac/ing= Trac% a creature using 1sicraft. D8 Sense -in/A= You sense what the sub>ect senses Csingle sense. S/ate= 8ub>ect slides Euic%ly along the ground. S#nesthete) $hen one of your senses is stimulated, you also receive feedbac% from another sense. (attoo AnimationA) Animate or steal psionic tattoos. D8 (elempathic "ro5ection= Alter the sub>ect's mood. (rail o! $estruction) Detects recent defiling. D8 VigorA= ain 0 temporary hit points. ild -eapA= Ma%e an additional leap and gain a bonus to Acrobatics chec%s.D8
Pschometa,olism (hic/en S/inA= ain enhancement bonus to A3 for minIlevel. Pschoportation $etect (eleportationA= @now when teleportation powers are used nearby. -e%itate+ "sionic) You move through the air via mental support.L %elepath Charm+ "sionicA= Ma%e sub>ect your close friend. Mindlin/A= 3reate a mental lin% with another creature.
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Alter Sel!+ "sionic A= Assume form of a similar creature.D8 Besto. "o.erA= 8ub>ect receives power + power points. Bio!eedbac/A= ain damage reduction +I/. Bod# 0Juilibrium= You can wal% on nonsolid surfaces. Calm 0motions+ "sionic= 3alms creatures, negating emotional effects.D8 Cloud Mind= You erase %nowledge of your presence from the target's mind. Concealing Amorpha= Huasi/real membrane grants concealment. Concentrate ater= 3ollect all nearby moisture. D8 Concussion BlastA) Deals d* force damage to target. Control SoundA= 3reate very specific sounds. $etect -i!e= Beveals living creatures.D8 $etect Hostile ntent= Detect hostile creatures within ( feet. 0go hipA= Deal d) 3ha damage and da4e target. $iscipline 0l!sight= ain low/light vision, + bonus on Clairsentience 1erception chec%s, and notice secret doors. $estin# $issonance) -!istential uncertainty ma%es 0nerg# Adaptation+ Speci!iedA= ain resistance sub>ect sic%ened. against one energy type. "recognition= ain + insight bonus to one roll. 0nerg# "ushA= Deal +d* damage and %noc% sub>ect &etacreativit bac%. Astral ConstructA) 3reate construct to serve you. 0nerg# StunA) Deal d* damage and potentially stun Minor Creation+ "sionic= 3reates one cloth or wood target. ob>ect. 'eat -eechA= 2orrow sub>ect's psionic feats. Pschokinesis d nsinuationA= Tendrils of thought disrupt target. Control Ob5ect) Tele%inetically animate a small ob>ect. n!lict "ainA = Telepathic stab causes penalties to foe.
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noc/+ "sionic) "pen loc%ed and sealed doors. -e%itate+ "sionic) You move through the air via mental support. Mental $isruptionA) Da4e nearby creatures for round. Missi%e+ MassA= 8end one/way telepathic message to an area. Molecular Bonding= lue two surfaces together.D8 "heromone $ischarge= Fermin react to you well.D8 "sionic -oc/= 8ecure a door, chest, or portal. Recall Agon#A) oe ta%es +d* damage from old pain. Return MissileA= $eapon returns to you when thrown.D8 Sense -in/+ 'orced) 8ense what the sub>ect senses. Sensor# Suppression= Fictim loses one sense.D8 Se%er (he (ieA= Gndead loses tie to the rey and ta%es (d& damage. D8 Share "ain) $illing sub>ect ta%es damage for you. Sustenance) o without food and water for one day. S.arm o! Cr#stalsA) 8pray of crystal shards deals (d) damage. (hought ShieldA) ain 1B ( against mind/affecting powers. (ongues+ "sionic) 3ommunicate with any intelligent creature. atcher ardA= You are aware of creatures inside the warded area.D8 eather "rediction= 1redict the weather for one day. D8
score. Chameleon) ain bonus to #ide chec%s. 0mpathic (rans!erA= Transfer another's wounds to yourself. Share Strength A=Temporarily transfer your 8trength to another.D8 Pschoportation $imension S.ap A) Two allies switch places. %elepath A%ersionA= 8ub>ect has aversion you specify. Brain -oc/A= 8ub>ect cannot move or ta%e any mental actions. Read (houghts= Detect surface thoughts of nearby creatures. Suggestion+ "sionic) 3ompel sub>ect to follow stated course of action.
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Antidote SimulationA= Bemoves venom from your body.D8 BeaconA= 3reates ball of light that can grow larger with concentration.D8 Blin/+ "sionicA= Bandomly vanish and reappear for roundIlevel. Bod# Ad5ustmentA= You recover d+ hit points. Bod# "uri!icationA= You recover + points of ability damage. $anger SenseA) You gain a ) bonus against traps. $iscipline $ar/%ision+ "sionic= 8ee * feet in total dar%ness. Clairsentience $ismiss 0ctoplasm) Dissipates ectoplasmic targets Clair%o#ant Sense) 8ee and hear a distant location. and effects. -ocate+ "sionicA= 9ndicates direction to familiar $ispel "sionicsA= 3ancels psionic powers and effects. D8 creature or ob>ect. 0nerg# BoltA= Deal 0d* energy damage in +/ft line. A Ob5ect Reading = earn details about ob>ect's past. 0nerg# BurstA= Deal 0d* energy damage in )/ft burst. Sensiti%it# to "s#chic mpressions= earn about an 0nerg# RetortA= 2urst of energy automatically area's past. damages attac%er for )d* each round. &etacreativit 0nerg# all= 3reate wall of energy. "sionic Repair $amage) Bepairs constructs for (d& hit 0radicate n%isibilit#A= ?egate invisibility in 0/ft points Ilevel. burst. Pschokinesis een 0dge+ "sionic= Double normal weapon's threat Control AirA= You gain control over wind speed and range. direction. -ighten -oad+ "sionic= 9ncrease carrying capacity.D8 A 0nerg# Missile = Deal (d* energy damage to five Mass ManipulationA= Alter weight of creature or sub>ects. ob>ect. Pschometa,olism Mental BarrierA= ain ) bonus to A3 until your ne!t A Animal A!!init# = ain ) enhancement to one ability
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action. Mind (rapA= Drain d* power points from anyone who attac%s you with a telepathy power. &er%e ManipulationA= Disrupt target's nervous system.D8 "sionic Blast) 8tun creatures in (/foot cone. "sionic SightA= Fiew psionic auras. D8 Share "ain+ 'orcedA= Gnwilling sub>ects ta%e some of your damage. Solicit "sicr#stalA= Your psicrystal ta%es over concentrating on a power. (ele/inetic 'orceA= Move an ob>ect in a controlled, sustained fashion. (ele/inetic (hrustA= #url ob>ects with the force of your mind. (ime HopA= 8ub>ect moves forward in time roundIlevel. (ouchsightA= 1sionic field reveals your surroundings. :biJuitous Vision= ain (*/degree vision.
$iscipline
'alse Sensor# nput A= 8ub>ect perceives something that isn't there.
:ni%ersal Aura SightA= Beveals creatures, ob>ects, powers, or spells of selected alignment a!is. Correspond= #old mental conversation at any distance. $eath :rgeA= 9mplant suicidal urge in sub>ect. $etect Remote Vie.ing= You %now when others spy on you remotely. $etonateA= Ma%e one ob>ect e!plode. D8 $imension $oor+ "sionic= Teleports you a short distance. $i%ination+ "sionic= 1rovides useful advice for specific proposed action. 0mpathic 'eedbac/A= Your attac%ers ta%e damage when they hit you. 0nerg# AdaptationA= Your body converts energy into harmless light. 'reedom o! Mo%ement+ "sionic= You cannot be held or otherwise rendered immobile. ntellect 'ortressA) 1rotects nearby creatures from psionic abilities. MagnetiGeA= Ma%e metallic ob>ects magnetic. D8 Mind.ipeA= $ipes away sub>ect's recent e!periences, bestowing negative levels. "ersonalit# "arasite= 8ub>ect's mind calves self/ antagonistic splinter personality. "o.er -eech= Drain d* power pointsIround from target. "s#chic Re!ormation= 8ub>ect can choose s%ills, feats, and powers anew from previous levels. RepugnanceA= Ma%e sub>ect repugnant to others.D8 Shado. DumpA= Travel rapidly through shadows. D8 (ele/inetic Maneu%er A= Gse tele%inesis to perform combat maneuvers. (race (eleportA= earn destination of teleportation. all o! 0ctoplasm= 3reate a protective barrier.
Clairsentience $etect MoistureA= Detect presence of moisture within * ft.D8 0scape $etection= You become difficult to detect with clairsentience powers. 'ate -in/A= You lin% the fates of two targets. (ruthear= ain + bonus to 8ense Motive chec%. D8 &etacreativit Concealing Amorpha+ ;reater= Huasi/real membrane grants total concealment. 0ctoplasmic CocoonA= -ncapsulate a foe so that it can't move. Pschokinesis 0nerg# ConeA= Deal 0d* damage in */ft cone. Pschometa,olism AgingA= Ma%e sub>ect older.D8 $eath 'ieldA= Belease life/draining energy from the rey.D8 0ctoplasmic 'orm= 2ecome insubstantial and fly slowly. Pschoportation $iscipline Astral Cara%an= You lead a group into another plane. Clairsentience %elepath Anchored &a%igationA= -stablish a mishap/free A Crisis o! Breath = Disrupt sub>ect's breathing. teleport beacon. 0mpathic (rans!er+ HostileA= Transfer your wounds to Remote Vie.ing= 8ee, hear, and interact with sub>ects an unwilling sub>ect.
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at a distance. "lane Shi!t+ "sionic= Travel to other planes. "o.er Resistance= rant 1B eEual to + level. &etacreativit 'abricate+ "sionic= Transforms raw goods into "s#chic CrushA= 2rutally crush sub>ect's mind, finished items. reducing it to / hit points. uintessence= You collapse a bit of time into a Shatter Mind Blan/= 3ancel target's mind ,lank effect. (o.er o! ron ill A= rant 1B 6 against mind/ physical substance. Pschokinesis affecting powers to nearby creatures. A Control Bod# = Ta%e control of target's limbs. (rue Seeing+ "sionic A= 8ee all things as they truly are. 0nerg# BallA= Deal 5d* energy damage in +/ft burst. nertial Barrier= ain DB 0I/. $iscipline Pschometa,olism Clairsentience A Accelerate = Move faster, to attac% rolls, A3, and Clairtangent Hand= -mulate far hand at a distance. Befle! saves.D8 Second Chance= Fisions of the future grant reroll on Metamorphosis= Assume shape of creature or ob>ect. chec%. "s#chic Vampire= Touch attac% drains power points. &etacreativit Pschoportation Hail o! Cr#stals= -!plosion of shards deals 6d) $imensional Anchor+ "sionic= 2ars e!tradimensional damage in area. travel. "oc/et $imensionA= 3reate a small e!tradimensional $ismissal+ "sionic= orces creature to return to its storage space.D8 native plane. Pschokinesis 'l#+ "sionic= You gain a fly speed of * feet. 0nerg# Current A= Deal 6d* damage per round to two %elepath or more creatures.L A $ominate+ "sionic = 3ontrol target telepathically. 'ier# $iscorporationA= 3heat death by discorporating HallucinationA= 1hantasm causes psychosomatic into nearby fire. D8 damage. Pschometa,olism Mindlin/+ (hie%ingA= 2orrow %nowledge of sub>ect's "sionic Re%i%i!#A= Beturn recently/dead sub>ect to life. power. "s#cho!eedbac/= 2oost physical ability score at cost of Modi!# Memor#+ "sionic= 3hanges 0 minutes of another ability score. sub>ect's memories. Restore 0xtremit#= Beturn a lost digit, limb, or other Schism= 8plit your mind in two, doubling your appendage to sub>ect. actions. Pschoportation Bale!ul (eleport A= Destructive teleport deals 6d* damage. (eleport+ "sionic= 9nstantly transports you a long :ni%ersal distance. Adapt Bod#= Your body automatically adapts to (eleport (rigger= 1redetermined event triggers hostile environments. teleport. CatapsiA= enerate psychic static that inhibits %elepath psionics. MetaconcertA= 3ombine the powers of two or more 0ctoplasmic Shambler= og/li%e predator deals manifesters. damageItwo levels every round. Mind "robe) Discover the sub>ect's inner thoughts. 0lectroerosionA= 3reate a ray that erodes iron. D8 ncarnate= Ma%e some powers permanent. -eech 'ieldA= eech power points each time you ma%e a saving throw. :ni%ersal Ma5or Creation+ "sionic= As psionic minor creation , plus Aura AlterationA= Disguise sub>ect's alignment or stone and metal. remove compulsions.
1'2
Breath o! the Blac/ $ragon A= 2reathe acid for d* damage. Cloud Mind+ Mass= -rase %nowledge of your presence from the mind of one creatureIlevel. Contingenc#+ "sionic= 8et trigger for another power. Co,opt Concentration= Ta%e control of foe's concentration power. $imensional Screen= 3reate a shimmering screen that diverts attac%s.D8 $isintegrate+ "sionic= Turn one creature or ob>ect to dust. 'use 'leshA= use sub>ect's flesh together. O%erland 'light+ "sionic= You gain a fly speed of ) feet and can hustle over distances. Remote Vie. (rap= Deal damage to those who attempt to scry on you. Retrie%eA= Teleport an item you can see to your hand. Suspend -i!e= 1ut yourself in suspended animation. (emporal AccelerationA= Accelerate your personal time, gaining e!tra actions.
0nerg# Con%ersion= Absorb energy and retransmit it offensively. 0nerg# a%eA= Deal (d) energy damage in +/ft cone. 0%ade BurstA= Ta%e no damage from burst on successful Befle! save. ncorporealit#A= 2ecome incorporeal for roundIlevel.D8 nsanit#A= 8ub>ect is permanently confused. Mind!lame= 8eriously harm nearby creature.D8 Mind Blan/+ "ersonal= You are immune to scrying and mental effects. Moment o! "rescience+ "sionic= ain insight bonus on a single chec%. Oa/ Bod#A= Your body becomes as hard as oa%. "hase $oor+ "sionic) 3reates invisible passageway. SeJuester+ "sionic= 8ub>ect becomes invisible to sight and remote detection; renders sub>ect comatose. :ltrablastA= Deal (d* damage in 0/ft radius.
$iscipline $iscipline
Clairsentience 'ate o! One= Beroll a failed chec% that you >ust rolled. Clairsentience &etacreativit "recognition+ ;reater= ain ) insight bonus to one 0ctoplasmic Cocoon+ Mass) -ncapsulate all foes in a roll. &etacreativit +/ft radius. Pschokinesis Cr#stalliGe= Turn sub>ect into crystal. 'abricate+ ;reater "sionic= Transform large Euantity Reddopsi= 1owers targeting you rebound on the of raw material into finished items. manifester. Pschokinesis Pschometa,olism $ispelling Bu!!er) 8ub>ect is protected from dispel Complete HealingA= #eal all damage. D8 psionics. 'ission= 3reate a short/lived duplicate of yourself. &ull "sionics 'ield= 3reate an area where psionics do "oison SimulationA= 3oat surface with to!ins. not function. Pschoportation $ream (ra%elA= Travel to other places through Pschometa,olism Restoration+ "sionic= Bestore level and ability score dreams. 0thereal Daunt+ "sionic= 2ecome ethereal for loss. Pschoportation roundIlevel. A Banishment+ "sionic = 2anishes e!traplanar creatures. (eleport Ob5ect+ "sionic= Teleport ob>ect touched. D8 %elepath %elepath A Mind S.itch = 8wap minds with another creature. Crisis o! -i!eA= 8top sub>ect's heart.
:ni%ersal
:ni%ersal
$ecerebrate= Bemove portion of sub>ect's brain. $i%ert (eleport= Bedirect another person's teleport.
Bend Realit#= Alters reality within limits. ron Bod#+ "sionic= Your body becomes living iron.
1'
Matter Manipulation= 1ermanently increase or decrease an ob>ect's hardness. Mind Blan/+ "sionic= 8ub>ect becomes immune to mental effects and scrying. Recall $eath= 8ub>ect shown moment of death and dies immediately. Shado. Bod#= You become a living shadow. (eleport+ ;reater "sionic= As psionic teleport , but infinite range and no chance of arriving off/target. (rue Metabolism= Begenerate hit pointsIround.
Meta!acult#= earn details about any one creature. &etacreativit ;enesis= 3reate a demiplane to your specifications. (rue Creation= As psionic ma'or creation , e!cept that items are completely real. Pschokinesis (ornado BlastA= Forte! of air deals 5d* damage and moves targets. Pschometa,olism Metamorphosis+ ;reater= Assume shape of any creature or ob>ect. Pschoportation $iscipline (eleportation Circle+ "sionic= Teleport nearby Clairsentience creatures. H#percognition= 9nstantly correlate %nown (ime Regression= Belive the last round. information and form perfect deductions. %elepath &etacreativit Astral Seed= 1lant the seed of your rebirth in the rey. Mind S.itch+ (rue= 1ermanently e!change minds with sub>ect. Pschokinesis "s#chic Chirurger#= Bepair psychic damage or grant (ele/inetic Sphere+ "sionic= Mobile force globe %nowledge of new powers. encapsulates creature and moves it.
Pschometa,olism 'usion= 3ombine abilities with another creature's. Pschoportation (ime Hop+ MassA= $illing sub>ects move forward in time. %elepath Mind Seed= 8ub>ect slowly becomes you.
:ni%ersal A!!init# 'ield= $hat happens to you also happens to others. Apopsi= Delete %nowledge of powers from sub>ect's mind. Assimilate= 9ncorporate creature into your body. 0therealness+ "sionic= 2ecome ethereal for minIlevel. MicrocosmA= Target lives permanently in its own imagination. Realit# Re%ision= As ,end realit , but with fewer limits. (imeless Bod#= 9gnore all effects for round.
$iscipline Clairsentience Cosmic A.areness= You perceive all things in range. D8
Astral (ra%eler) -nable yourself or another to >oin an astral caravan. Bio!eedbac/A= ain DB +I/. Bite o! the ol!= ain bite attac%. Bio!lexibilit#= ain bonus on -scape Artist chec%s.D8 Burst) ain feet move speed bonus this round.L Call eaponr#A= 3reate temporary weapon.L Cast Missiles= aunch pro>ectiles without a weapon.D8 Cat!allA= 9nstantly save yourself from a fall.L Chameleon= ain bonus on #ide chec%s. CompressionA= You become smaller. Conceal (houghts= You conceal your motives. $e!lect Stri/e= 8ub>ect's ne!t attac% ta%es /+ penalty. D8 $etect "sionics= As detect magic , but for psionics.?-$ $issipating (ouchA= Touch deals d* damage. 0l!sight= ain low/light vision, + 1erception, and notice secret doors. 0mpt# MindA= You gain + on $ill saves until your ne!t action.
1'!
0xpansionA= You grow larger. 'orce ScreenA= 9nvisible disc provides ) shield bonus to A3. ;rip o! ronA= ain ) bonus on grapple maneuvers. HammerA= Melee touch attac% deals d& damage. nertial ArmorA= ield of force provides ) armor bonus to A3. no. $irection and -ocation= You discover where you are and what direction you are facing. Metaph#sical Cla.A= ?atural weapon gains enhancement bonus.L Metaph#sical eaponA= $eapon gains enhancement bonus.L "recognition+ $e!ensi%eA) ain insight bonus to A3 and saving throws. "recognition+ O!!ensi%eA= ain insight bonus to attac% rolls. "rescience+ O!!ensi%eA= ain + insight bonus to damage rolls. "re%enomA= Your natural weapon becomes poisoned. "re%enom eaponA= Your weapon becomes poisoned. "sionic $ra.= 9nstantly draw a weapon.D8 S/ate= 8ub>ect slides Euic%ly along the ground. StompA= 8ub>ects fall prone and ta%e d) nonlethal damage. S#nesthete) $hen one of your senses is stimulated, you also receive feedbac% from another sense. (attoo AnimationA= Animate or steal psionic tattoos. (hic/en S/inA= ain enhancement bonus to A3 for minIlevel. VigorA= ain 0 temporary hit points. ild -eapA= Ma%e an additional leap and gain a bonus to Acrobatics chec%s.D8
$etect Hostile ntent= Detect hostile creatures within ( feet. $imension S.ap A= Two allies switch places. $issol%ing (ouchA= Your touch deals )d* acid damage. $issol%ing eaponA= Your weapon deals )d* acid damage. 0mpathic (rans!erA= Transfer another's wounds to yourself. 0nerg# Adaptation+ Speci!iedA= ain resistance against one energy type. 'eat -eechA= 2orrow sub>ect's psionic feats. Hustle= 9nstantly gain a move action. -e%itate+ "sionic) You move through the air via mental support. "ain!ul Stri/e= Your natural weapons deal d* damage. "ro.ess= ain another attac% of opportunity. "sionic Scent= ain the scent ability. "sionic -ionEs Charge A= Ma%e a full attac% after a charge. Recall Agon#A) oe ta%es +d* damage from old pain. Return MissileA= Ma%e thrown weapon return to you.D8 Share Strength A= Temporarily transfer your 8trength to another.D8 Strength o! M# 0nem#= 8iphon away foe's strength. Sustenance) o without food and water for one day. (hought ShieldA) ain 1B ( against mind/affecting powers. all al/er= $al% on walls and ceilings.
AccelerateA= Move faster, on attac% rolls, A3, and Befle! saves.D8 Animal A!!init#A= ain ) enhancement to one ability Cla.s o! the Vampire= Your claw attac%s restore your hit points. score. A Concealing Amorpha+ ;reater= Huasi/real membrane Antidote Simulation = Bemove to!ins from your grants total concealment. body. A $anger SenseA) You gain a ) bonus against traps. Bod# Ad5ustment = You recover d+ hit points. $eath 'ieldA= Belease life/draining energy from the Bod# 0Juilibrium= You can wal% on nonsolid rey.D8 surfaces. $imension SlideA= Teleport a very short distance. Bod# "uri!icationA= You recover + points of ability $uodimensional Cla.= 9ncrease threat range of damage. natural weapons. Concealing Amorpha= Huasi/real membrane grants 0ctoplasmic 'orm= 2ecome insubstantial and fly concealment. slowly. $ar/%ision+ "sionic= 8ee * feet in total dar%ness.
1'$
0mpathic 'eedbac/A) Attac%ers ta%e damage when you are hit. 0mpathic (rans!er+ HostileA= Transfer your wounds to an unwilling sub>ect. 0scape $etection) You become difficult to detect with clairsentience powers. 0%ade BurstA= You ta%e no damage from a burst on a successful Befle! save. 0xhalation o! the Blac/ $ragon A= Acid breath deals (d* damage to nearby target. ;ra!t eapon= You merge your arm with a weapon. een 0dge+ "sionic= Double normal weapon's threat range. Mental BarrierA= ain ) bonus to A3 until your ne!t action. :biJuitous Vision= ain (*/degree vision. Vampiric Blade= Your weapon attac%s restore your hit points.
Cla. o! 0nerg#= Your claws deal energy damage. $imension $oor+ "sionic= Teleports you a short distance. 0nerg# AdaptationA= Your body converts energy into harmless light. 'reedom o! Mo%ement+ "sionic= You cannot be held or otherwise rendered immobile. mmo%abilit#= You gain DB 0I/ and become nearly impossible to move. nertial Barrier= ain DB 0I/. Shado. DumpA= Travel rapidly through shadows. D8 Stead!ast "erception= ain immunity to illusory effects, * to 1erception chec%s. (rue%enom= ?atural weapons become horribly poisonous. (rue%enom eapon= Your weapon becomes horribly poisonous. eapon o! 0nerg#) You weapon deals energy damage.
Adapt Bod#= Your body automatically adapts to hostile environments. CatapsiA= enerate psychic static that inhibits psionics. MetaconcertA= 3ombine the powers of two or more manifesters.
&er%e ManipulationA= Disrupt target's nervous system.D8 Oa/ Bod#A= Your body becomes as hard as oa%. "s#cho!eedbac/= 2oost physical ability score at cost of another ability score.
Breath o! the Blac/ $ragon A= 2reathe acid for d* damage. $ispelling Bu!!er= 8ub>ect is protected from dispel psionics. 'orm o! $oomA= You transform into a frightening beast. Mind Blan/+ "ersonal= You are immune to scrying and mental effects. "oison SimulationA= 3oat surface with to!ins.D8 Suspend -i!e= 1ut yourself in suspended animation.
Alarm= $ards an area for + hoursIlevel. Animal Messenger= 8ends a Tiny animal to a specific place. Calm Animals= 3alms +d) level #D of animals. Charm Animal= Ma%es one animal your friend. Cooling Canop#= 8ummons a cloud to provide shade and prevent dehydration. D8 $ela# "oison= 8tops poison from harming sub>ect for hourIlevel. $etect Animals or "lants= Detects %inds of animals or plants. $etect "oison= Detects poison in one creature or ob>ect. $etect Snares and "its= Beveals natural or primitive traps. 0ndure 0lements= -!ist comfortably in hot or cold regions.L 0ntangle= 1lants entangle everyone in )/ft. Badius. ;rim Har%est) Drain the fluids from a dead creature and recover its water. ?-$ Hide !rom Animals= Animals can't perceive one sub>ectIlevel. Dump= 8ub>ect gets bonus on Acrobatics chec%s. -ongstrider= Your base speed increases by ft.
1''
Magic 'ang= "ne natural weapon of sub>ect creature gets on attac% and damage rolls. &urturing Seeds= Ma%es ten seeds or cuttings hardy and easy to transplant. D8 "ass .ithout (race= "ne sub>ectIlevel leaves no trac%s. "lant Rene.al= Bestores one plant to good health from near death. D8 Read Magic= Bead scrolls and spellboo%s. Resist 0nerg#= 9gnores Cor more points of damageIattac% from specified energy type. Spea/ .ith Animals= You can communicate with animals. Summon &atureEs All# = 8ummons creature to fight for you.
Command "lants= 8way the actions of plant creatures. Cure Moderate ounds= 3ures +d& damage Ilevel Cma!. . $ar/%ision= 8ee * ft. in total dar%ness. $iminish "lants= Beduces si4e or blights growth of normal plants. 0#e o! the Storm= 1rotects a (/foot radius from the effects of storms for hourIlevel. D8 Magic 'ang+ ;reater= "ne natural weapon gets Ifour levels Cma!. 0. &eutraliGe "oison= 9mmuni4es sub>ect against poison, deto!ifies venom in or on sub>ect. "lant ;ro.th= rows vegetation, improves crops. Reduce Animal= 8hrin%s one willing animal. Remo%e $isease= 3ures all diseases affecting sub>ect. Repel Vermin= 9nsects, spiders, and other vermin stay ft. away. Bar/s/in= rants + Cor higher enhancement to Summon &atureEs All# = 8ummons creature to fight natural armor. for you. BearEs 0ndurance= 8ub>ect gains ) to 3on for Sur!ace al/= 8ub>ect treads on unstable surfaces as if min.Ilevel. they were solid. D8 CatEs ;race= 8ub>ect gains ) to De! for min.Ilevel. Cure -ight ounds= 3ures d& damage Ilevel Cma! (ree Shape= You loo% e!actly li%e a tree for hourIlevel. 0. 0ndure 0lements+ Mass) As endure elements , but protects multiple creatures. ?-$ 'ootsteps o! the uarr#M= Trac% a specific creature or person overland. D8 Hold Animal= 1araly4es one animal for roundIlevel. O.lEs isdom= 8ub>ect gains ) to $is for min.Ilevel. "rotection !rom 0nerg#= Absorbs + pointsIlevel of damage from one %ind of energy. Snare= 3reates a magic booby trap. Spea/ .ith "lants= You can tal% to plants and plant creatures. Spi/e ;ro.th= 3reatures in area ta%e d) damage, may be slowed. Sting o! the ;old ScorpionM= -nchants a scorpion barb to in>ect a supernatural venom. D8 Summon &atureEs All# = 8ummons creature to fight for you. ind all= Deflects arrows, smaller creatures, and gases.
Animal ;ro.th= "ne animal doubles in si4e. Commune .ith &ature= earn about terrain for mileIlevel. Cure Serious ounds= 3ures (d& damage Ilevel Cma! 0. 'reedom o! Mo%ement= 8ub>ect moves normally despite impediments to movement. &ondetectionM= #ides sub>ect from divination, scrying. Summon &atureEs All# V= 8ummons creature to fight for you. (ree Stride= 8tep from one tree to another far away.
Ab5uration Resistance= 8ub>ect gains on saving throws.
Cla.s o! the (emboM= You grow powerful claws which let you steal life from your target. D8
1')
regions.L Remo%e 'ear= 8uppresses fear or gives ) on saves Acid Splash= "rb deals d( acid damage. against fear for one sub>ect one per four levels. Complex $i%ination Hold "ortal= #olds door shut. $etect Magic= Detect all spells and magic items within "rotection !rom Chaos=0%il=;ood=-a.= + to A3 and * ft. saves, plus other protection vs. specific alignment. $etect "oison= Detect poison in one creature or ob>ect. Shield= 9nvisible disc gives ) to A3 , bloc%s magic Sla%e Scent) Divine's target's social class. D8 missile s .
Con5uration
0nchantment $aGe= A single humanoid creature with ) #D or less loses its ne!t action.
Con5uration
;host Sound= igment sounds.
#imple Cooling Canop#) 8ummons a cloud to provide shade and prevent dehydration. D8 ;rease= Ma%es /ft. sEuare or one ob>ect slippery. Obscuring Mist= og surrounds you. :nseen Ser%ant= 3on>ure an invisible servant. Complex Mage Armor= ives sub>ect ) armor bonus. Mount= 8ummons riding horse for + hoursIlevel. Summon Monster = 8ummons e!traplanar creature to fight for you.
&ecromanc#
$i%ination
Bleed= 3ause a stabili4ed creature to resume dying. $isrupt :ndead= Deals d* damage to one undead. (ouch o! 'atigue= Touch attac% fatigues target.
#imple $etect Secret $oors= Beveals hidden doors within * ft. $etect :ndead= Beveals undead within * ft. denti!#= ives bonus to identify magic items. Complex Comprehend -anguages= You understand all spo%en and written languages. $etect "sionics= As detect magic , but for psionics.?-$ (rue Stri/e= + on your ne!t attac% roll.
0%ocation $ancing -ights= 3reates torches or other lights. 'lare= Da44les one creature C7 on attac% rolls. -ight= "b>ect shines li%e a torch. Ra# o! 'rost= Bay deals d( cold damage.
llusion
(ransmutation Mage Hand= 0/pound tele%inesis. Mending= Ma%es minor repairs on an ob>ect. Message= $hisper conversation at distance. Open=Close= "pens or closes small or light things.
:ni%ersal Arcane Mar/= 9nscribes a personal rune on an ob>ect or creature Cvisible or invisible. "restidigitation= 1erforms minor tric%s. Read Magic= Bead scrolls and spellboo%s.
Ab5uration #imple Alarm= $ards an area for + hoursIlevel. 0ndure 0lements= -!ist comfortably in hot or cold
0nchantment #imple H#pnotism= ascinates +d) #D of creatures. Complex Charm "erson= Ma%es one person your friend. Sleep= 1uts ) #D of creatures into magical slumber.
0%ocation #imple 'loating $is/= 3reates (/ft./diameter hori4ontal dis% that holds lbs.Ilevel.
1'+
Shoc/ing ;rasp= Touch delivers d*Ilevel electricity damage Cma! 0d*. Complex Burning Hands= d)Ilevel fire damage Cma! 0d). Magic Missile= d) damage; missile per two levels above st Cma! 0.
Ab5uration #imple Arcane -oc/M= Magically loc%s a portal or chest. Bac/lashM= 1rotects a plot of land so that it damages defilers who try to steal its energy.D8 Complex 0#e o! the Storm) 1rotects a (/foot radius from the effects of a storm for hourIlevel.D8 Obscure Ob5ect= Mas%s ob>ect against scrying. "rotection !rom Arro.s= 8ub>ect gains DB Imagic against ranged attac%s. Resist 0nerg#= 9gnores first Cor more points of damage per attac% from specified energy type.
llusion #imple llusor# (alent) 1rovides the appearance of s%ill, though not its substance.D8 Magic Aura= Alters ob>ect's magic aura. VentriloJuism= Throws voice for min.Ilevel. Complex Color Spra#= @noc%s unconscious , blinds, andIor stuns wea% creatures. $isguise Sel!= 3hanges your appearance. Silent mage= 3reates minor illusion of your design.
Con5uration
&ecromanc# #imple Chill (ouch= "ne touchIlevel deals d* damage and possibly 8tr damage. Complex Cause 'ear= "ne creature of 0 #D or less flees for d) rounds. Ra# o! 0n!eeblement= Bay causes d* 8tr penalty per + levels.
(ransmutation #imple 0rase= Mundane or magical writing vanishes. 0xpeditious Retreat= Your base speed increases by ( ft. 'eather 'all= "b>ects or creatures fall slowly. Dump= 8ub>ect gets bonus on Acrobatics chec%s. Complex Animate Rope= Ma%es a rope move at your command. 0nlarge "erson= #umanoid creature doubles in si4e. ;rim Har%est= Drain the fluids from a dead creature and recover its water.?-$ Magic eapon= $eapon gains bonus. Reduce "erson= #umanoid creature halves in si4e.
#imple Acid Arro.= Banged touch attac%; +d) damage for round roundIthree levels. 'og Cloud= og obscures vision. ;litterdust= 2linds creatures, outlines invisible creatures. Complex Summon Monster = 8ummons e!traplanar creature to fight for you. Summon S.arm= 8ummons swarm of bats, rats, or spiders. eb= ills +/ft./radius spread with stic%y spiderwebs that can grapple foes and impair movement.
$i%ination #imple 'ootsteps o! the uarr# M= Trac% a specific creature or person overland.D8 See n%isibilit#= Beveals invisible creatures or ob>ects. Complex $etect (houghts= isten to nearby surface thoughts. -ocate Ob5ect= 8enses direction toward ob>ect Cspecific or type.
0nchantment #imple $aGe Monster= iving creature of * #D or less loses its ne!t action. a/e!ulness) Target can postpone sleep. D8
1'.
Complex Hideous -aughter= 8ub>ect loses actions for roundIlevel. (ouch o! dioc#= 8ub>ect ta%es d* penalty to 9nt, $is, and 3ha.
0%ocation #imple Cerulean Shoc/ M= 3harges target with powerful static electricity, which discharges if the target moves.D8 $ar/ness= +/ft. radius of supernatural shadow. ;ust o! ind= 2lows away or %noc%s down smaller creatures. Complex Continual 'lameM= Ma%es a permanent, heatless light. 'laming Sphere= Bolling ball of fire deals (d* fire damage. Scorching Ra#= Banged touch attac% deals )d* fire damage, rayIfour levels Cma! (. Shatter= 8onic energy damages ob>ects or crystalline creatures.
llusion #imple H#pnotic "attern= ascinates +d) level #D of creatures. Magic (ric/= 3onceal your spellcasting.D8 Magic MouthM= "b>ect spea%s once when triggered. "hantom (rapM= Ma%es item seem trapped. Complex Blur= Attac%s miss sub>ect + of the time. n%isibilit#= 8ub>ect is invisible for min.Ilevel or until it attac%s. Minor mage= As silent image , plus some sound. Mirror mage= 3reates decoy duplicates of you. Misdirection= Misleads divinations for creature or ob>ect.
&ecromanc#
barb to in>ect a supernatural venom.D8 Complex Blindness=$ea!ness= Ma%es sub>ect blinded or deafened. Command :ndead= Gndead creature obeys you. ;houl (ouch= 1araly4es one sub>ect, which e!udes stench that ma%es those nearby sic%ened. Scare= rightens creatures of less than * #D.
(ransmutation #imple BearEs 0ndurance= 8ub>ect gains ) to 3on for min.Ilevel. Boneharden= 8tiffens bone, ma%ing bone items more effective or loc%ing the >oints of a creature. D8 BullEs Strength= 8ub>ect gains ) to 8tr for min.Ilevel. CatEs ;race= 8ub>ect gains ) to De! for min.Ilevel. $ar/%ision= 8ee * ft. in total dar%ness. 0agleEs Splendor= 8ub>ect gains ) to 3ha for min.Ilevel. 'oxEs Cunning= 8ub>ect gains ) to 9nt for min.Ilevel. Ma/e hole= Bepairs an ob>ect. O.lEs isdom= 8ub>ect gains ) to $is for min.Ilevel. "#rotechnics= Turns fire into blinding light or thic% smo%e. Sandstone) Turn ordinary sand or dirt into sandstone.D8 Spider Climb= rants ability to wal% on walls and ceilings. hispering ind= 8ends a short message mileIlevel. Complex Alter Sel!= Assume form of a 8mall or Medium humanoid. noc/= "pens loc%ed or magically sealed door. -e%itate= 8ub>ect moves up and down at your direction. Rope (ric/= As many as eight creatures hide in e!tradimensional space.
#imple $eath Mar/= Target becomes ill and vulnerable.D8 Ab5uration 'alse -i!e= ain d temporary hp Ilevel Cma! #imple . M Spectral Hand= 3reates disembodied glowing hand to Conser%ation = 1rotect the land from defilement. D8 0ndure 0lements+ Mass) As endure elements , but deliver touch attac%s. protects multiple creatures. ?-$ Sting o! the ;old ScorpionM= -nchants a scorpion
1)0
0xplosi%e Runes= Deals *d* damage when read. Complex $ispel Magic= 3ancels one magical spell or effect. Magic Circle against Chaos=0%il=;ood=-a.= As protection spells, but /ft. radius and min.Ilevel. &ondetectionM= #ides sub>ect from divination, scrying. "rotection !rom 0nerg#= Absorbs + pointsIlevel of damage from one %ind of energy.
0%ocation #imple $a#light= */ft. radius of bright light. ind all= Deflects arrows and smaller creatures. Complex 'ireball= d* damage per level, +/ft. radius. -ightning Bolt= -lectricity deals d*Ilevel damage. (in# Hut= 3reates shelter for creatures.
llusion
Con5uration #imple Sepia Sna/e SigilM= 3reates te!t symbol that immobili4es reader. Sleet Storm= #ampers vision and movement. Complex "hantom Steed= Magic horse appears for hourIlevel. Stin/ing Cloud= ?auseating vapors, roundIlevel. Summon Monster = 8ummons e!traplanar creature to fight for you.
#imple llusor# ScriptM= "nly select creatures can read te!t. Complex $isplacement= Attac%s miss sub>ect 0 of the time. n%isibilit# Sphere= Ma%es everyone within ft. invisible. Ma5or mage= As silent image , plus sound, smell and thermal effects.
&ecromanc#
#imple ;entle Repose= 1reserves one corpse. #imple Halt :ndead= 9mmobili4es undead for roundIlevel. Arcane Sight= Magical auras become visible to you. Vampiric (ouch= Touch deals d* damage per two Spea/ .ith Animals= You can communicate with levels; caster gains damage as temporary hp. animals. Complex Complex Bonecla.Es Cut= 3uts appear on the target, who ta%es Clairaudience=Clair%o#ance= #ear or see at a distance damage and begins to bleed profusely.D8 for min.Ilevel. $eath hip= Your whip is charged with negative (ongues= 8pea% and understand any language. energy, dealing d+ 8tr damage with each lash. D8 Ra# o! 0xhaustion= Bay ma%es sub>ect e!hausted.
$i%ination
0nchantment #imple $edication= Allow target to ignore bodily necessities and gain bonuses while pursuing a specific tas%. D8 $eep Slumber= 1uts #D of creatures to sleep. Heroism= ive + bonus on attac%s, saves, s%ill chec%s. Rage= ive + 8tr and 3on , on $ill saves, 7+ to A3. Complex Hold "erson= 1araly4es one humanoid for roundIlevel. Suggestion= 3ompels a sub>ect to follow stated course of action.
(ransmutation #imple 'lame Arro.= Arrows deal d* fire damage. een 0dge= Doubles normal weapon's threat range. Magic eapon+ ;reater= $eapon gains bonusIfour levels Cma! 0. Sand "it) -!cavates sand in a ( foot wide and 0 foot deep cone.D8 Secret "age= 3hanges one page to hide its real content. Shrin/ tem= "b>ect shrin%s to one/si!teenth si4e. ormEs Breath) 8ub>ects can breathe underwater, in silt, or underground.D8 Complex Beast Shape = You ta%e the form and some of the
1)1
powers of a 8mall or Medium animal. Blin/= You randomly vanish and reappear for round per level. 'l#= 8ub>ect flies at speed of * ft. ;aseous 'orm= 8ub>ect becomes insubstantial and can fly slowly. Haste= "ne creatureIlevel moves faster, on attac% rolls, A3 , and Befle! saves. Slo.= "ne sub>ectIlevel ta%es only one actionIround, 7 to A3, Befle! saves, and attac% rolls. Kombie Berr#M= -nchants d) berries to cloud the minds of whoever eats them.D8
Ab5uration #imple 'ire (rapM= "pened ob>ect deals d) damage Ilevel. Remo%e Curse= rees ob>ect or person from curse. Complex $imensional Anchor= 2ars e!tradimensional movement. ;lobe o! n%ulnerabilit#+ -esser= 8tops st/ through (rd/level spell effects.L Stones/inM= rants DB Iadamantine.
Con5uration #imple Minor Creation= 3reates one cloth or wood ob>ect. Secure Shelter= 3reates sturdy cottage. Solid 'og= 2loc%s vision and slows movement. Complex Blac/ (entacles= Tentacles grapple all creatures within a +/ft. spread. $imension $oor= Teleports you a short distance. Summon Monster V= 8ummons e!traplanar creature to fight for you.
$i%ination #imple $etect Scr#ing= Alerts you to magical eavesdropping. Complex Arcane 0#e= 9nvisible floating eye moves ( ft.Iround. -ocate Creature= 9ndicates direction to familiar creature. Scr#ing= 8pies on sub>ect from a distance.
0nchantment #imple Crushing $espair= 8ub>ects ta%e 7+ on attac% rolls, damage rolls, saves, and chec%s. Complex Charm Monster= Ma%es monster believe it is your ally. Con!usion= 8ub>ects behave oddly for roundIlevel. ;eas+ -esser= 3ommands sub>ect of 5 #D or less. ;loomcloudM= A gloomy cloud hangs over the target, ma%ing it despair and ta%e no action. D8
0%ocation #imple 'ire Shield= 3reatures attac%ing you ta%e fire damage; you're protected from heat or cold. ce Storm= #ail deals 0d* damage in cylinder ) ft. across. all o! ce= 3reate wall or dome of ice. Complex Resilient Sphere= orce globe protects but traps one sub>ect. Sand Spra#= You fire a cloud of sand at incredible speed, damaging and blinding creatures. D8 Shout= Deafens all within cone and deals 0d* sonic damage. all o! 'ire= $all of flame deals damage to creatures that stand near or pass through the wall.
llusion #imple llusor# all= $all, floor, or ceiling loo%s real, but anything can pass through. Rainbo. "attern= ights fascinate +) #D of creatures. Shado. Con5uration= Mimics con>uration below )th level, but only + real.L Complex Hallucinator# (errain= Ma%es one type of terrain appear li%e another Cfield as forest, or the li%e. n%isibilit#+ ;reater= As invisi,ilit 3 but sub>ect can attac% and stay invisible. "hantasmal iller= earsome illusion %ills sub>ect or deals (d* damage.
&ecromanc# #imple Besto. Curse= 7* to an ability score; 7) on attac% rolls,
1)2
saves, and chec%s; or 0 chance of losing actions. Cla.s o! the (emboM= You grow powerful claws which let you steal life from your target.D8 Contagion= 9nfects sub>ect with chosen disease. Complex Animate $eadM= 3reates undead s%eletons and 4ombies out of corpses. 0ner%ation= 8ub>ect gains d) negative levels. 'ear= 8ub>ects within cone flee for roundIlevel. ;host!ire= 9nstantly slays + #DIlevel of creatures with less than 0 #D.D8 (ouch the Blac/M= A conduit to the plane of life/ destroying cold deals d*Ilevel and disables creatures.D8
(ransmutation #imple Stone Shape= 8culpts stone into any shape. Complex Beast Shape = You ta%e the form and some of the powers of a Tiny or arge animal. 0lemental Bod# = Turns you into a 8mall elemental.L 0nlarge "erson+ Mass= humanoid creatureIlevel doubles in si4e. Reduce "erson+ Mass= As reduce person , but affects humanoid creatureIlevel.
Ab5uration
Cloud/ill= @ills ( #D or less; )7* #D save or die, * #D ta%e 3on damage. MageEs 'aith!ul Hound= 1hantom dog can guard a location and attac% intruders. "lanar Binding+ -esser= Traps e!traplanar creature of * #D or less until it performs a tas%. Summon Monster V= 8ummons e!traplanar creature to fight for you. (eleport= 9nstantly transports you as far as miles per level.
$i%ination #imple (elepathic Bond= in% lets allies communicate. Complex Contact Other "lane= ets you as% Euestion of e!traplanar entity. "r#ing 0#es= d) Ilevel floating eyes scout for you.
0nchantment #imple Mind 'og= 8ub>ects in fog get 7 to $is and $ill chec%s. S#mbol o! SleepM= Triggered rune puts nearby creatures into catatonic slumber. Complex $ominate "erson= 3ontrols humanoid telepathically. 'eeblemind= 8ub>ect's 9nt and 3ha drop to . Hold Monster= As hold person , but any creature. ScapegoatM= All creatures blame the target for their problems and become hostile to the target. D8
Complex Brea/ 0nchantment= rees sub>ects from enchantments, transmutations, and curses. $ismissal= orce creature to return to its native plane. 0%ocation #imple MageEs "ri%ate Sanctum= 1revents anyone from Sending= Delivers short message anywhere, instantly. viewing or scrying an area for +) hours. S/#!ire= You fire three bolts of flaming debris which e!plode on contact.D8 Con5uration Spar/rain= You hurl a bolt of force which strips your #imple target of its magical force defenses. D8 Ma5or Creation= As minor creation 3 plus stone and Complex metal. Cone o! Cold= d*Ilevel cold damage. Secret Chest= #ides e!pensive chest on -thereal nterposing Hand= #and provides cover against 1lane; you retrieve it at will. opponent. all o! Stone= 3reates a stone wall that can be shaped. uietstorm) You fire five rays of sonic energy, each Complex dealing +d* damage Ilevel.L D8 Cerulean Hail M= A terrible hailstorm deals d*Ilevel in Ragestorm= A miniature Tyr/storm deals )d* damage + feet and panics wea% creatures.D8
1)
to creatures in its area and follows its targets.L D8 all o! 'orce= $all is immune to damage.
animal. Beast Shape = You ta%e the form of a Diminutive or #uge animal, or 8mall or Medium magical beast. 0lemental Bod# = Turns you into a Medium llusion elemental.L #imple O%erland 'light= You fly at a speed of ) ft. and can $ream= 8ends message to anyone sleeping. hustle over long distances. 'alse VisionM= ools scrying with an illusion. "ass.all= 3reates passage through wood or stone &ightmare= 8ends vision dealing damage, fatigue. wall. Shado. 0%ocation= Mimics evocation below 0th level, "lant Shape = Turn into a 8mall or Medium plant. but only + real.L "ol#morph= ives one willing sub>ect a new form. Complex Mirage Arcana= As hallucinator terrain3 plus :ni%ersal structures. #imple "ersistent mage= As ma'or image , but with no "ermanenc#M= Ma%es certain spells permanent. concentration reEuired. Rangeblade) "ne weapon gains non/threatening reach out to 0 feet 0 feetIlevel. D8 Seeming= 3hanges appearance of person per + Ab5uration levels. #imple Banish (#r,Storm= Bepel a Tyr/storm.D8 &ecromanc# ;uards and ards= Faried magic effects protect area. #imple Complex Blight= $ithers one plant or deals d*Ilevel damage to Antimagic 'ield= ?egates magic within ft. plant creature. $ispel Magic+ ;reater= As dispel magic , but with S#mbol o! "ainM= Triggered rune wrac%s creatures multiple targets. with pain. ;lobe o! n%ulnerabilit#) As lesser glo,e of Complex invulnera,ilit , plus )th/level spell effects.L Magic Dar = -nables possession of another creature. Repulsion= 3reatures can't approach you. a%es o! 'atigue= 8everal targets become fatigued.
Con5uration
(ransmutation #imple 'abricateM= Transforms raw materials into finished items. Sand (rapM= You lay a magical trap in an area of sounding, damaging targets or attracting enemies.D8 Sand!lo.= Beshapes sand dunes.D8 (ele/inesis= Moves ob>ect, attac%s creature, or hurls ob>ect or creature. (ransmute Mud to Roc/= Transforms two /ft. cubes per level. (ransmute Roc/ to Mud= Transforms two /ft. cubes per level. Complex Animal ;ro.th= "ne animal doubles in si4e. Bale!ul "ol#morph= Turns sub>ect into harmless
#imple Acid 'og= og deals acid damage. all o! ronM= ( hpIfour levels; can topple onto foes. Complex ;round!lame= 3reate an e!panding cylinder of acid that deals d*Ilevel to creatures inside. D8 "lanar Binding= As lesser planar ,inding 3 but up to + #D. Summon Monster V= 8ummons e!traplanar creature to fight for you. Summon (#r,Storm= 3on>ure a Tyr/storm, dealing +d& damage per round to creatures within it. D8
$i%ination #imple Anal#Ge $.eomer= Beveals magical aspects of
1)!
sub>ect. Complex -egend -oreM= ets you learn tales about a person, place, or thing. (rue SeeingM= ets you see things as they really are.
Cma! +d). Complex Circle o! $eath M= @ills d)Ilevel #D of creatures. Create :ndead M= Baises ghouls, ghasts, mummies, or mohrgs from physical remains. Shroud o! $ar/ness M= Your cloa% grants protection and the ability to travel to the 2lac% freely. D8
0nchantment #imple Heroism+ ;reater= ives ) bonus on attac% rolls, saves, s%ill chec%s; immunity to fear; temporary hp. S#mbol o! "ersuasionM= Triggered rune charms creatures. Complex ;eas=uest= As lesser geas3 but affects any creature. Suggestion+ Mass= As suggestion 3 affects sub>ectIlevel.
0%ocation #imple Cleansing 'lame) #url a dart of pure white flame that consumes agents of dar%ness.D8 'reeGing Sphere= ree4es water or deals cold damage. Complex Chain -ightning= d*Ilevel damage and secondary boltIlevel. Contingenc#= 8ets trigger condition for another spell. 'orce!ul Hand= #and pushes creatures away.
llusion #imple "rogrammed mageM= As ma'or image , but triggered by event. Veil= 3hanges appearance of a group of creatures. Complex Mislead= Turn invisible and creates illusory double. "ermanent mage= 1ermanent illusion, includes sight, sound, smell, and thermal effects. Shado. al/= 8tep into shadow to travel rapidly.
&ecromanc# #imple 0#ebite= Target becomes panic%ed, sic%ened, and comatose. S#mbol o! 'earM= Triggered rune panics nearby creatures. :ndeath to $eath M= Destroys d)Ilevel #D of undead
(ransmutation #imple BearEs 0ndurance+ Mass= As ,ear+s endurance , affects one sub>ectIlevel. Braxats/in) You cover yourself in spi%y chitin, granting you strong armor and DB 0Iiron.LD8 BullEs Strength+ Mass= As ,ull+s strength , affects sub>ect per level. CatEs ;race+ Mass= As cat+s grace , affects sub>ectIlevel. Control (ides) Baises, lowers, or parts bodies of water or silt.D8 0agleEs Splendor+ Mass= As eagle+s splendor , sub>ectIlevel. 'oxEs Cunning+ Mass= As fox+s cunning , affects sub>ectI level. Mo%e 0arth= Digs trenches and builds hills. O.lEs isdom+ Mass= As ol+s isdom , affects sub>ectIlevel. Shining Sands) rains of sand rotate to reflect light as you desire, blinding nearby creatures.D8 Complex Beast Shape V= You ta%e the form of a Diminutive to #uge animal or a Tiny to arge magical beast. $isintegrate= Beduces one creature or ob>ect to dust. 0lemental Bod# = Turns you into a arge elemental.L 'lesh to Stone= Turns sub>ect creature into statue. 'orm o! the $ragon = Turns you into a Medium dragon. "lant Shape = Turns you into a arge plant creature. Sands o! (ime) Beverses or accelerates the aging of a non/living ob>ect.D8 Stone to 'lesh= Bestores petrified creature. (rans!ormation M= You gain combat bonuses.
1)$
nsanit#= 8ub>ect suffers continuous confusion. "o.er ord Blind= 2linds creature with + hp or less.
Ab5uration #imple Banishment= 2anishes + #DIlevel of e!traplanar creatures. Complex SeJuester= 8ub>ect is invisible to sight and scrying; renders creature comatose. Spell (urningM= Beflect d)* spell levels bac% at caster.
0%ocation
Con5uration #imple n!estation) 8everal creatures are afflicted by a plague of insects, which can cripple in various ways.D8 nstant SummonsM= 1repared ob>ect appears in your hand. MageEs Magni!icent Mansion= Door leads to e!tradimensional mansion. (eleport Ob5ect= As teleport 3 but affects a touched ob>ect. Complex ;ra# Bec/oning= 8ummon a large number of ray 4ombies to feast on the living. D8 "hase $oor= 3reates an invisible passage through a barrier. "lane Shi!t= As many as eight sub>ects travel to another plane. Summon Monster V= 8ummons e!traplanar creature to fight for you. (eleport+ ;reater= As teleport, but no range limit and no off/target arrival.
#imple $ela#ed Blast 'ireball= d*Ilevel fire damage; you can postpone blast for up to 0 rounds. Complex 'orcecageM= 3ube or cage of force imprisons all inside. ;rasping Hand= #and provides cover, pushes, or grapples. MageEs S.ord= loating magic blade stri%es opponents. "rismatic Spra#= Bays hit sub>ects with variety of effects.
llusion #imple Shado. Con5uration+ ;reater= As shado con'uration 3 but up to *th level and * real.L D8 Complex n%isibilit#+ Mass= As invisi,ilit , but affects all in range. "ro5ect mage= 9llusory double can tal% and cast spells. SimulacrumM= 3reates partially real double of a creature.
&ecromanc#
#imple S#mbol o! ea/nessM= Triggered rune wea%ens creatures. a%es o! 0xhaustion= 8everal targets become e!hausted. $i%ination Complex #imple Arcane Sight+ ;reater) As arcane sight , but also reveals Control :ndead= Gndead don't attac% you while under your command. magic effects on creatures and ob>ects. 'inger o! $eath= Deals damageIlevel to one sub>ect. Complex :nli%ing dentit#M= Beturn a 4ombie's soul, turning it Scr#ing+ ;reater= As scring , but faster and longer. into a thin%ing 4ombie.D8 VisionM= As legend lore , but Euic%er.
(ransmutation
0nchantment #imple S#mbol o! StunningM= Triggered rune stuns creatures. Complex Hold "erson+ Mass) As hold person , but all within ( ft.
#imple Re%erse ;ra%it#= "b>ects and creatures fall upward. Statue= 8ub>ect can become a statue at will. Complex
1)'
Control eather= 3hanges weather in local area. 0lemental Bod# V= Turns you into a #uge elemental.L 0thereal Daunt= You become ethereal for roundIlevel. 'orm o! the $ragon = Turns you into a arge dragon. ;iant 'orm = Turns you into a arge giant. "lant Shape = Turns you into a #uge plant. "ol#morph+ ;reater= ives one willing sub>ect a new, more powerful form.
:ni%ersal #imple -imited ishM= Alters reality Cwithin limits.
Ab5uration Complex $imensional -oc/= Teleportation and interplanar travel bloc%ed for dayIlevel. Mind Blan/= 8ub>ect is protected from mentalIemotional magic and scrying. "rismatic all= $all's colors have array of effects. "rotection !rom SpellsM= 3onfers & resistance bonus. "rotection !rom (imeM= Ma%es creature or ob>ect immune to aging for monthI+ levels.D8
Con5uration #imple ncendiar# Cloud= 3loud deals *d* fire damageIround. Complex MaGe= Traps sub>ect in e!tradimensional ma4e. "lanar Binding+ ;reater= As lesser planar ,inding 3 but up to & #D. Summon Monster V= 8ummons e!traplanar creature to fight for you. (rap the SoulM= 9mprisons sub>ect within gem.
$i%ination
bonus on single attac% roll, chec%, or save.
0nchantment #imple S#mbol o! nsanit#M= Triggered rune renders nearby creatures insane. Complex Antipath#= "b>ect or location affected by spell repels certain creatures. BindingM= Gtili4es an array of techniEues to imprison a creature. Charm Monster+ Mass= As charm monster 3 but all within ( ft. $emand= As sending 3 plus you can send suggestion< rresistible $ance= orces sub>ect to dance. "o.er ord Stun= 8tuns creature with 0 hp or less. S#mpath#M= "b>ect or location attracts certain creatures.
0%ocation #imple "olar Ra#= Banged touch attac% deals d*Ilevel cold damage and d) points of De!terity drain. Sunburst= 2linds all within ft., deals *d* damage. Complex Clenched 'ist= arge hand provides cover, pushes, or attac%s your foes. Shout+ ;reater= Devastating yell deals d* sonic damage; stuns creatures. (ele/inetic Sphere= As resilient sphere3 but you move the sphere tele%inetically.
llusion #imple Shado. 0%ocation+ ;reater= As shado evocation 3 but up to 5th level and * real.L Complex Scintillating "attern= Twisting colors confuse3 stun, or render unconscious. Screen= 9llusion hides area from vision and scrying.
#imple "r#ing 0#es+ ;reater= As prying eyes , but eyes have &ecromanc# true seeing. #imple Complex M $iscern -ocation= Beveals e!act location of creature or S#mbol o! $eath = Triggered rune %ills nearby creatures. ob>ect. Moment o! "rescience= You gain Ilevel insight
1))
Complex CloneM= Duplicate awa%ens when original dies. Create ;reater :ndead M= 3reates shadows, wraiths, spectres, or devourers. Horrid ilting= Deals d*Ilevel damage within ( ft.
0nchantment Complex $ominate Monster= As dominate person 3 but any creature. Hold Monster+ Mass= As hold monster3 but all in ( ft. "o.er ord ill= @ills one creature with hp or less.
(ransmutation #imple ron Bod#= Your body becomes living iron. Complex 'orm o! the $ragon = Turns you into a #uge dragon. ;iant 'orm = Turns you into a #uge giant. "ol#morph An# Ob5ect= 3hanges a sub>ect into anything else. (emporal StasisM= 1uts sub>ect into suspended animation.
0%ocation Complex Crushing Hand= arge hand provides cover, pushes, or crushes your foes. Meteor S.arm= our e!ploding spheres each deal *d* fire damage. (empestM= 3reates an obliterating storm that deals damageIlevel to creatures in a +/foot radius.LD8
llusion
Ab5uration Complex 'reedom= Beleases creature from imprisonment< mprisonment= -ntombs sub>ect beneath the earth. MageEs $is5unction= Dispels magic, disenchants magic items. "rismatic Sphere= As prismatic all , but surrounds on all sides.
Complex Shades= As shado con'uration , but up to &th level and & real. eird= As phantasmal killer 3 but affects all within ( ft.
&ecromanc#
#imple Vampiric outh!ulness) 8teal vitality from the sub>ect to restore your own youth.LD8 Complex Astral "ro5ectionM= 1ro>ects you and companions onto Con5uration Astral 1lane. Complex 0nerg# $rain= 8ub>ect gains +d) negative levels. M ;ate = 3onnects two planes for travel or summoning. "act o! $ar/nessM= orm a pact of service with a ;ra# Ri!t= A hovering rift to the ray bolsters the shadow giant.D8 undead and damages the living. D8 Soul Bind= Traps newly dead soul to prevent Re!ugeM= Alters item to transport its possessor to your resurrection . abode. ail o! the Banshee= Deals damageIlevel to Summon Monster L= 8ummons e!traplanar creature creatureIlevel. to fight for you. (eleportation CircleM= Teleports creatures inside (ransmutation circle. Complex
$i%ination Complex 'oresight= <8i!th sense: warns of impending danger.
0therealness= Travel to -thereal 1lane with companions. Magma (unnel= 3arve a passage through the earth by transmuting it to magma. D8 Shapechange= Transforms you into certain creatures, and lets you change forms once per round. (ime Stop= You act freely for d) rounds.
1)+
enerally, the spirit has at least as many #it Dice as the original creature. A rey spirit can be removed #imple from a body by any means that could normally ishM= As limited ish 3 but with fewer limits. remove an e!traplanar entity, at which time the original creature's soul regains possession of the body. or this reason, rey spirits usually attempt to flee as Euic%ly as possible. They use the physical attributes and e!traordinary abilities of the body, but retain their The following notes function as errata for all spells own mental attributes and abilities. Many rey spirits and powers that create specific effects. 2ecome who can possess a body are psionic. familiar with these rules, as they may apply to many The true resurrection spell is not sub>ect to this different spells. 0nhancement Bonuses to Attributes) Any spell or limitation. A true resurrection wor%s without fail. power that creates an enhancement bonus to one or more ability scores is sub>ect to a cap on its effectiveness. ?o enhancement bonus granted by any spell or power can cause an attribute to e!ceed * K The following notes function as errata for the caster or manifester level before other bonuses. or e!ample, a ,ull+s strength spell cast by a 0 th level cleric individual spells mentioned. All general errata applies could raise a character's 8trength score to a ma!imum to these spells as well. Braxats/in) You do not suffer spell failure, and the of & C* +.0 rounded down. A barbarian with 8trength * would have his 8trength raised to &. 9f the damage reduction is only 0Iiron. Create 0lement) This spell does not e!ist for any barbarian were raging C) 8trength, his 8trength would increase from + to ++. 9f the spell's caster were character. 3lerics receive the ability to use this spell as a class feature, but cannot learn it. instead &th level, the cap would increase to + C* ) $ro.n on $r# -and) Targets are now allows two and the barbarian would gain the full benefit of the saving throws= a ortitude save to negate the effects, spell and have 8trength +). and a $ill save for partial effect. 8ucceeding on the 0nhancement Bonuses to &on,Medium CreaturesE Attributes) This e!ception to the preceding ortitude save prevents the spell from having any effect. A creature that fails the ortitude save but rule is designed to preserve the utility of attribute/ succeeds on the $ill save is staggered and sic%ened enhancing spells for non/Medium creatures. The for one round per caster level as its lungs sei4e up. 9f it threshold for 8trength enhancements for arge or is already staggered, it is stunned instead. ailing both larger creatures increases by ) per si4e category the ortitude save and the $ill save results in the beyond Medium. The threshold for De!terity enhancements for 8mall or smaller creatures increases effects as written. 0ndure 0lements) 9n place of its normal effects, by ) per si4e category below Medium. endure elements provides immunity to cold -ong,(erm Resurrection Spells) Any spell or temperatures above /+ degrees, and heat protection 0. power which permanently resurrects any creature 0lemental 'orm) 3asting any elemental form spell which has been dead for more than one day ris%s allows the caster to assume a paraelemental form, if he catching the attention of a rey spirit, which can so desires.
:ni%ersal
1).
natural armor, swim *I5I&I feet, dar%vision * feet, constant effect orm+s ,reath , and acid Cas rust monster rust, save D3 P K #D 3on mod. #un: As fire elemental. ;lobe o! n%ulnerabilit#= This spell also protects against powers costing & power points or less. ;lobe o! n%ulnerabilit#+ -esser) This spell also protects against powers costing * power points or less. Heartsee/er) A failed save does not automatically %ill the target; instead, the target ta%es 0 damage per caster level. 9n place of an S1 component, this spell reEuires a material component= a miniature rune/ carved agafari spear worth +0 3p. Mage See/er) This spell does not e!ist for any character. uietstorm) The spell fires a fi!ed five rays. -ach ray deals +d* Ilevel sonic damage. Ragestorm) 9f a target's saving throw e!ceeds the save D3 by 0 or more on successive rounds, the storm stops following that creature. Shado. Con5uration) All shado con'uration spells have the following restrictions. A shado con'uration can only imitate the effects of a 8imple 3on>uration spell. 9f the caster is able to ready 3omple! 9llusion spells, a shado con'uration can also imitate 3omple! 3on>uration spells. Shado. 0%ocation) All shado evocation spells have the following restrictions. A shado evocation can only imitate the effects of a 8imple -vocation spell. 9f the caster is able to ready 3omple! 9llusion spells, a shado evocation can also imitate 3omple! -vocation spells. Spell mmunit#= The caster can select psionic powers as well as spells when declaring immunities. Summon Monster) A new summon list for summon monster spells is presented below. Gnless otherwise specified, all creatures come from %errors of Athas. Summon &atureEs All#) A new summon list for summon nature+s all spells is presented below. Gnless otherwise specified, all creatures come from the Pathfinder .estiar< (empest) 3reatures that fail their saving throw ta%e damage per caster level. A successful save reduces the damage by one/half. Vampiric outh!ulness) The casting time is reduced to one minute, and there are no restrictions
based on the target's #it Dice.
The following notes function as errata for the individual powers mentioned. All general errata applies to these powers as well. Burst) This power is now a general psionIwilder st level power. Call eaponr#= The enhancement bonus of the weapon increases by per five manifester levels, to a ma!imum of ( at th level. Cat!all) The distance that the power slows the sub>ect's fall increases by feet per manifester level. 0nerg# Current= All secondary targets of the power ta%e full damage, but the save D3 against the power is + points lower. 8ustaining the power is a standard action. -e%itate+ "sionic= This power is now a st/level discipline power for nomads. ?omads only pay power point to manifest psionic levitate. Metaph#sical Cla.= The enhancement bonus granted by this power increases by per five manifester levels, to a ma!imum of ( at th level. Metaph#sical eapon) The enhancement bonus granted by this power increases by per five manifester levels, to a ma!imum of ( at th level.
2ards gain access to special techniEues and tactical abilities %nown as e!cellencies. -!cellencies are not supernatural abilities, but they can perform some of the same functions. 8ome e!cellencies can only be used while the bard is using his bardic performance ability.
-e%el Acti%ation (ime minute 0!!ect alarm protects one 0/foot sEuare $uration until discharged :se at will Gsing simple supplies at hand, you create a basic alarm system in a single 0/foot sEuare. "nce in place, this alarm system is triggered the first time a creature passes through the sEuare. You can have as many
1+0
alarms set at one time as you wish. $hen you use this e!cellency, you can choose one or both of the following alert types. Audi,le Alarm: A loud noise sounds when the alarm is triggered. The e!act nature of the noise varies based on the materials at hand, but it is always clearly audible to any creature within * feet. Beduce the distance by feet for each interposing closed portal and by + feet for each interposing solid wall. %elltale: There is no obvious alert, but when you ne!t visit the location of the alarm, you can immediately tell that it has been triggered. A successful 1erception chec% CD3 0 K bard level reveals the location and nature of your alarm. A successful Disable Device chec% CD3 0 K bard level allows a creature to bypass the alarm without triggering it. You can teach anyone special movements or memori4ed information that will allow it to bypass the alarm in this way. 8omeone that you have instructed in this way does not need to ma%e chec%s to avoid your alarm. -thereal and astral creatures cannot trigger an alarm.
-e%el Acti%ation (ime standard action Range ( feet (arget one creature $uration round Sa%e $ill negates :se Iday, use per four bard levels past st You taunt a single creature, rendering it confused for round. This is a mind/affecting ability.
-e%el ( Acti%ation (ime standard action Range ( feet (arget one creature per point of 3harisma modifier $uration roundIbard level Sa%e $ill negates :se Iday, use per four bard levels past 5th You taunt and confound several creatures, rendering them confused for the duration of this e!cellency. This is a mind/affecting ability.
-e%el ) Acti%ation (ime none 0!!ect create a system of codes and signs :se at will You develop an intricate system of code phrases and sign language that allow you to communicate easily and secretly with any creature who also %nows your system. 9t ta%es one day to teach someone the cant. Anyone who %nows the cant gains a 0 bonus to 2luff chec%s to communicate secretly with someone else who %nows it, and ta%es no longer to deliver the message than it would ta%e to spea% it plainly. 2ardic cant also allows its users to communicate any simple message with gestures alone, forming an effective tactical sign language.
-e%el + Acti%ation (ime none 0!!ect write using incredibly difficult codes :se at will You can use the inguistics s%ill to devise and use nigh/unbrea%able ciphers. The e!act nature of the cipher varies from bard to bard, and many maintain several different ciphers for different uses. -ach one, however, reEuires a inguistics chec% to brea% CD3 creator's ran%s in inguistics K creator's bard level.
-e%el + Acti%ation (ime standard action Range ( feet (arget one creature per point of 3harisma modifier $uration concentration, up to roundIbard level Sa%e $ill negates :se Iday, use per four bard levels after )th You soothe the affected creatures, evening out their emotional state. Targets are affected as if by calm emotions. This is a mind/affecting ability.
-e%el 0; reEuires bardic performance Acti%ation (ime standard action Range ( feet (arget one creature per point of 3harisma modifier
1+1
$uration d* minutes; see te!t Sa%e $ill negates :se Iday, use per four bard levels after (th You fill the minds of creatures listening to your bardic performance with strange images and confusing ideas, driving them to absolute distraction. Affected creatures ta%e a / penalty to $isdom/based chec%s, including $ill saves, for as long as they observe your performance and for d* minutes thereafter. -ach round that you perform, you can target different creatures with this e!cellency, although you cannot target the same creature more than once. $hen you change your performance or cease to use it, this e!cellency ends Ce!cept for the after/effects on creatures who failed their saves.
-e%el Acti%ation (ime minute (arget one creature or ob>ect $uration minutes :se at will You use a variety of alchemical compounds and special techniEues to suppress the target's scent. 3reatures with the scent ability li%e cilops cannot detect or trac% the target by smell for the duration of this e!cellency.
-e%el +; reEuires bardic performance Acti%ation (ime none Range ( feet (arget one creature per point of 3harisma modifier $uration length of bardic performance :se at will while sustaining bardic performance Allies affected by your bardic performance can coordinate their attac%s against vulnerable enemies. Any ally targeted by this e!cellency who is flan%ing an enemy or attac%ing an enemy denied its De!terity bonus to Armor 3lass gains a + insight bonus to attac% rolls against that enemy and deals d* damage to that enemy. Any creature immune to snea% attac%s is also immune to the e!tra damage from this e!cellency. You can change which allies you target as a free action on your turn.
-e%el Acti%ation (ime swift action (arget you $uration round :se Iday, use per four bard levels past st or the duration of this e!cellency, your melee attac%s against any foe that you flan% or that has lost its De!terity bonus to Armor 3lass deal + additional damage damage per two bard levels. Any creature immune to snea% attac%s is also immune to the e!tra damage from this e!cellency.
-e%el (; reEuires bardic performance Acti%ation (ime standard action Range + feet (arget one creature per point of 3harisma modifier $uration minuteIbard level Sa%e $ill negates :se Iday, use per four bard levels past 5th You can tune your performance to cause a deep depression in nearby creatures. Affected creatures ta%e a /+ penalty to attac% rolls, damage rolls, saving throws, s%ill chec%s, and ability chec%s. This is a mind/ affecting ability.
-e%el Acti%ation (ime minute (arget you $uration instantaneous :se Iday, use per four bard levels past st "nce you complete the activation of this e!cellency, you can immediately ma%e a Disguise chec% to change your appearance with a bonus. This bonus does not stac% with that provided by polymorph effects.
-e%el Acti%ation (ime minute Range ( feet (arget one humanoid creature $uration hourIbard level Sa%e $ill negates :se Iday, use per four bard levels past st
1+2
You spend one minute ma%ing an incredibly good impression, ad>usting the target's attitudes with nearly supernatural ease. The target gains a 0 bonus to its save it is currently threatened by you or your allies. 9f it fails, it becomes your fast friend until it comes to its senses. 9n effect, it becomes sub>ect to charm person for the duration. This is a mind/affecting ability.
-e%el 0 Acti%ation (ime standard action Range ( feet (arget one humanoid creature $uration roundIbard level Sa%e $ill negates :se Iday, use per four bard levels after ( th You pitch your voice into a commanding, imperious tone that the sub>ect cannot help but obey. 9n effect, it becomes sub>ect to dominate person for the duration. This is a mind/affecting ability.
-e%el ( (arget one creature of any type :se Iday, use per four bard levels past 5th As ast Tal%, e!cept as noted. 9f the target fails its save, it becomes sub>ect to charm monster for the duration.
convince someone of the truth of your words. This bonus does not apply to any other use of 2luff, such as communicating a message via innuendo or feinting in combat. 9f a supernatural effect that would detect truth is used against you, the user of that effect must succeed on a caster level chec% against a D3 of 0 your bard level to affect you. ailure means that the effect does not detect your lies or force you to spea% the truth, though the user of the effect receives no indication that this is the case.
-e%el (; reEuires bardic performance Acti%ation (ime standard action Range ( feet (arget one creature per point of 3harisma modifier $uration minuteIbard level :se Iday, use per four bard levels past 5th You can tune your performance to uplift the spirits of your allies. Affected creatures gain a + bonus to attac% rolls, damage rolls, saving throws, s%ill chec%s, and ability chec%s. This is a mind/affecting ability.
-e%el + Acti%ation (ime standard action $uration minuteIbard level :se Iday, use per four bard levels after )th You begin a pattern of graceful dodges and weaves that allow you to easily avoid attac%s. -nemies have a + chance of missing you with attac%s. urthermore, you count as having concealment for the purposes of ma%ing 8tealth chec%s.
-e%el ) Acti%ation (ime standard action (arget you $uration minutesIbard level :se Iday, use per four bard levels past th You can avoid any effect that would slow your movement as if you were under the effects of a freedom -e%el ( $uration roundIbard level of movement spell. :se Iday, use per four bard levels after 5th As raceful -vasion, e!cept as noted. You gain -e%el ( 0 miss chance, and count as having total Acti%ation (ime standard action concealment. $uration minIbard level :se Iday, use per four bard levels past 5th -e%el + Your speech becomes facile and persuasive, causing those who hear you to believe every word you Acti%ation (ime standard action Range ( feet say. You gain a + bonus on 2luff chec%s made to
1+
(arget one creature $uration instantaneous Sa%e ortitude partial :se Iday, use per four bard levels after )th You deliver a heavy blow to your target's head, seriously impairing him in the process. Ma%e a normal attac% against the target using any weapon you please. 9f you choose to use a ranged weapon, the target must be within ( feet. 9f you hit, the target ta%es normal damage and must must ma%e a ortitude save or become blind or deafened Cyour choice for one minute per bard level. 9f the attac% misses, you do not waste your use of this ability.
-e%el Acti%ation (ime ( minutes (arget one creature per point of 3harisma modifier $uration instantaneous :se at will You put on a short, rela!ing performance, or simply tal% to people and help them rest well. Any target of this e!cellency that rests immediately after your assistance recovers twice as many hit points and points of ability score damage as normal. This benefit stac%s with that provided by long/term care.
-e%el + Acti%ation (ime standard action (arget one ad>acent ally $uration minIbard level :se Iday, use per four bard levels past )th You bolster an ally with fierce words of encouragement. or the duration of this e!cellency, the target gains a + morale bonus to attac% rolls, saving throws, and s%ill chec%s. This is a mind/affecting ability.
-e%el 0 $uration minIbard level :se Iday, use per four bard levels past (th As #eroism, e!cept as noted. The morale bonus improves to a ) bonus to attac% rolls, saving throws, and s%ill chec%s. The target also becomes immune to
fear and gains temporary hit points eEual to your bard level.
-e%el ) Acti%ation (ime one minute; see te!t (arget one creature $uration instantaneous Sa%e $ill partial; see te!t :se Iday, use per four bard levels past th You convince the sub>ect to alter its recollections of a sub>ect matter, as if it were affected by modif memor. You can choose to modify up to one day of its memories in this way. 9f the sub>ect fails its saving throw, it immediately accepts your version of events. 9f it succeeds on its saving throw, you can still attempt to alter its memory as long as the sub>ect stays in your presence. You must spend one minute describing events and persuading the target to accept your viewpoint for every minute worth of memories that you wish to modify. 9f the sub>ect leaves your presence before this is accomplished, this effect is lost.
-e%el ) Acti%ation (ime varies; see te!t 0!!ect gain %nowledge of legends $uration instantaneous :se at will Your research reveals long/hidden information about a legendary sub>ect, as if you had cast the legend lore spell. Gse the various casting times for legend lore as the activation time for this e!cellency.
-e%el + Acti%ation (ime none $uration permanent :se constant effect You ignore armor chec% penalties to your 8tealth chec%s.
-e%el 0; reEuires bardic performance Acti%ation (ime standard action Range * feet (arget one creature per point of 3harisma modifier
1+!
$uration roundIbard level Sa%e $ill negates :se Iday, use per four levels after (th 3reatures observing your bardic performance become deeply confused and lose trac% of their friends. 3reatures that fail their save have a 0 chance of spending its turn attac%ing the nearest target. CBoll to determine each creature's behavior at the beginning of its turn. A creature that does not attac% its nearest neighbor is free to act normally for that round. 3reatures forced to attac% their allies employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm any unconscious target. This is a mind/affecting ability.
You pull out a burst of speed. or the duration of this e!cellency, your land speed increases by ( feet. This e!cellency does not affect any other movement modes that you might possess.
-e%el Acti%ation (ime special Csee below 0!!ect form rough translation of unfamiliar language $uration instantaneous :se at will $hen you encounter a new language, you can attempt to translate it into something roughly comprehensible. As part of reading or listening to the new language, you can ma%e a D3 + inguistics chec% to attempt to gain a rough conception of the meaning of the content. You must be able to read to do this for a written language. Your understanding is not perfect 7 you may miss details of comple! material, such as engineering plans or spell formulae, at the DM's discretion. urthermore, some languages Csuch as planar languages li%e Auran or Terran might be more comple! and thus have a higher inguistics D3. A very few languages might be too comple! to translate in this manner at all.
-e%el (; reEuires bardic performance Acti%ation (ime standard action Range ( feet (arget one creature per point of 3harisma modifier $uration roundIbard level :se Iday, use per four bard levels after 5th Your performance urges your allies to greater speed, giving them a bouncier stride and faster refle!es. Affected creatures gain the benefits of the haste spell.
-e%el +; reEuires bardic performance Acti%ation (ime immediate action (arget one ally $uration instantaneous :se at will while sustaining bardic performance "nce per round while sustaining your bardic performance, you can allow one ally benefiting from your performance to reroll a $ill save that they >ust rolled. You must do so before you %now the result of the save, and the ally must use the second result, even if it is worse.
-e%el Acti%ation (ime standard action (arget you $uration one minute :se once per two minutes
-e%el Acti%ation (ime special Csee below Range ( feet 0!!ect throw your voice $uration instantaneous :se at will $henever you spea%, you can ma%e the sound of your voice appear to come from any place within ( feet. A successful 8ense Motive chec% CD3 0 K bard level allows creatures to determine the actual origin of the sound.
$iscipline metacreativity Ccreation; (alent CD $ispla# Material Csee te!t, Fisual Csee te!t Mani!esting (ime standard action Range personal 0!!ect con>ures one ectoplasmic tool
1+$
$uration concentration roundIlevel You create a simple tool out of ectoplasm. An ectoplasmic tool has no weight, but is otherwise identical to a mundane tool of its type. You can create any item in this fashion that weighs lb. or less and has a value of 3p or lower. You do not need to touch an ectoplasmic tool once it has been created. #owever, when you cease to concentrate on this power, the tool slowly becomes insubstantial and eventually disappears. You can have no more than one ectoplasmic tool in e!istence at once, and you cannot use an ectoplasmic tool as a weapon.
$iscipline clairsentience; (alent $ispla# Auditory, Fisual Mani!esting (ime standard action Range * ft Area cone/shaped emanation $uration concentration, up to minIlevel CD This power functions e!actly li%e detect magic , but it relies on 1sicraft chec%s and can only detect psionic auras.
$iscipline telepathy; (alent $ispla# Mental Csee te!t Mani!esting (ime standard action Range close C+0 ft 0 ftI+ levels (arget one creature $uration concentration, up to minIlevel CD Sa%ing (hro. $ill negates "o.er Resistance yes You cause your sub>ect's mind to wander, distracting it and reducing its ability to focus. The target ta%es a /) penalty to all concentration, 1erception, and 8ense Motive chec%s.
$iscipline psychometabolism; (alent CD $ispla# "lfactory Mani!esting (ime standard action Range personal (arget self $uration minIlevel Sa%ing (hro. ortitude negates Csee below "o.er Resistance no
$hile this power is in effect, a psionic field generates all of the resources that your body reEuires to function at full capacity. You do not suffer penalties for starvation or dehydration, you ignore penalties and damage from heatstro%e and frostbite, and you do not need to breathe. $hen this effect ends, you must ma%e a D3 ortitude save or suffer nonlethal damage for each set of penalties or conditions that you suppressed with this power.
$iscipline psycho%inesis; (alent $ispla# Fisual Csee te!t Mani!esting (ime standard action Range close C+0 ft 0 ftI+ levels (arget one unattended ob>ect weighing up to 0 lb. $uration concentration "ne ob>ect that you can see within the range lifts of its own accord and moves as you direct. As a move action, you can propel the ob>ect as far as 0 feet in any direction, out to the limit of the power's range.
$iscipline psycho%inesis; (alent CD (arget one unattended ob>ect weighing up to lb. lbIlevel This functions e!actly li%e far hand , e!cept that the ob>ect can weigh much more.
$iscipline telepathy; (alent $ispla# Auditory Csee te!t Mani!esting (ime standard action Range close C+0 ft 0 ftI+ levels 0!!ect illusory sounds $uration roundIlevel CD Sa%ing (hro. $ill disbelief "o.er Resistance no "igment allows you to create an illusion of noise that any nearby creature can hear. The sound can rise, recede, move, or remain in a fi!ed location. You choose what sort of sound to create when manifesting this power, and cannot change its basic nature thereafter. The volume of the sound depends on your manifester level. You can produce as much noise as four normal humans per manifester level. Thus, tal%ing, singing, shouting, wal%ing, marching, or
1+'
running sounds can be created. The noise created can be virtually anything that you can imagine within the volume limit. A roaring lion is eEuivalent to roughly si!teen humans, for e!ample, while a me%illot's bellow is eEuivalent to thirty/two humans.
$iscipline psycho%ineses; (alent $ispla# Material, Fisual Csee te!t Mani!esting (ime standard action Range personal (arget you $uration concentration You create a si! inch long >et of fire from your hand. This fire behaves in all ways li%e ordinary fire, e!cept that it does not burn you. 3ombustible materials ignite if they come in contact with the flame. As part of manifesting or concentrating on this power, you can ma%e a melee touch attac% to deal d) fire damage.
$iscipline psychoportation; (alent $ispla# Auditory Mani!esting (ime standard action Range personal (arget you $uration roundIlevel CD You mentally support yourself in water, silt, or similar bouyant substances. You can swim at a speed of feet through such substances using this power alone, or use it to boost an e!isting swim speed by feet. This power does not grant you the ability to breathe such substances.
$iscipline clairsentience; (alent $ispla# Mental, Fisual Mani!esting (ime standard action Range personal (arget you $uration minuteIlevel You concentrate your mind on your immediate tas%, gaining a bonus to your ne!t s%ill or ability chec% within the duration of this power. 3hec%s that ta%e an e!tended period of time, such as most 3raft chec%s, cannot benefit from this power.
$iscipline psychometabolism; (alent $ispla# Auditory, Material Mani!esting (ime standard action Range touch (arget one creature $uration instantaneous Sa%ing (hro. none "o.er Resistance yes You pro>ect crushing force at one creature you hit with a melee touch attac%, inflicting d) bludgeoning damage.
$iscipline psycho%inesis; (alent CD $ispla# Fisual Mani!esting (ime standard action Range personal (arget you $uration roundIlevel You use psionic energy to lighten your body, ma%ing you faster and more agile. Your land speed increases by 0 feet, and you gain a bonus to Acrobatics, 3limb, ly, 8tealth, and 8wim chec%s. $hile this power is in effect, you always gain the benefits of a running start when ma%ing Acrobatics chec%s to >ump.
$iscipline clairsentience; (alent $ispla# Auditory Mani!esting (ime standard action Range personal (arget you $uration instantaneous You instantly %now the direction of north from your current position. This power is not effective in any environment without UnorthU, such as the rey. Your %nowledge of north is correct at the moment of manifestation, but you can get lost again if you don't find an e!ternal reference point to help you %eep trac% of direction.
$iscipline telepathy; (alent $ispla# Mental Csee te!t Mani!esting (ime standard action
1+)
Range close C+0 ft 0 ftI+ levels (arget one creature $uration instantaneous Sa%ing (hro. $ill negates "o.er Resistance yes You slice the target's mind with psychic %nives, inflicting d( damage. This is a mind/affecting power.
$iscipline telepathy; (alent CD Range touch $uration minutesIlevel Cbut see te!t -!cept as noted, this power is identical to the power mindlink. Contact mindlink immediately ends if you cease to touch the sub>ect.
$iscipline telepathy; (alent $ispla# Mental Mani!esting (ime standard action Range close C+0 feet 0 feetIlevel (arget one creature you can see $uration instantaneous Sa%ing (hro. no "o.er Resistance yes Charmless You send a telepathic message of up to ten words to any living creature within range. This power does not grant two/way communication; the sub>ect can only passively receive your message. 9f you do not share a common spo%en language with the sub>ect, it only UhearsU meaningless gibberish.
$iscipline psychometabolism; (alent $ispla# "lfactory Mani!esting (ime standard action Range personal (arget you $uration minIlevel This power ma%es any food or drin% that you consume pure and safe, no matter its original condition. Decay and spoilage are reversed, diseases and to!ins are transmuted into harmless substances, harmful Euantities of salt and lead are removed, etc. This power has no effect on enchanted substances.
$iscipline psycho%inesis; (alent $ispla# Material, Fisual Csee te!t Mani!esting (ime standard action Range touch 0!!ect one personal mar% no larger than sE. ft. $uration permanent This power allows you to inscribe your personal rune or mar%. The mar% can be visible or invisible. A pschic mark enables you to etch your mar% on any substance without harm to the material on which it is placed. 9f you choose to ma%e the mar% invisible, a detect psionics power causes it to glow and reveal itself, though not necessarily its meaning.
$iscipline clairsentience; (alent CD Range 0 ft 0 ftIlevel $uration roundIlevel -!cept as noted here, this power is identical to the power clairvoant sense.
$iscipline psycho%inesis; (alent $ispla# Auditory, Fisual Mani!esting (ime standard action Range personal 0!!ect) (/ft cone of light $uration minIlevel CD You create a cone of light that pro>ects from your eyes, your hand, or a physical ob>ect on your person. The light pro>ects bright light in a cone out to ( feet, and dim light for another ( feet. You and other creatures can see normally in the light. The light is suppressed in areas of supernatural dar%ness, but resumes functioning when you leave such dar%ness.
$iscipline metacreativity; (alent $ispla# Material, "lfactory Mani!esting (ime standard action Range touch (arget unattended ob>ect weighing up to 0 lb.Ilevel $uration instantaneous This power affi!es one ob>ect weighing up to 0 lb.Ilevel to another ob>ect. The two items may be separated by ordinary means, such as a far hand
1++
Range close C+0 ft 0 ftI+ levels (arget one corpseIlevel within range $uration instantaneous You drain the fluids out of a fresh corpse, regaining the water in its body. The water sifts into a container that you hold while you cast the spell. You can recover four gallons of clean water from the body of a healthy Medium creature; you recover half as much for each si4e category below Medium, and twice as much for each si4e category above Medium. Thus, a 8mall creature would give you two gallons of water, while a #uge creature would give you si!teen gallons. 9f the creature had been suffering from dehydration before it died, you only gain half as much water as normal. "ocus: "ne or more containers, which will hold the water that you collect.
power, a strong wind, or a move action by any corporeal creature.
$iscipline telepathy; (alent $ispla# Mental Mani!esting (ime swift action Area 0/ft/radius emanation (arget all creatures in the area $uration instantaneous Sa%ing (hro. $ill negates; "o.er Resistance yes Charmless All creatures in the affected area immediately awa%en. Those who are unconscious because of non/ lethal damage wa%e up and are staggered. 3reatures rendered unconscious by lethal damage are not affected by this power.
$iscipline clairsentience; -e%el psionIwilder , psychic warrior This power functions li%e detect psionics , e!cept that it detects magical auras instead.
School divination Ccomple!; -e%el cleric , druid , wi4ard This spell functions li%e detect magic , e!cept that it detects psionic auras instead.
School transmutation Ccomple!; -e%el cleric (, druid (, ranger +, wi4ard ( Range close C+0 ft 0 ftI+ levels (arget up to one creatureIlevel This spell functions li%e endure elements , e!cept as noted above.
School transmutation Ccomple!; -e%el cleric , druid , ranger , wi4ard Casting (ime minute Components F, 8,
1+.
Air incarnation haw% Air incarnation owl 2lac%/touched dustgull -arth incarnation >an! ire incarnation dire rat ire incarnation giant fire beetle ray/touched sandcrawler Magma incarn. monstrous centipede, Med Magma incarn. monstrous scorpion, 8mall Bain incarnation s%yfish 8ilt incarnation monstrous spider, 8mall 8ilt incarnation sna%e, 8mall viper 8un incarnation mon%ey $ater incarnation octopus
Air incarnation giant owl 2lac%/touched bog wader -arth incarnation lion ire incarnation lirr ray/touched pterra! Magma incarn. monstrous spider, arge Mephit Cany Q12R 8hadow Q12R 8ilt incarnation sna%e, #uge viper 8un incarnation giant wasp ThoEEua Q12R $ater incarn. Athasian shar%, arge Sorn, minor QMMR
Arrowhaw%, elder Q12R 2lac%/touched dar% spider defiler 2lac%/touched tembo D>inni Cgenie Q12R -arth incarnation slimahacc -lemental, #uge Cany Q12R ray/touched cilops ray/touched hatori 9nvisible stal%er Q12R Magma incarn. monstrous scorpion, #uge 8and bride $ater incarnation giant octopus
Air incarnation eagle 2lac%/touched %es'tre%el -arth incarnation riding dog ire incarnation giant bombardier beetle Magma incarn. monstrous centipede, arge Magma incarn. monstrous scorpion, Med Bain incarnation >ha%ar 8ilt incarnation monstrous spider, Medium 8ilt incarnation sna%e, Medium viper 8un incarnation giant bee $ater incarnation shar%, Medium
Air incarnation dire ape -arth incarnation ta%is -lemental, Medium Cany Q12R ire incarnation giant stag beetle ray/touched tiger ray/touched wall wal%er ray/touched war crodlu Magma incarn. monstrous scorpion, arge 1si/8hadow Bain incarnation feylaar Bast Q12R 8hadow giant 8hadow mastiff Q12R 8ilt incarnation chaIthrang 8ilt incarnation brown bear $ater incarn. Athasian shar%, #uge
Air incarnation aviarag 2lac%/touched %irre -arth incarnation dire bear -lemental, reater Cany Q12R ire incarnation dire tiger ray/touched ga> ray/touched silt weird reater shadow Q12R Magma incarn. monstrous centipede, 3ol. 8ilt incarnation white silt horror + 8un incarnation monstrous spider, arg. $ater incarnation giant sEuid
Air incarnation ra4orwing 2lac%/touched dire bat 2lac%/touched tagster -arth incarnation cave fisher -lemental, 8mall Cany Q12R ire incarnation giant li4ard ray/touched rasclinn ray/touched sand howler Magma incarn. monstrous centipede, #uge MBain incarnation blac% bear 8ilt incarnation sna%e, constrictor 8ilt incarnation sna%e, arge viper 8un incarnation ape $ater incarnation %lu4d
2lac%/touched tigone -arth incarnation monstrous spider, #uge -lemental beast Cany -lemental, arge Cany Q12R ire incarnation dire lion ray/touched %alin ray/touched subterranean li4ard Janni Cgenie Q12R Magma incarn. monstrous centipede, arg. 1araelemental beast Cany 8ilt incarnation brown silt horror + 8un incarnation sna%e, giant constrictor
Air incarnation Athasian roc 2lac%/touched dar% spider psion 2lac%/touched obsidian retriever -arth incarnation Athasian treant ( -lemental, -lder Cany Q12R ire incarnation dar% spider Eueen ray/touched high dri% Magma incarn. monstrous scorpion, arg. 8and mother 8ilt incarnation monstrous spider, 3ol. $ater incarn. Athasian dire shar%
AEuatic environment only
+
8ilt environment only
.
1.0
(
Abundant environment only
Dire rat -agle Jha%ar QToAR Mon%ey "ctopus "wl 8%yfish QToAR 8na%e, 8mall viper
Arrowhaw%, >uvenile 2ear, brown 3ha'thrang QToAR Dire ape -lemental, Medium Cany 9ni! QToAR 8alamander, flamebrother Mountain spider QToAR 8ea cat 8na%e, #uge viper 8trine QToAR 8ubterranean li4ard Tiger To>anida, >uvenile $ar crodlu Sorn, minor
Arrowhaw%, elder Athasian treant ( QToAR Dire tiger D>inni Cgenie -lemental, reater Cany 9nvisible stal%er 8and bride QToAR 8limahacc QToAR 8Euid, giant $hite silt horror + QToAR Sorn, elder
2ear, blac% 3heetah Dire bat -lemental, 8mall Cany iant li4ard QToAR @lu4d QToAR Ba4orwing QToAR 8har%, Medium 8na%e, Medium viper 8Euid
Arrowhaw%, adult Athasian shar%, #uge QToAR Athasian sloth QToAR Dire lion -lemental, arge Cany eylaar QToAR Janni Cgenie Minotaur li4ard QToAR Bast 8hadow giant QToAR 8na%e, giant constrictor Tigone To>anida, adult
Athasian roc QToAR Dri% QToAR 8alamander, noble To>anida, elder
Ape Athasian shar%, arge QToAR -agle, giant #e>/%in QToAR ion irr QToAR "wl, giant 8na%e, constrictor 8na%e, arge viper Ta%is QToAR ThoEEua
Dire bear -lemental, #uge Cany -lemental beast Cany QToAR irallon #atori QToAR "ctopus, giant 1araelemental beast Cany QToAR 1uddingfish QToAR 8alamander, average Sorn, average
-lemental, -lder 8and mother QToAR 8in% worm QToAR 8tyr QToAR
+
(
AEuatic environment only
8ilt environment only
.
1.1
Abundant environment only
1.2
Ghostfire*: Kills 2 HD/level of creatures (max 40 HD). Touch the Black*M: Cold deals 1d6 damage per level, 40‐ft. radius.
Conj
Ench Evoc
Trans
Cerulean Hail*: A hailstorm appears and does 3d8 damage and causes less than 10 HD creatures to flee. Scapegoat*M: Put the blame on a nearby target. Ragestorm*M: Storm rains hail, winds and lightning. Quietstorm*: Ranged touch attack deals 8d6 sonic damage. Skyfire*: Three exploding spheres each deal 1d6 bludgeoning damage and 3d6 fire damage. Sparkrain*: Bolt dispels magical effects. Rangeblade*: Can strike with melee weapons at a distance. Sandflow*: You shift the location of sand dunes. Sand Trap*M: You entrap an area of sand.
Abj
Banish Tyr–Storm*F: Repel a Tyr–Storm.
Conj
Summon Tyr–Storm*F: Call a powerful Tyr‐ storm. Cleansing Flame*: 1d6/level fire damage (max 10d6). Groundflame*: Mist deals acid damage. Shroud of Darkness*M: Imbue a cloak with protective qualities. Braxatskin*: Your skin hardens, granting armor bonus and damage reduction. Control Tides*: Raises, lowers, or parts bodies of water or silt. Control Water: Replaced by control tides. Sands of Time*F: Reverses or accelerates aging of a nonliving object. Shining Sands*: Grains of sand rotate to reflect light where you wish it to go.
Evoc
Necro Trans
Conj Necro
Infestation*: Tiny parasites infest creatures within area. Gray Beckoning*: Summons zombies from the Gray. Unliving Identity*MX: Transform a zombie into a thinking zombie.
Abj
Protection from Time*MX: Makes creature or object immune to aging for 1 month/2 levels.
Conj
Gray Rift*: A hovering rift to the Gray bolsters undead. Tempest*M: Create an obliterating storm. Pact of Darkness*M: Exchange services with a shadow giant.
Evoc Necro
Trans
Vampiric Youthfulness*: Age others to reverse your aging. Magma Tunnel*: Tunnels through solid rock.
Conjuration (Creations) [Acid] Level: Decaying Touch 4 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft. / level) Area: 20 ft. cube Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: No A mustard–colored cloud whirls into being. It unleashes a foul–smelling rain accompanied by sizzling noises as it eats through metal, cloth and flesh. A toxic shower covers the area of effect. Anything caught beneath the rain takes 4d4 points of acid damage. It is easy to move out of the cube, but if a creature cannot, it continues to take damage for each round spent in the rain. If a creature fails its saving throw, an item it holds could take damage, as if the creature had rolled a natural 1 (PH 177). Unattended objects also take damage from the falling acid. When the spell expires the acid that had rained down instantly evaporates.
Transmutation [Air] Level: Tmp 5, Sun Flare 5 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Magical lens Duration: Concentration, up to 1 round/level (D) Saving Throw: No Spell Resistance: Yes A lens flare appears in the sky as you raise your divine focus to harness the power of the sun, accompanied by the smell of burnt hide. You shape the air into a magical lens that you can use to direct intensified sunrays. If sunlight becomes unavailable, the spell prematurely ends. You can make ranged touch attacks with the air lens. It uses your base attack bonus (possibly allowing multiple attacks per round). The lens inflicts 2d6 points of fire damage +1 per caster level. Creatures that are especially vulnerable to sunlight (such as some undead) take double damage. You can use an air lens attack to ignite unattended combustible materials such as dry sticks, straw, parchment and cloth.
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Evocation Level: Drd 6 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level A tangible, glowing, white–green aura surrounds you like a sheath of flame and your eyes glow with life–giving energy as you are infused with the protective powers of the spirits of the land. You call upon the spirits of the land to protect you from harm. You receive 1 temporary hit point per caster level and a +5 enhancement bonus to your natural armor bonus. You ignore the first 15 points of energy damage per round. (For example, if you take 13 points of fire damage and then 5 points of electricity damage, you suffer only 3 points of electricity damage that round).
Transmutation [Water] Level: Drd 6, Living Waters 6 Components: V, S, DF Casting Time: 1 hour Range: See text Target: 1 body of water; see text Duration: Permanent Saving Throw: None Spell Resistance: No Your touch sends ripples through the water. A tingling sensation fills your mind as you witness the sentience of the summoned water spirit coming to life. You give sentience to a natural body of water. To awaken a body of water, you must touch the water’s surface while calling on a water spirit. You can communicate with any body of water that you have awakened from any distance on the same plane. Awakened water spirits are initially friendly towards you, but not obliged to follow you. The awakened water spirit has no offensive or defensive combat ability and cannot move; it has no Strength, Dexterity, or Constitution score. The awakened water spirit has an Intelligence, Wisdom and Charisma of 3d6. The water spirit can sense any creature within 200 feet of its location. The water spirit can also channel spells cast by you. Any spell of 3rd level or lower can be cast through the water spirit as if the caster was actually the location of the water spirit. The water spirit must be willing for you to use this function of the spell. Dispel magic and similar spells and powers destroy the water spirit if successful—the water spirit gets no saving throw to resist being dispelled. The spirit is treated as a 10–Hit Dice creature for purposes of turning and rebuking water creatures.
Abjuration Level: Drd 1, Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 40–ft–radius spread (S) Duration: 1 day/level or until discharged (D) Saving Throw: Fortitude half Spell Resistance: Yes The ground glows with a translucent sheen of green light, as you complete the casting of the preserver’s scourge. Also known as the preserver’s scourge , this spell makes the ground dangerous to defilers. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6+1 points of damage for every two caster levels you have (maximum 5d6+5). The defiler must make a Concentration check (DC 10 + spell level + damage dealt) in order to continue casting her spell. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground. Material Component: A thorn.
Abjuration Level: Wiz 6 Components: V, S, F Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No Holding up your blue lens, you feel the power of the Tyr Storm surging through you. At your trembling command the storm changes the direction of its destructive wake. This spell repels Tyr–storms from a particular area. You are able to force the storm to leave its normal path and head off in a direction of your choice. The storm continues to rage and causes normal damage wherever it goes, but the spell allows you keep it out of an area you want to protect. Focus: A blue lens worth 100 Cp.
Conjuration (Healing) Level: Tmp 2 Components: V, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless)
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You call upon the power of your king to save those who have fallen on the battlefield, who have yet to succumb to the Grey. Their bloody and battered bodies continue to breathe for a little longer. You stabilize each selected, dying creature within range. A dying creature has between –1 and –9 current hit points. Upon stabilization they lose no further hit points. The spell has no effect on undead creatures.
Divination Level: Drd 1, Tmp 1 Components: V, S, F, DF Casting Time: 1 minute Range: Long (400 ft, + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level. Target: One corpse within range Duration: Instantaneous Saving Throw: None Spell Resistance: No A cold breeze carrying the scent of rotting flesh raises the hairs on your neck. Its direction reveals the direction of the corpse you seek if it is nearby. This spell allows helps you determine the direction of one specific corpse (animal or otherwise) within the spell’s radius. If the corpse is within range, you sense the direction to the corpse. Focus: An item which belonged to or has been in contact with the corpse.
Evocation [Fire] Level: Smoldering Spirit 9 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Your body bursts into magnificent flames as you call upon the true power of Fire. A wreath of divine flame surrounds you and leaves a fiery trail behind you as you move, devouring everything in your path. Your body is shrouded in flames that damage opponents and protect you. Any creature within 10 feet of you takes 2d8 points of fire damage each round on your turn. Any creature that strikes you with an unarmed attack or with a natural weapon catches on fire (DMG 303). Any nonmagical weapon that strikes you must make a Reflex save or be destroyed. The flames grant you damage reduction 15/magic, and total immunity to fire. When you move, a blazing wall forms in your wake in each square you pass through. The
blazing wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The blazing wall dissipates when the spell ends. The blazing wreath produces light as a daylight spell (bright light in a 60–foot radius, shadowy illumination for an additional 60 feet).
Transmutation [Good] Level: Clr 1 Components: V, S, M, DF Casting Time: 1 minute Range: Touch Target: Element touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) You channel divine energy into a physical manifestation of your element. It glows for a moment as it is charged with positive power. This transmutation imbues a small amount (no more than 1 lb of solid, or 1 pint of fluid) of your patron element with positive energy, turning it into a holy element. Holy elements deal 2d4 points of damage to creatures vulnerable to them, such as undead and evil outsiders. Using a holy element in this way expends the positive energy. No matter the element, it functions as a grenade–like weapon with a range increment of 10 ft. and deals 1 point of splash damage to creatures within 5 ft. of impact. Specifics for the elements follow: Air: An air cleric can bless the air around him. After this spell is cast, the air remains blessed for 1d4 minutes. As a standard action, the cleric can direct the blessed air at a creature. Earth: An earth cleric can bless dirt, soil or sand. Fire: A fire cleric can bless flames (ranging in size from candles to torches) or obsidian. Blessed fire may deal fire damage in addition to any damage to undead or evil outsiders. Magma: A magma cleric can bless lava or any igneous rock. Blessed lava may deal fire damage in addition to any damage to undead or evil outsiders. Rain: A rain cleric can bless rain in a 5‐ft.–radius area within 30 ft. that is currently receiving rain. Silt: A silt cleric can bless silt or dust. Sun: A sun cleric can bless the light around him. The light remains blessed for 1d4 minutes. As a standard action, the cleric can direct the blessed light at a creature. Water: A water cleric can bless water in a flask. Alternatively, he can throw a small amount of water into the air. This water forms a blessed cloud that lasts 1d4 minutes and can be directed as a standard action. Material Component: A small amount of powdered silver worth 25 Cp.
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Evocation [Fire] Level: Smoldering Spirit 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (200 ft. + 20 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude save partial Spell Resistance: Yes As you hold out your palm and utter incantations of fire, your enemy’s face is engulfed in painful crimson flames that scorch his eyes. The smell of charred flesh and burnt hair fills the air. You burn the face of one opponent. The subject takes 1d4 points of fire damage per level (maximum 10d4) and is permanently blinded. A successful Fortitude save halves the damage and negates the blindness.
Necromancy Level: Drd 3, Wiz 3 Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft. per level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You viciously slice the air in front of you with a boneclaw knife. Wounds appear on your target’s flesh, which bleed profusely. The victim of the boneclaw s cut suffers wounds as if from a boneclaw’s talons. The victim receives one cut per four caster levels (to a maximum of five cuts at 20th level). Each cut inflicts 2 point of damage and continues to bleed, dealing an additional 2 points of damage per round for 10 rounds (for a total of 20 points of damage per cut). A successful Heal check (DC 15) or use of a cure spell prevents the wounds from bleeding further. Focus: A knife made from a boneclaw’s talon. ʹ
Transmutation Level: Drd 2, Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature or object Duration: 1 min./level Saving Throw: Fortitude negates Spell Resistance: Yes
The targeted bones emit a cracking sound as they swell. You complete the gestures for your spell, spilling mortar from your hand. When this spell is cast, it causes bone to harden and become less brittle. Bones under the affect of this spell are harder to break than normal. If used on an inferior bone weapon, this spell removes the normal penalties to attack rolls. If cast on a creature, the creature’s bones harden, causing them to ache and the joints to swell. This gives the creature a –4 penalty to Dexterity. Creatures without a skeleton (elementals, oozes, plants and most constructs) are unaffected by this spell. Material Component: A bit of mortar.
Transmutation Level: Clr 6, Drd 5, Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Your skin hardens into chitin plates that grant you natural protection, and spikes grow on your body, emerging from your skin with a burst of pain. You get a +5 enhancement bonus to natural armor, but you suffer a –2 penalty to Dexterity and an additional 20% chance of arcane spell failure. The spikes act as +5 armor spikes , and you gain proficiency with them. You also gain damage reduction 10/metal. Material Component: A piece of braxat hide.
Divination [Air] Level: Ill Winds 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min/level You inhale the air from the breeze, becoming attuned to the scents and flavors carried on it. Your sense of smell become as keen as a klar’s – a new world of sensory impressions opens to you. You gain the scent ability ( MM 314) allowing you to notice creatures by scent at a 30–foot distance (60 feet if downwind, 15 feet if upwind). In addition, you can track by scent and gain a +4 competence bonus on Survival checks to track. You get a +4 competence bonus on Craft (poisonmaking) checks to identify poisons. Enhanced scent even gives you a limited reading of the emotions of others—fear has a distinct smell, for example. You get a +4 competence bonus on Sense Motive checks if you are within 10 feet of the person that you are observing. With a
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successful Wisdom check (DC 15) with a +4 competence bonus, you can determine by scent whether a person is a defiler, freeman, slave, templar, or noble. Elemental priests who can cast this spell claim that defilers carry a bitter scent of smoldering flesh, that nobles can be noted by the faint lingering smell of luxurious spices in their skin, etc.
Conjuration (Creation) Level: Wiz 5, Cold Malice 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20‐ft.–radius spread Duration: 1 round Saving Throw: Reflex half and special (see text) Spell Resistance: No When you let a drop of water fall into a pinch of dust, a deep blue–black cloud forms over the area and it rains blue hailstones that fall with a piercing scream. The hailstones deal 1d6 points of damage per caster level to all creatures and structures in the area of effect (maximum 15d6). Half the damage is cold damage, and the other half is bludgeoning damage. Creatures who make a successful Reflex save reduce the damage by half. The cloud remains for one full round, but the hailstones are instantaneous – they fall only once and evaporate upon impact. All creatures with 10 HD or less who come within 60 feet of the cloud must make a Will save or become panicked for 1d4 rounds, fleeing from the storm. Material Component: A drop of water mixed with a pinch of dust.
Evocation [Electricity] Level: Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) or until discharged Saving Throw: Fortitude half Spell Resistance: Yes The air hums and tiny electrical discharges spring from the body of your target. Setting the charge, you wait for your enemy to make the mistake of moving. The target of this spell is imbued with static electricity. If the target leaves its occupied square, the built–up electrical charge is discharged, inflicting 2d6 points of electrical damage, plus another 2d6 per 4 caster levels. If the affected creature touches someone or something before the spell is discharged, both the target and whatever it touched receives the damage.
Material Component: Small piece of glass and a clump of fur.
Conjuration [Air] Level: Ill Winds 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone–shaped burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No You draw in a deep breath and expel it towards your opponents. Noxious odors are channeled through your breath and ejected in a vile cone of stench. All breathing creatures within the cone must make a Fortitude save. Those who fail become nauseated for 1d6 rounds. Those who succeed instead become sickened for 1d6 rounds. Creatures with 5 or more Hit Dice are immune to this effect.
Necromancy Level: Drd 3, Rgr 3, Wiz 4 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D) You feel an intense pain as vicious claws spring forth from your hands, similar to those of a tembo. You grow vicious claws similar to those of a tembo. You may make two claw attacks per round, each dealing 1d6 (1d8 if you are Large, or 1d4 if you are Small) points of damage plus your Strength modifier. Like the dreaded tembo, your claws can drain a victimʹs life force and transfer it to you. Every time you hit with a claw, the creature struck must make a Fortitude save. If it fails, it takes an additional 1d4 points of damage, and you heal that many hit points. If the transferred hit points bring your total above your normal maximum, the additional hit points are temporary hit points. You are unable to cast spells with somatic components while this spell is in effect. Material Component: A scale from a tembo.
Evocation [Fire] Level: Clr 5, Drd 5, Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: One creature Effect: Bolt of flame
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Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes
By performing a throwing gesture as you complete the spell, you launch an arrow–shaped, pure, white flame. A hissing noise is heard as it darts towards its target. You create a bolt of flame that strikes its target, dealing 1d6 points of fire damage per caster level (maximum 10d6). This spell can only affect defilers, templars whose sorcerer‐kings are defilers, creatures with the defiled template, creatures with the evil subtype, and undead. The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. A creature killed by this spell has its remains utterly consumed (but not its equipment and possessions). The only way to restore life to a creature that was killed in this way is to use wish , true resurrection , reality revision , or miracle.
Transmutation [Water] Level: Drd 2, Living Waters 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 gallon of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No Impurities and imperfections are removed, as you change the regular water into a truer elemental form with your magic. You make water twice as effective at quenching thirst and nourishing plant life. A creature only needs to drink half as much clear water as it would need to drink normal water. For example, an active human needs only 1/2 gallon of clear water each day to avoid dehydration, instead of the normal one gallon. When used to grow plants, clear water can double the yield of fruit or grain– bearing plants, but this benefit only comes if clear water is used to irrigate the crop every day.
Evocation [Force] Level: Drd 3, Wiz 3 Components: V, S Casting Time: 1 standard action Range: 50 ft. Area: Cone–shaped burst Duration: 1 round Saving Throw: Fortitude negates Spell Resistance: Yes
A roaring stream of force spreads from your fingertip towards your enemies, deflecting their arrows before slamming them off their feet. This spell functions like gust of wind; except that the effect is force–based and that the creature sizes affected by the spell are increased by one size category (i.e. Large creatures are unable to move forward against the force of the blast). The roaring blast is sufficient to tear objects from unsuspecting hands within the area of effect. (A Reflex save allows a creature to maintain its grasp on an object.) Arrows, bolts, and spears are deflected away and miss. (A giant–thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Incorporeal creatures, gases, most gaseous breath weapons, and creatures in gaseous form are shunted away from the area of the blast.
Divination [Fire] Level: Burning Eyes 2 Components: V, S Casting Time: 1 minute Range: Touch Target: Ashes touched Duration: Instantaneous Saving Throw: None Spell Resistance: No You receive a smoky vision of the scene before the moment the item was destroyed by touching its ashes. Echoes of screams resonate within your ears as its fate is revealed. The vision begins from the time the object was destroyed or killed, going backward in time up to 1 min./level. For example, a 4th–level cleric would see the last 4 minutes of the item’s existence. You can also tell whether the object was destroyed by defiler destruction or not. If vegetation destroyed by defiling is tested, you can make a Spellcraft check (DC 15 + spell level) to determine the school of magic cast.
Conjuration [Water] Level: Desert Mirage 4, Drd 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature Duration: 24 hours Saving Throw: None Spell Resistance: No Spilling the contents of your waterskin, you watch as mists rise from the ground where the water lands. The mist coalesces around your target, enveloping it in a bluish shroud.
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You gather a magical mist around a creature. The mist absorbs the first 5 points of damage from any fire–based effects each round. It also provides the same protection against hot weather as the endure elements spell, and grants the creature concealment (20% miss chance) as the blur spell. Further castings of coat of mists do not have any effect, and coat of mist’s damage absorption does not stack with any other kind of energy resistance. Material Component: 1 gallon of water.
Evocation [Fire] Level: Burning Eyes 8, Tmp 7 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 level) Target: 1 creature/round Duration: 1 minute Saving Throw: None Spell Resistance: Yes With pupils like glowing embers you turn towards the victims of your interrogation, knowing that your truth is the only that matters. They will confess or die resisting. This spell allows you to demand questions of any creature within range. If the creature does not reply with what you consider to be the correct answer to the question, within one round, part of the creature’s body bursts into flame. While some claim that this spell detects falsehoods, in fact the answer is pre–determined by the caster. Subjects can avoid damage by telling you exactly what you want to hear. Ignorance or silence is no defense. Targets can escape by leaving the spell’s range or by silencing or killing you, preventing you from asking more questions. The spell is limited to 10 questions – one per round. You can pose all the questions to one creature, or shift your questioning to another creature within range, as suits your whim. The first time that a question is answered “incorrectly” (or not answered) a target takes 1d12 fire damage, the second time, 2d12 damage, the third time, 3d12 damage, and so on. A target must answer your question (correctly) within one round or take damage. Focus: An open flame.
Evocation [Fire] Level: Fiery Wrath 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 20– ft.–radius spread Duration: 1 round/level Saving Throw: None; see text Spell Resistance: Yes
You grin as this gruesome spell explodes in a fiery burst, setting creatures on fire, incinerating their hair, clothing, and one layer of flesh at a time – slowly roasting them alive. Creatures caught in the blast suffer 10d6 points of fire damage (no save) and automatically catch on fire (DMG 303). Creatures on fire suffer 2d6 points of fire damage for each round. Unlike mundane fire, this fire cannot be put out by normal means. Spraying a creature caught on fire by this spell with water or sand only creates a billowing cloud of steam or hot dust out to 20 ft. from the target; instead of the normal damage, creatures within the cloud suffer 5d6 points of fire damage and are sickened for one round. Complete immersion in a large amount of water, or burial beneath the sand, reduces damage to 1d6 point per round for both the creature on fire and those within 20 ft. A successful dispel magic or quench spell puts out the fire.
Abjuration Level: Drd 2, Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 40‐ft.–radius spread Duration: 1 day/level or until discharged. Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Upon completing the ritual of ash, blood and water, a mysterious pattern appears on the ground. As it is absorbed by the land, it secures its energy from those who would siphon it. If a defiler tries to use land that is under a conservation spell to power his spells, he must make a Will save or be unable to use the land at all. Even if he succeeds, the land is considered as barren terrain for the purposes of determining the spell’s DC and level check modifier. The area of ash the defiler actually creates when tapping land under a conservation spell is half that of normal. A second attempt to pull power from the same area for the duration of the spell fails completely, regardless of any success achieved the first time. Material Component: A drop of water, a drop of blood, and a sifting of ash.
Transmutation [Water or Earth] Level: Clr 4, Drd 4, Wiz 6, Tmp 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Water or silt in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S) Duration: 10 minutes/level (D) Saving Throw: None: see text Spell Resistance: No
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Stretching your hands towards the sky and shouting incantations that echo off into the distance, you witness the instant changing of the tide. Depending on the version you choose, the control tides spell raises or lowers the level of water or silt. Lower Tide: This causes silt (or water or similar liquid) to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The surface is lowered within a squarish depression whose sides are up to 10 feet long per caster level. In extremely large and deep bodies of silt, such as deep in the sea of silt, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water or silt elementals and other water– or silt–based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Tide: This causes silt (or water or similar liquid) to rise in height, just as the lower tide version causes it to lower. Silt skimmers raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, other land near the raised water or silt, the water or silt can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension. Arcane Material Component: A pinch of dust. Note: This spell replaces the control water spell in the Player’s Handbook.
Abjuration Level: Drd 5 Components: V, S, M, F, XP Casting Time: 1 hour Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) You share the herb concoction with the repentant wizard, establishing a link between the two of you. You take upon yourself the burden of sacrifice to remove his taint. As if sucking poison from a wound, you feel a sharp sting as it courses through your veins, slowly being diluted by your blood until it is gone. This spell removes the burden of acts of defiling from an arcane spellcaster. The wizard seeking atonement must be truly repentant and desirous of setting right their destruction of plant life. If the subject defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, conversion operates normally at no cost to you. However, if the defiling was deliberate and willful, you must expend personal energy to cleanse the subject. This costs the caster 500 experience points to expunge the subject’s taint of defiling. Naturally, many
casters first assign the subject some sort of quest (via geas/quest) or similar penance to make sure the creature is truly repentant before casting conversion on its behalf. The caster must be at least one level higher that the subject. Conversion may be cast for one of several purposes, depending on being cast on a preserver or a defiler: Preserver: This removes all taint of defiling from the spellcaster. Thus, the Will save DC to resist falling to the path of the defiler is now reset to 10 + level of spell cast by defiling. Defiler: A repentant defiler becomes a preserver and can cast spells without damaging plant life. XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP. If the subject is a defiler, this cost is doubled. Material Component: Burning incense. Focus: Rare plants and herbs worth at least 500 Cp.
Conjuration (Creation) [Water] Level: Clr 1, Drd 1, Rgr 1, Wiz 1 Components: V, S, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 12 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A blue cloud gathers in the sky above your target, providing shade from the sun’s searing rays. When cooling canopy is cast, a 30‐ft.–radius blue cloud gathers in the sky far above the target’s head. This cloud blocks the direct rays of the sun and provides shade for anyone within the spell’s radius. Those so protected need only one–half their normal water ration (or one–quarter if resting instead of traveling) needed to prevent dehydration. A creature must spend the majority of the 12 hours underneath the cooling canopy to decrease their required water intake. Material Component: A drop of water. Focus: A filmy bit of material (anything will do) stretched over the top of a stick or twig.
Conjuration (Creation) [see text] Level: Clr 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Element created (see below) Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No By mere words and gestures you conjure a manifestation of your patron element, a testament to your power as a cleric.
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This spell creates a small amount of the caster’s patron element. Specifics for each element follow: Air: An air cleric can conjure a lungful of pure air. This air can be breathed by any one character within range. If that character is holding his breath or suffocating, he is no longer suffocating and if he must continue to hold his breath, he does so as if he had taken a deep breath of air. The pure air also invigorates a creature if it is not drowning or suffocating. The creature receives a +4 bonus on any check made for prolonged physical activity (as the Endurance feat), provided the check is made within one minute. Earth: An earth cleric can conjure a small amount of elemental earth. This earth can weigh no more than 1 lb./level, but can be either loose earth or unworked stone. This conjured earth appears level to the ground. Fire: A fire cleric can conjure a torch–sized flame in the palm of his hand. (This deals no damage to the cleric and has no danger of setting him or his equipment on fire.) This flame provides light as a torch and lasts 1 round/level. The torch can be used to light flammable objects aflame or as a weapon that deals 1 point of fire damage (like a normal torch). If the flame is used in this way, it dissipates after hitting an object or creature. Magma: A magma cleric can summon a small amount of red–hot magma. The magma appears anywhere in range at ground level, provided that space is not occupied by a creature. The magma is a 5‐ft.–radius circle. It deals 1d6 points of fire damage to any creature or object touching it. It cools after one round into a block of stone that weighs 10 lbs. Rain: A rain cleric can conjure a small rainstorm. This storm rains 1 gallon of water/level over a 5‐ft.–radius circle. It puts out any torch–sized or smaller fires in the area. Silt: A silt cleric can conjure a cloud of silt that surrounds the head of a creature within range. This silt obscures vision, inflicting a –1 penalty on attack rolls made for 1 round if the target fails a Fortitude save. Sightless creatures are not affected by this cloud. Sun: A sun cleric can conjure bright light. This functions as the daylight spell but lasts only 1 round. Water: A water cleric can conjure up to 2 gallons of water/level. This function exactly like the create water spell from the Player’s Handbook. Note: This spell has the same type as the element conjured. This spell replaces the create water spell from the Player’s Handbook.
Conjuration (Creation) Level: Drd 6 Components: V, S, M, DF, XP Casting Time: 10 minutes Range: See text Effect: A magic oasis Duration: See text Saving Throw: None Spell Resistance: No
Between the four stone markers etched with druidic symbols water sprouts from the ground as your ritual is completed, bringing into existence what will be a lush oasis – a source of life in the wastes. You create a lush oasis within the confines of a ring of standing stones of your creation. The maximum radius of the oasis is 50 feet per caster level beyond 10th; you may create a smaller oasis if desired. Before the spell can be cast, you must erect a circle of stones. Each stone must be at least 12 feet tall and no more than 4 feet wide or thick, rough–hewn and oblong, and set into the ground to stand on end. Four stones must be placed around the area the oasis will fill: one to the north, east, south and west points of the oasis. Cutting and placing a single stone requires 48 worker–hours, provided stones are readily available in the area and the workers have appropriate tools (chisels, spikes, hammers, rollers). If tools or ready stones aren’t available, this time may increase or, at the DM’s discretion, the preparation may be impossible. Also, particularly skilled or capable workers may cut the time by as much as half. You can erect the stones yourself through physical or magical labor, or you may enlist the help of any number of other creatures. After the last stone is placed, you must cast create oasis from the exact center of the ring. Interruptions during the placement of stones do not negate the spell, provided all the stones are in place at the time of casting. Once cast, the circle inside the stones is instantly transformed into a plant–filled, water–rich oasis. The trees and bushes are laden with nourishing, delicious fruits, and small game birds and animals appear, supported by springs and pools of fresh, cool water. The oasis can also sustain one Medium creature for every 50 square feet of the oasis. Each night, lost animals, fruits, and water are automatically replenished. Defiling magic still causes permanent damage; subtract the damaged area when considering the oasis’ ability to support living creatures. The oasis remains intact until you physically move beyond the ring of standing stones or until you voluntarily end the spell. Once ended, the oasis and the standing stones vanish, leaving the exact terrain that existed before. The spell also ends if you are slain. Material Component: Four standing stones. XP Cost: 100 per 50‐ft.‐radius of oasis created.
Enchantment (Compulsion) [Mind–Affecting] Level: Tmp 7 Components: V, S, DF Casting Time: 1 round Range: 20 ft. Area: The caster and all allies within a 20‐ft. burst, centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (harmless)
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Through rallying words and broad gestures you summon the power of your of your king to inspire your troops to a crusade against the infidels that would dare stand against you. against you. When you cast this spell, you fire your allies with a divine fury. Your allies gain a +4 morale bonus on attack rolls, damage rolls, and saving throws, and they are immune to fear effects. They also receive 2d8 temporary hit points for the duration of the spell.
Transmutation [Evil] Level: Clr 1 Components: V, S, M, DF Casting Time: 1 minute Range: Touch Target: Element touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)
In areas of silt, a black streak resembling a slow current will follow the cursed character whenever he is in contact with the surface. This includes wading or walking on the top of the silt by spell or magical devices, but not the use of a siltskimmer or floater. Should you cast several of these spells on multiple targets, you will be able to tell the various trails apart, even if they should cross or overlap. The trail disappears when the spell expires.
Transmutation Level: Desert Mirage 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes
You channel profane channel profane energy into a physical manifestation of your element. It darkens for a moment as it is charged with negative power. negative power.
Uttering the dreaded curse makes your throat feel dry like sandpaper, but it is nothing compared to the fate the fate of your your victim when he seeks to quench his thirst.
This transmutation imbues a small amount of the caster’s patron element with negative energy, turning it into an unholy element. Curse element otherwise acts like bless element , except that an unholy element damages good outsiders in the same way a holy element damages undead and evil outsiders. Material Component: A small amount of powdered silver worth 25 Cp.
The unfortunate victim of this curse is unable to drink water for the duration of the spell. When he puts a container to his lips, the water inside turns to sand, usually pouring down the unfortunate victim’s throat. If the victim hasn’t died from dehydration (DMG 304) when the spell ends, he may begin may begin to drink normally. Of course, everything that had turned to sand remains sand. The spell terminates if the cursed person is completely immersed under water, and can also be broken by spells that end other divine curses.
Transmutation Level: Clr 4, Drd 3, Broken Sands 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes Oily black footprints appear in the earth and silt in which the creature you creature you designate steps. An inix would have an easier time hiding its tracks. When this curse is cast, the target leaves black, oily footprints in the earth or on silt. The prints are easily tracked and cannot be erased or destroyed until the spell expires. Any Survival checks to track the target have the DC reduced by reduced by 10. These tracks can be can be covered, but covered, but not not by by earth. A giant leaf, for example, could hide a few footprints, but this would be a temporary fix at best. The target does not leave these tracks if he flies, teleports, or climbs on a non–earthen surface (such as climbing through trees).
Necromancy [Mind–Affecting] Level: Wiz 2, Soul Slayer 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes The shard of obsidian of obsidian turns to black dust. Your victim takes a gray pall to the skin, which feels clammy and rubbery, as if entering a severe shock. This spell marks the target for death. The target feels hopeless and ill, feeling as if it had one foot in the grave. The target becomes target becomes sickened and loses its Dexterity bonus Dexterity bonus to armor class. Material Component: A small shard of obsidian.
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Necromancy Level: Wiz 3, Soul Slayer 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Whip touched Duration: Concentration, up to 1 round/level; see text (D) Saving Throw: None Spell Resistance: Yes
A dull streak of grey of grey trails the whip and a faint moan is heard when you crack it. The whip feels clammy to the touch, and those struck by it have limp motions. This spell uses a whip as a conduit for negative energy from the Gray. A creature damaged by damaged by the whip takes 1d2 points of temporary Strength damage. The damage is also dealt if the wielder trips a creature with the death whip. whip. You must maintain concentration on the whip to sustain this spell, but if you wield the whip yourself, you may attack with the whip as normal while maintaining concentration. Focus: The target whip.
Enchantment (Compulsion) Level: Wiz 3, Tmp 3 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One creature Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Clenching the cloth into the target’s hand and uttering a groan, you groan, you complete the spell. The smell of a of a sweaty mul worker fills your fills your nostrils. This potent spell provides benefits provides benefits to a single creature that is engaged in an ongoing activity, which must be named at the time the spell is cast. Any activity that requires focus or exertion can be can be named, such as digging a large trench, repairing a wall, or reading a lengthy tome. While engaged in this activity, the target needs no sleep for the duration of the spell, needs only one–half of the food and water it normally would, and cannot becomes exhausted or fatigued. The target also receives a +1 morale bonus on all attack rolls, damage rolls, saving throws, ability checks, and skill checks, provided that it relates directly to the aforementioned task. At the end of the spell’s duration, the creature must rest for eight hours or become exhausted and suffer 1d4 points of temporary Constitution damage. This spell can only be cast on a creature once every 72 hours. If dedication is cast on a creature more than once in a single 72–hour period, it
suffers 1d4 points of temporary Constitution damage, and the spell has no other effect. Material Component: A small piece of baked clay wrapped in cloth.
Divination Level: Drd 0, Tmp 0 Components: V, S Casting Time: 1 standard action Range: 20 ft. 20‐ft.–radius burst ft.–radius burst Area: 20‐ Duration: Instantaneous Saving Throw: None Spell Resistance: No Your nostrils flare open, searching for the bitter scent of smoldering flesh smoldering flesh which accompanies defilers. You can smell the presence of defilers within the spell’s area of effect. This spell does not reveal the number of defilers, their locations, or their strength; just their presence or absence. If there are defilers in the spell’s area of effect, you smell the very strong odor of smoldering meat.
Divination Level: Clr 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone–shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No Using your adoration of your of your element, you reach out with your magic and your and your mind to sense its presence. its presence. You can detect a particular type of element (air, earth, fire, magma, rain, silt, sun, or water). You must think of a type of element when using the spell, but spell, but you can change the element each round. The amount of information revealed depends on how long you search a particular area or focus on a specific type of element. 1st Round: Presence or absence of that type of element in the area. 2nd Round: Amount of element and the location of each. If an element is outside your line of sight, then you discern its direction but direction but not its exact location. 3rd Round: The strength and location of each aura. If the object is in line of sight, you can make a Spellcraft skill check to determine more information about a single item.
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Check Result 20
25 30
Information Learned Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 15 + spell level can then determine the nature of the spell effect.) Whether the item is a creature or an object. The exact nature of the item (for example, whether an object is obsidian or stone, whether air is breathable is breathable or not).
Each round, you can turn to detect an element in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks dirt blocks it. Detect element can be made permanent with a permanency spell.
Transmutation Level: Drowning Despair 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5ft./2 levels) Target: One air–breathing creature Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes Drawing the shape of a sea creature in the sand, then pointing at your at your target transforms its lungs to gills. to gills. It It gasps gasps for for air, but it can breathe only in water. The subject gains the ability to breathe to breathe water, but water, but loses the ability to breathe to breathe in air. This spell can be can be used to make a creature “drown on dry land,” i.e. suffocate unless it finds sufficient water to breathe to breathe in (DMG 304).
Evocation [Sonic] Level: Drd 2, Rgr 2 Components: V, S, F Casting Time: 1 standard action Range: 30 ft. Cone–shaped burst Area: Cone–shaped burst Duration: Instantaneous (see text) Saving Throw: Fortitude negates Spell Resistance: Yes You open your mouth and mimic the forceful roar of the lirr. A lirr. A sound wave ripples the air in a cone before you, before you, stunning your enemies. Creatures caught in the cone of sound you emit must make a successful Will save or be or be stunned for 1d3 rounds. Creatures that cannot hear are not stunned. Focus: A lirr scale.
Transmutation [see text] Level: Clr 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Your shield or armor Duration: 1 min./level Saving Throw: None Spell Resistance: No Your armor glows with energy as it is imbued with elemental power, elemental power, granting granting you you additional protection. additional protection. You imbue a suit of armor or a shield with the powers of your patron element or paraelement. The armor gains a +1 enhancement bonus for the duration of the spell, and an additional special quality depending on your patron element or paraelement (see the list below). You become proficient in the armor this spell is cast upon for the duration of the spell. Creatures other than you wearing the armor enjoy no benefits no benefits from the spell’s effects. At 9th level and every 3 levels thereafter, the enhancement bonus of the armor or shield increases by 1, to a maximum of +5 at 18th level. Air: Arrow Air: Arrow catching*. catching*. Earth: Light fortification Light fortification.. Fire: Fire resistance. resistance. Magma: Fire resistance. resistance. Rain: Electricity resistance. resistance. Silt: Acid Silt: Acid resistance. resistance. Sun: Blinding*. Blinding*. Water: Cold resistance. resistance. *These properties can be applied to armor with elemental armor. This spell’s subtype is the same as the type of energy you cast.
Transmutation [see text] Level: Clr 7 Components: V, S, F, DF Casting Time: 1 standard action Range: Touch Target: Chariot touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: No A brilliant flash of light dazzles you as you complete the spell. When you regain your sight a magical chariot has appeared, ready for ready for use. This spell imbues a masterwork chariot with elemental magic. The caster must provide a crodlu and a driver with the Handle Animal skill (though the caster may be the driver). The crew (crodlu, driver, and passengers) all gain damage reduction 10/magic against ranged weapons. All ranged weapons fired from the chariot gain a +4
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enhancement bonus and deal an additional 5 points of elemental damage based on the element imbued (see below). Clerics must choose the energy type that corresponds their patron element. The chariot may make horizontal “jumps” using the driver’s Handle Animal skill in lieu of a Jump roll (but the chariot’s ground speed still affects the check). Air: Sonic Earth: Acid Fire: Fire Magma: Fire Rain: Electricity Silt: Acid Sun: Fire Water: Cold This spell’s subtype is the same as the type of energy you cast. Focus: The masterwork chariot.
Transmutation [see text] Level: Clr 9 Duration: 1 hour/level A brilliant flash of light dazzles you as you complete the spell. When you regain your sight a magnificent chariot has appeared, ready for ready for use. This spell functions as elemental chariot , except as noted above and as follows. The spell provides the following additional benefits additional benefits depending on the element imbued: Air: The chariot and crodlu gain a fly speed equal to the crodlu’s base crodlu’s base land speed (poor maneuverability). Earth: The chariot and crodlu can burrow through earth or solid rock at the crodlu’s base land speed. The chariot leaves no tunnel Fire: You can concentrate to make the chariot leave a wall of fire in its wake (on one edge of each square it leaves). This fire acts as the spell, except that it emits heat at half range on both sides and lasts 1 round per caster level. The chariot cannot leave a wake two rounds in a row. Magma: You can concentrate to make the chariot leave molten lava in its wake (on one edge of each square it leaves) that takes 1 round per caster level to cool. Heat rising from the lava has the same effect as a wall of fire, as the spell, except it emits heat at half range on both sides. The chariot cannot leave a wake two rounds in a row. Silt: You can concentrate to make the chariot leave a wake of cloudkill. cloudkill. This wake acts as the spell, except that it only fills each square the chariot leaves, the cloud doesn’t move, and it lasts 1 round per caster level. The chariot cannot leave a wake two rounds in a row. Sun: The chariot shines with such dazzling brightness that anyone within 60 feet that looks directly at the chariot must make a Fortitude save or be or be blinded blinded for 1d4 rounds. Those who succeed at the save are instead dazzled for the same duration. Water or Rain: The chariot, crodlu, and crew all enjoy the benefits of the displacement spell, and the chariot may
pass underwater for up to 1 round per caster level at a time without the animals or passengers needing air. The chariot and crodlu have a swim speed equal to the crodlu’s base crodlu’s base land speed. This spell’s subtype is the same as the type of energy you cast.
Evocation [see text] Level: Clr 8, Drd 7, Smoldering Spirit 7 Components: V, S Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) 10‐ft. cubes/level (S) Area: Two 10‐ Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Sheets of energy rise from the ground, enveloping the area in destructive elemental energies. Streaks of elemental energy fork and shoot back and forth and forth with destructive power. destructive power. When an elemental storm spell is cast, the whole area is shot through with sheets of destructive elemental energies. The energies do not harm natural vegetation, ground cover, and plant creatures in the area you wish to exclude. Any other creatures within the area take 1d6 points of energy damage per caster level (maximum 20d6). The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting. Clerics must choose the energy type that corresponds to their patron element. Air: Sonic. Earth: Acid. Fire: Fire. Magma: Fire. Rain: Electricity. Silt: Acid. Sun: Fire. Water: Cold. This spell’s subtype is the same as the type of energy you cast. the fire storm spell in from the Note: This spell replaces the fire Player’s Handbook. Handbook.
Evocation [see text] Level: Clr 5, Drd 4, Fiery Wrath 5, Tmp 5 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) (10‐ft. radius, 40 ft. high) Area: Cylinder (10‐ Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A column of divine and elemental energy shoots downward from the point you designate, striking those caught beneath it with the fury the fury of your your element.
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An elemental strike produces a vertical column. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is energy damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to energy–based attacks. The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting. Clerics must choose the energy type that corresponds to their patron element. Air: Sonic Earth: Acid Fire: Fire Magma: Fire Rain: Electricity Silt: Acid Sun: Fire Water: Cold This spell’s subtype is the same as the type of energy you cast. Note: This spell replaces the flame strike spell from the Player’s Handbook.
Transmutation [see text] Level: Clr 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Your weapon Duration: 1 min./level Saving Throw: None Spell Resistance: No The weapon is imbued with elemental energy, providing additional offensive capability to its strikes. You imbue a melee weapon with the powers of your worshipped element. The weapon gains a +1 enhancement bonus to attack and damage rolls for the duration of the spell, and an additional special ability depending on your patron element. You are treated as being proficient with the enchanted weapon. Creatures other than you wielding the enchanted weapon do not benefit from the spell. If the weapon is a double–weapon, only one end is affected. At 9th level and every 3 levels thereafter, the enhancement bonus of the armor or shield increases by 1, to a maximum of +5 at 18th level. Air: Throwing. Earth: Mighty cleaving. Fire: Flaming. Magma: Flaming. Rain: Shock. Silt: Keen. Sun: Spell storing. Water: Frost. This spell’s subtype is the same as the type of energy you cast.
Abjuration Level: Wiz 2, Clr 3, Drd 3, Furious Storm 2, Rgr 3 Components: V, S, M, DF Casting Time: 1 standard action Range: 30 ft. Area: 30‐ft.–radius emanation centered on you Duration: 1 hour/level. Saving Throw: None Spell Resistance: No You create a magical calm in the center of the storm, an area safe from powerful winds, rain and sand. You create a pocket of calm in a 30 ft. radius centered on you. The circle moves with you. Within the circle, the air is calm, and people may converse at a normal volume. Outsider the circle, there may be a raging sand storm or a terrifying Tyr–storm. Like the eye of a hurricane, the area affected by the spell remains unharmed. The storm roars by but has no effect on those within the sheltered eye. Eye of the storm does not exclude storms created by spells or the storm–like abilities of creatures. Material Component: A few grains of sand thrown into the wind.
Divination [Fire] Level: Burning Eyes 4 Components: V, S, M, DF Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level Saving Throw: None Spell Resistance: Yes A fiery spark appears that follows the path of a creature as doggedly as a desert hound follows a scent. The caster identifies a target when casting the spell, either by name or by physical description (e.g., “the man who stole the high templar’s purse today,” or “the woman I saw wearing the gray eye patch”). A spark of flame appears harmlessly at the caster’s fingertip—the faithful “hound” ready for the hunt. If the target has not been within range during the last 24 hours, then the flame leaps off the caster’s finger, lands on the ground nearby, and extinguishes itself. If the target has been within range, the flame leaps off the caster’s fingertip and flies toward the target’s trail, striking the ground as soon as it “picks up the scent.” The fire track is like a brilliant flame traveling along a fuse. In its wake is a faint line of scorched earth and dust, marking the path of its prey. (The scorch marks are easily swept clean.) The flame moves from 0 to 240 feet per round, at a speed chosen by the caster, which can be changed as a free action once per round. The fire track burns with the strength and brightness of a torch. It
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inflicts 1d6 points of damage upon those who get in its way and sets combustible materials aflame. (A wise spellcaster does not use this spell to investigate burglaries in a cotton warehouse.) The fire track can be foiled in a number of ways. It cannot cross water and is extinguished by doing so, but it can cross silt. It can be snuffed out while in motion by strong breezes, blowing sand, and heavy rain. If the pursued individual takes to the air or teleports, the fire track circles in place until its time expires. Mere climbing, leaping, or jumping (even across a chasm), however, cannot foil the fire track, which always pursues in the correct direction. Material Component: A fragment of antennae from a cilops, wrapped in wax. The wax is melted to cast the spell.
Transmutation Level: Sky Blitz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: One gallon of water/level Duration: 1 hour/level Saving Throw: None; see text Spell Resistance: No The water smells and tastes as normal, but it has the poisonous qualities of fermented cactus milk. You give water the intoxicating properties of brewed spirits, such as wine or broy. A cup of this water acts as a poison (the Fortitude save DC is equal save DC this spell would have) that deals no initial damage, and 1 point of Wisdom damage and 1 point of Dexterity damage, as secondary damage. Detect poison positively detects firewater , but the water tastes and smells like normal water.
Evocation [Earth] Level: Mountain’s Fury 9 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Effect: See text Duration: Permanent until closed Saving Throw: See text Spell Resistance: No The very earth itself comes alive with furious anger, which is unleashed in the form of a great maw spewing forth deadly elemental matter, ravaging any creature unfortunate to be near it. You open a fissure in natural earth or stone; you can seal the fissure with a word (a free action). You can leave a fissure open for rounds, minutes, or decades, but you
can only have one fissure open at a time—until you close a fissure that you created, you cannot create another. Fissure offers several possible variant effects: Aqueous Fissure: You crack open the ground in a cylinder with 5 ft. radius and up to 200 ft. deep. The fissure stops when it reaches underground water, if any exists. In all but the wettest areas of Athas, that ground water will not rush up to the surface of the new well; someone needs to climb down into the fissure to retrieve the water. Billowing Fissure: You cause the earth to first burst in an immediate shower of rocks, then, the next round, to belch a gout of flame from the fissure, and afterward to emit nauseating gasses until sealed. The initial burst of rocks inflicts 8d6 points of bludgeoning damage to creatures within 40 feet (Reflex save for half damage). Treat the gout of flame as an elemental strike (fire), and the nauseating gasses that follow as a stinking cloud that persists until 1d6 rounds after you seal the fissure. Cavernous Fissure: This variant effectively opens a jagged cave or tunnel into the rock, 10 feet long per caster level. Gaping Fissure: You open a crack in the ground in the shape of a cylinder with 5 ft. radius and depth 5 ft. per caster level. Creatures standing in the fissure or within 5 ft. take 8d6 points of bludgeoning damage (no saving throw), and must make a Reflex save or fall into the crack. Until you seal the crack, trapped creatures can attempt to climb out (the fissure walls are natural rock). Oily Fissure: Like with a billowing fissure, you cause a burst of stones (8d6 points of bludgeoning damage within 40 ft., Reflex save for half damage), but in the second round, a double–radius oil spray issues from the ground, covering everything within a 40‐ft. radius with flammable oil. In the third and subsequent rounds, oil continues to seep from the earth, but at an almost imperceptible rate. Until you seal the fissure, the ground within 40 feet of the fissure will remain oily. Steaming Fissure: Like with a billowing fissure, you cause a burst of stones (8d6 points of bludgeoning damage within 40 ft., Reflex save for half damage), but in the second and following rounds, scalding steam bursts from the ground, continuing to issue from the fissure until you seal it. The steam cloud has a 10‐ft. radius and is 40 ft. high. A creature that starts his turn within the cloud takes 4d6 points of fire damage. Volcanic Fissure: Like with a billowing fissure, you cause a burst of stones (8d6 points of bludgeoning damage within 40 ft., Reflex save for half damage). In the second round, magma issues in a spurt from the fissure, inflicting 10d12 points of fire damage to those still within 40 ft. Each subsequent round, victims take an addition 1d12 points of fire damage for 10 rounds as the magma cools. Each gallon of water used to cool the magma on one victim reduces the magma cooling time by 1 round, preventing 1d12 points of damage. Material Component: A sculpture made of igneous rock worth at least 50 Cp. You dash this sculpture against the ground at casting time.
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Evocation [Fire] Level: Drd 8, Fiery Wrath 7 Components: V, S, DF Casting Time: 1 hour Range: Touch Area: Up to 36 5‐ft. by 5‐ft. squares (S) Duration: See text Saving Throw: Reflex half Spell Resistance: Yes You slowly walk the area to be trapped for an hour, envisioning the rising flames and setting on the conditions that will trigger its activation. You create a trap in a large field, copse of wood, or other flammable area, to be triggered by predefined conditions. You may leave the area, and the trap remains set for 1 month. The trigger conditions may be as simple or as complex as you like, but they cannot be changed once the spell is placed. You should be careful about the wording, lest the trap trigger unintentionally. Some possible conditions are: whenever anyone sets foot in this grove, or whenever a templar draw his or her weapon. When the trap triggers, the area is engulfed in flames, dealing 8d8 points of fire damage to creatures and objects in the area. The site continues to burn normally, and creatures in the area takes 1d6 points of fire damage until the fire burns itself out.
Conjuration (Creation) [Water] Level: Drowning Despair 8, Drd 9 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: One mile upstream and downstream of a chosen point, or a 100‐ft.–radius circle Duration: Instantaneous or 1 min./level Saving Throw: None Spell Resistance: No You open a gateway to the elemental planes, conjuring forth a powerful wave of water, which floods the land. The flood is accompanied by the roars of the raging sea. This spell is most effective in a river or stream’s flood plain, or another contained area, such as a twisted canyon in a mountain pass, in rocky badlands terrain, or even a dried–out riverbed. Flood Plain: If cast in a river or stream’s flood plain, flash flood causes the river to overflow its banks as its level rises 40 feet from the current level with fast–moving water. You choose a point of the river. From that point to a mile upstream and a mile downstream, the river’s flood plain becomes full with water. All creatures caught in the flood must make successful Swim checks (DC 20) or go under. Each round underwater, a victim suffers 1d8
points of nonlethal damage from battering. If a creature stays afloat, it must continue to make a Swim check every round. After 5 successful Swim checks, the creature successfully reaches the bank of the fast–flowing river. The flood carries creatures along with it downstream until it empties into a larger channel, or a distance of 10 miles (in which case the flood has run its limit), whichever occurs first. Creatures caught in the flood are carried at a speed of 90 feet per round. Outside a Flood Plain: This spell is far less devastating in an open plain. Water pours from the sky, seemingly out of nowhere, absolutely drenching a 100–foot–radius area and reducing visibility to 10 feet. Tiny creatures are swept off their feet and must make a Swim check (DC 10) each round to stay afloat; Small and Medium creatures are checked, and verbal communication is impossible for the duration of the storm (1 minute per caster level). All fires within the area of effect are instantly quenched, and fire spells such as fireball are impeded (as if underwater).
Transmutation Level: Tmp 4 Components: V, S, DF Casting Time: 10 minutes Range: Medium (100 ft. +10 ft./level) Target: Feast for one creature/level Duration: 1 hour plus 12 hours; see text Saving Throw: None Spell Resistance: Yes (harmless) Let the fools feast, lulling themselves into perceived safety. Little do they know that each bite makes them all the more susceptible to your ploys. You turn an ordinary banquet into a nourishing feast with the same 12–hour blessing effect as the food and drink provided by the heroes’ feast spell. In addition, you receive a +4 circumstance bonus to interaction checks (such as Bluff, Diplomacy, Intimidate, and Sense Motive) when dealing with those who have consumed the feast. This spell can only be cast on a sufficient supply of clean, unpoisoned, edible food and wine. This spell enhances the food’s appearance, flavor, and texture to resemble the ambrosia and the sumptuous food available through heroes’ feast.
Divination Level: Rgr 2, Tmp 2, Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) If your quarry has passed through here during the last 24 hours, its path shall be revealed to you in the form of ghostly footprints.
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This spell allows you to follow the tracks of a specific creature or person named at the time of casting. The person so named must have traveled through the area within the last 24 hours. The spell creates a line of footprints that lead in the direction taken by the person being tracked. The footprints fade into invisibility once you have passed. You are treated as having the Track feat and receive a +20 bonus on Survival checks to follow tracks of you quarry. If the quarry travels in a way other than on land, the trail ceases. Only after the quarry has resumed traveling by land does the trail continue. This spell works against trackless step or other forms of concealing tracks. Material Component: A piece of straw and a bone needle.
Necromancy [Death] Level: Wiz 4 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Range: 40 ft. Area: Cone–shaped burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes After uttering the chant, a geyser of nebulous light springs forth from your hand, covering your enemies in a crimson hue. Then as the hue fades they begin to scream, as the flesh from their bodies pours off. This spell functions like circle of death , except that the spell slays 2 HD worth of living creatures per caster level (maximum 40 HD) and no creature of more than 5 HD can be affected.
Evocation [Air, Earth] Level: Broken Sands 6 Components: V, S Casting Time: 1 standard action Range: 0 ft. Area: Sphere with 50‐ft.–radius minus 10‐ft.–radius eye Duration: 1 round/level Saving Throw: See text Spell Resistance: No A cyclone rises from the ground, whirling up sand and silt. Tiny crystal shards are separated from the particles, and they are propelled by the howling wind. This powerful version of the sand spray spell not only lifts and separates tiny crystal shards from sand or silt; it creates a 100 mph wind to propel them. The particles
whip about the storm’s area, leaving a 10‐ft. diameter eye where you and your companions may stand unharmed. In addition to the effects of hurricane force winds (DMG 94), creatures and unattended objects take 2d8 points of damage per round until they leave the area. All unprotected flames in the spell’s area are extinguished. Note that this spell does not create the tiny shards; sand or silt must be within range for this spell to take effect.
Enchantment [Mind–Affecting] Level: Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Effect: Cloud that hovers over target’s head Duration: 1 min./level (D) Saving Throw: Will negates Spell Resistance: Yes A gloomy cloud appears over a creature that becomes despaired and succumbs to apathy, leaving it little more than helpless. Gloomcloud creates a small, gray cloud over the creature’s head. Only the creature affected by the cloud can see it and it moves with the creature. The despair caused by the gloomcloud is so profound that the victim can do nothing but walk slowly, sit silently, or weep in frustration. If attacked, his actions are determined by rolling d% at the beginning of his turn: 01–50, do nothing; 51–70, defends himself but is considered shaken and also suffers a –1 penalty to AC; 71–100, reacts normally. Attackers are not at any special advantage when attacking an affected creature. Note that an affected character will not make attacks of opportunity. Material Component: A drop of dirty water and a small, twisted length of chain.
Conjuration (Summoning) [Evil] Level: Dead Heart 6, Wiz 7 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: One or more summoned zombies Duration: 1 min./level Saving Throw: None Spell Resistance: No A small vortex appears accompanied by the stench of decaying flesh. A rotting hand appears, as a powerful zombie claws its way out of the dimensional portal. This spell briefly opens a conduit to the Gray, allowing negative energy to slip through and form Gray zombies (TotDL 42). You may summon one Gray zombie per caster level. Summoned zombies attack you unless
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you promise them payment for their services; the undead can be satisfied by devouring living victims with total HD equaling the number of zombies summoned. When destroyed or when the spell ends, the summoned zombies become insubstantial and melt back into the Gray. Material Component: A gray cloth and a piece of bone.
Conjuration (Creation) [Evil] Level: Dead Heart 7, Tmp 9, Wiz 9 Components: V, S Casting Time: 1 round Range: Medium (100 ft. +10 ft./level) Effect: Diamond–shaped rift 30 ft. high and 15 ft. wide in the middle Duration: Concentration + 1d6 rounds Saving Throw: None; see text Spell Resistance: No Calling upon the negative energy of the Gray to bolster the unliving, you conjure a two–dimensional diamond–shaped rift. An overwhelming stench of decay assaults your nose, confirming the connection to the plane of the dead. This spell tears and holds open a rift between Athas and the Gray. The rift itself is a two–dimensional, diamond–shaped plane 30 feet high and 15 feet wide in the middle. Any creature that touches the rift is affected as if you cast harm on it. A character that attempts to dispel the rift and fails is also subjected to harm. Once per round as a move action, you can move the rift 30 feet in any direction within range. If you cease concentration or are slain, the rift lingers for 1d6 rounds without moving and then dissipates. All undead creatures within range gain a +4 profane bonus to Strength, 3 bonus hit points per hit die, and fast healing 1.
Conjuration (Creation) [Acid] Level: Drd 5, Wiz 6 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cylinder (20‐ft. radius, 5 ft. high) Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes A glob of fluorescing green gas spews from the ground. In the blink of an eye, it changes color to vibrant blue. Then a blinding flash and all of your enemies are in suffering. A highly corrosive mist deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area.
Abjuration Level: Tmp 1 Components: V, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level You call upon your sorcerer‐king’s protection to shield you from malignant spells. You receive a +2 sacred or profane bonus to all saving throws against spells and spell–like abilities, depending on the alignment of your sorcerer‐king.
Transmutation Level: Clr 9, Drd 9, Forged Stone 8 Components: V, S, XP Casting Time: 1 minute Range: Touch Target: One piercing weapon Duration: Permanent Saving Throw: None; Fortitude partial Spell Resistance: No You transform the pointed weapon into a true harbinger of death, a weapon which sprouts roots when it hits its target. The roots and branches seek out vital organs, instantly killing or lethally wounding the victim. This terrible spell is cast on a piercing weapon made partially of wood, usually a spear or an arrow. When the weapon damages a creature, the wooden shaft of the weapon begins to sprout as if growing. The roots and branches seek out vital organs as a source of nutrients. If the creature fails a Fortitude save, the vines burst through the victim’s vital organs, killing him instantly. If the save is successful, the creature manages to pull the weapon out but takes 10d8 points of damage. The weapon is destroyed after being used. Creatures immune to critical hits automatically make their Fortitude save. XP Cost: 100 XP.
Evocation [Fire] Level: Clr 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft. per level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes A gust of heat strikes your foe, as if exiting a cool cellar establishment to face the sun at noon in the city‐states.
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The target suffers 1d4+1 points of fire damage and is knocked back 5 feet by the sudden heat. A successful save reduces the damage by half and prevents the creature from being knocked back.
Illusion (Glamer) Level: Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: You plus up to one willing creature Duration: 10 min./level Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You disguise any imperfections in your act through magical assistance, making it appear that you are far more skilled than which is the case. You make it seem as though you and a single other willing person possess talent in performance ability. You both receive a +10 bonus on Perform checks. This spell does not actually impart any skill or learning; you do not perform any better than you could before, but it appears to observers that you do. However, simply watching or listening to the performance counts as “interaction,” and observers may make a Will save to notice the illusion. Otherwise, the performance appears flawless.
Necromancy [Fear, Mind–Affecting] Level: Tmp 3 Components: V, DF Casting Time: 1 standard action Range: Touch Target: Creature or creatures touched (up to one/level) Duration: 10 minutes; see text Saving Throw: Will negates Spell Resistance: Yes Upon touching your enemy with your sigil, it receives a frightening vision of your sorcerer‐king. This spell protects the sorcerer‐king’s agents from aggressors. You may make a melee touch attack with your sigil up to one time per caster level. A touched creature must succeed on a Will save or become frightened. On a successful save the target is shaken for one round. Creatures with more than 10 Hit Dice are unaffected by the spell.
Conjuration (Summoning) Level: Clr 7, Drd 6, Ruinous Swarm 6, Wiz 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Living creatures in a 10‐ft.–radius sphere
Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes
You hold your palm in front of your face and gently blow the magical parasites into the air. They dart towards your enemies, taking root in clothes, hair and flesh. Tiny parasites take root in the clothes, hair, and skin of living creatures within the area. The victims rarely realize a spell has been cast on them—they must make a Wisdom check (DC 20) to sense the parasites—so the symptoms are usually the first sign of the spell’s effects. It takes 1 day before infestation sets in. A remove disease or heal spell removes the parasites, as do spells that repel or destroy insects. Even if the infestation is removed, a creature must heal its effects separately. Those who have lost their sight to eye mites, for example, need a spell that could restore vision, such as remove blindness/deafness. A heal spell, however, cures all injuries. You choose the type of parasite from the following list: Ear Mites: These microscopic creatures cause permanent deafness in 1d6+6 days. Eye Mites: Eye mites cause permanent blindness in 1d6+6 days. Desert Lice: Desert lice cause their host to feel generally unhealthy, uncoordinated, and dizzy. The victims suffer a –4 penalty on all saving throws. Sand Fleas: While these tiny creatures aren’t deadly, they are a source of constant itching and discomfort. Anyone infected by sand fleas cannot heal wounds naturally, due to misery and discomfort. The victim becomes cranky and irritable, resulting in a –2 penalty on all interaction checks (such as Bluff, Diplomacy, Intimidate, and Sense Motive) and initiative rolls. Sand fleas notoriously leap from host to host, almost like a contagious disease. Anyone coming into contact with an afflicted creature must make a Fortitude save or become infested as well. Mind Worms: These tiny vermin infest a victim’s hair and secrete a drug that excites certain portions of the brain, causing hallucinations, delirium, and hysteria. The worms’ effects grow in time, so the first few hallucinations are mild and probably undetectable by the victim’s companions. Eventually, his condition deteriorates, and it becomes obvious that he is suffering from some mind–altering ailment. Whenever in combat (or other stressful situations) the character becomes confused (as the spell). Each day, he must make a Will save or become permanently confused.
Transmutation Level: Drd 4, Tmp 5 Components: V, S, DF Casting Time: 1 round Range: 20 ft. Target: All living creatures within a 20‐ft. burst, centered on you
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Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
You transform nearby creatures into beings as fierce as klars, increasing their fighting capacity. You magically enhance the combat ability of all living creatures, allies and enemies alike, within 20 feet (including you). Subjects of the spell receive a +4 enhancement bonus to Strength and +1d4 temporary hit points per two caster levels. When the spell ends, any remaining temporary hit points from its effect are lost.
Transmutation Level: Forged Stone 9 Components: V, S, XP Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Target: You and other willing creatures within range Duration: 12 hours; see text Saving Throw: None Spell Resistance: No Time slows to a halt when you embrace solitude. Tyr was not built in one day, but you will perform great acts of construction before nightfall. This spell can only be cast at sunrise, in an isolated location with no onlookers. Legendary stonecraft stretches out the duration of the day with respect to stonecraft— digging ditches, quarrying stone, building masonry, carving stone, etc. While the spell endures, the sun seems to stay still in the sky, and neither you nor your fellow stone workers have need of food, drink, or sleep. The day seems endless, and indeed, for you, it virtually is. You can choose how long to make the day last in terms of your labor; however, you cannot make creatures work for more than a year. Every subject must willingly participate in this spell at its casting. If any other creature enters the spell’s range, or even views its effects, legendary stonecraft abruptly terminates. Similarly, if anyone uses the time to do anything other than stonecraft, the spell terminates. All subjects age as normal for the number of workdays. For example, if you stretched the day to the maximum one year’s worth of work, you and all your co– workers would age one year during this time, even though only a day passed for the rest of the world. XP Cost: 10 XP per subject per workday. For example, if you have 19 workers (plus you) and wish to stretch the day into 100 work days, it would cost 2,000 XP.
Transmutation Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creatures touched Duration: 2 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The rancid smell of a kank herd floats past you as you imbue creatures with increased strength for carrying. You increase the carrying capacity of up to one creature per caster level. Divide the duration by the number of subjects. The subjects’ carrying capacity is quadrupled.
Evocation [Electricity] Level: Sky Blitz 8 Saving Throw: Fortitude half; Reflex half; see text; You prepare a deadly trap that will electrocute those who dare approach the water. This spell functions as water shock , except as noted above and as follows. An effect similar to chain lightning strikes the first creature to touch the water, with secondary bolts striking all creatures within 60 feet. The creature that triggers the trap suffers 1d6 points of electricity damage per caster level (maximum 20d6) and is paralyzed for 1d6 minutes if it fails its Fortitude save. Secondary targets receive half damage and are not paralyzed.
Conjuration (Creation) [Water] Level: Drowning Despair 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5ft./2 levels) Target: One breathing creature Duration: Concentration (D) Saving Throw: Fortitude negates Spell Resistance: Yes You spit towards your foe. As the phlegm trickles, your enemy’s eyes widen as it coughs up water and begins to suffocate. This spell magically creates water inside a victim’s lungs, drowning it if it cannot cough the stuff up. Creatures that do not need to breathe are unaffected by this spell. If the target succeeds on a Fortitude save when you cast lungs of water, it is unaffected. If it fails its save, it can
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still continue to take choking breaths each round with a standard action. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Fortitude save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it begins to drown (0 hp). In the following round, it drops to –1 hit points and is dying. In the third round, it drowns. Curing spells or powers can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe. Material Component: Your saliva, spat at the intended victim.
Divination Level: Wiz 4, Tmp 4 Components: V, S, F Casting Time: 10 minutes Range: Touch. Target: One object used as focus Area: 20 ft. + 20 ft./level radius circle centered on you Duration: 1 day Saving Throw: No Spell Resistance: No The pointer swirls until it comes to a rest, pointing out the direction of the most potent wizard to be here the last day and night. When mage seeker is cast, the selected object (see below) glows slightly and pivots to point in the direction of the most potent wizard (not you) who has been in the area of effect within the last 24 hours. The item becomes a sort of compass that continually readjusts to point the direction of the wizard it first located. If a name or description of a wizard is stated at the time the spell is cast, the seeker will home in on that particular wizard if he has been within the area of effect within the last 24 hours. If the particular wizard is not detected, the seeker stays immobile to indicate failure and can be used normally 1 round afterwards to seek out the most potent wizard who has been in the area of effect. Focus: The object that is to be used as the seeker (an arrow, dart, or piece of bone or wood that is shaped like a pointer) and a few grains of sand.
Illusion (Phantasm) [Mind–Affecting] Level: Wiz 2 Components: F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20‐ft.–radius spread Duration: 1 min/level (D) Saving Throw: Will negates Spell Resistance: Yes You perform your tricks, concealing the fact that you use magic to aid you. While everyone focuses on your little mask, they fail to notice your lips moving and your hand gestures. First developed by arena mages ( APXII 7) who used it to help disguise their spellcasting, this spell conceals the casting of other magic. When cast, magic trick makes other magic seem to be the result of ordinary prestidigitator’s tricks. You receive a +10 circumstance bonus on resisted Bluff checks made to disguise spellcasting while the spell is in effect. Focus: A tiny cloth mask with no eyeholes.
Transmutation [Earth, Fire] Level: Mountain’s Fury 8, Wiz 9 Components: V, S Casting Time: 1 minute Range: 0 ft. Area: 10‐ft. diameter tunnel Duration: 1 min./level Saving Throw: None; see text Spell Resistance: No By heating the very fabrics of earth, you create a flow of magma, which burrows a tunnel. The magma is accompanied by a sulphurous smell and misty vapors. When the magma hardens, you can pass through unharmed. You can tunnel through solid earth, rock, sand, or silt, by liquefying it into flowing magma. The liquid rock moves out of the way to allow you to pass, and hardens in that position, creating a permanent, nonmagical tunnel. The tunnel forms at a rate of 30 ft./round through sand, silt, or wood, 20 ft./round through solid earth and 10 ft./round through rock or metal. Any creatures or objects caught in the magma current while the tunnel is being created suffer 10d6 points of fire damage (Reflex save for half damage). It takes one day for the heat to dissipate enough for the unprotected to enter, although you are magically protected for the duration of the spell. Creatures entering the tunnel unprotected during this time suffer 1d6 points of fire damage per round from the extreme heat. The tunnel is formed at a rate of 30 ft/round through sand, silt or wood, 20 ft/round through solid earth and 10 ft/round through rock or metal. Any creatures or objects
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caught in the magma current while the tunnel is being created suffer 10d6 points of fire damage per round
Transmutation [Earth, Fire] Level: Broken Sands 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Up to one 5‐ft. cube/level (S) Duration: Concentration; see text Saving Throw: See text Spell Resistance: No Rock and sand heats to its melting point, causing blisters and searing wounds for creatures in contact with the earthen ground. Concentrating, you cause the earth to burst open with smoky flames, incinerating those still around. This spell heats rock or sand to its melting point in a matter of rounds: 1st Round: Earth dries; rock or sand heats up. Creatures in contact with the ground take 4d8 points of fire damage (Reflex save for half damage). 2nd Round: Creatures in contact with earthen ground take 2d6 points of fire damage (Reflex save for half damage). Rock continues to heat up, increasing the damage to 8d6 points of fire damage (Reflex save for half damage). Sand liquefies into glass; any creature still standing in the area falls into the molten glass, taking 16d6 points of fire damage (no save). Creatures outside or above the area but within 10 feet take 1d6 points of fire damage (no save). 3rd Round: Earth bursts into smoky flames, and creatures in area take 10d6 points of fire damage (Reflex save for half damage). Rock melts into magma; any creature still standing in area falls into the lava, taking 20d6 points of fire damage (no save). Molten sand continues to burn immersed creatures. Creatures outside or above the area but within 10 feet take 2d6 points of fire damage (no save). When you cease concentrating, the spell terminates, and the molten area begins to gradually cool. Every hour that passes, reduce the damage inflicted by stepping into the area by one die of damage. Eventually molten sand cools to solid glass, while scorched earth and molten rock cool into igneous rock and ash. Material Component: A small piece of obsidian or glass.
Abjuration Level: Drd 0, Rgr 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Up to 10 seeds touched Duration: Permanent Saving Throw: None Spell Resistance: No
With utmost care you prepare a dung casing to protect the delicate seeds and cuttings, so that they may be transported elsewhere and sprout new plants. You render up to 10 cuttings or seeds dormant and suitable for transport. The seeds or cuttings can then be taken to an area where inclement weather, lack of moisture, or other problems have kept plants from growing. The dormant seeds or cuttings are planted there and will magically take root and can be used to start new patches of vegetation, anchoring the soil and creating an environment suitable for more plants to survive. This spell protects the transplants from normal weather conditions, but defilers, hungry animals, or unnatural phenomenon (like Tyr–Storms) can still destroy the plants. Material Component: A tiny bit of dung and a drop of water.
Conjuration Level: Mountain’s Fury 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20‐ft.–radius spread Duration: Instantaneous Saving Throw: See text Spell Resistance: No Fountains of flammable oil spout up from the ground, showering everything in vicinity with sticky, black liquid. When you cast this spell over rough earth or sand, fountains of flammable oil spout up from the ground, covering everything within a 20–foot radius. Creatures in the area must make a Reflex save or be covered in oil. The spell effectively causes the area to suffer the effects of a grease spell. The oil itself isn’t particularly dangerous unless ignited. Burning oil inflicts 2d8 points of fire damage + 2 points per caster level its first round, and 1d8 points of fire damage + 1 point per caster level in the second round. The oil burns off by the third round, but creatures that were covered in oil still burn, as they have caught fire, suffering 1d6 points of fire damage per round until the fire is put out. If the oil isn’t ignited, it will remain until removed by no less than 30 minutes of scrubbing or washing. Thus, any creature that is covered with the oil is at risk of being ignited by as little as a spark. A creature that enters the oil–covered area after the initial gush is not at risk of being ignited because it was not doused by the oil, but it still takes damage if it enters the area when it is aflame.
Necromancy Level: Wiz 9 Components: V, S, M
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Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned shadow giant Duration: Instantaneous Saving Throw: None Spell Resistance: No Surrounded by shadowy illumination, you cut your finger, letting a drop of blood fall to the ground – sealing your pact with the shadow giant, which accepts your obsidian spheres as payment for its services. To use the pact of darkness spell, you must be in an area of shadowy illumination. You create a pact between you and a shadow giant. If you know an individual giant’s name, you may request that individual by speaking the name during the spell (though you might get a different giant anyway). You may ask the giant to perform one task taking up to one hour in exchange for a payment of 10 perfect spheres of obsidian. This payment must be made before the giant agrees to perform any services. The bargaining takes at least 1 round, so any actions by the giant begin in the round after it arrives. At the end of its task, the creature returns to the Black (after reporting back to you, if appropriate and possible). This spell cannot be cast in areas of absolute darkness. Material Component: The obsidian spheres (100 gp value minimum) and a drop of the caster’s blood.
Necromancy Level: Living Waters 5, Tmp 5 Components: V, S, F Casting Time: 1 minute Range: Touch Target: Two touched creatures Duration: 1 year Saving Throw: None Spell Resistance: No You clearly recite the terms of the pact, and fill a silver cup with water. Both subjects entering the pact drink one half of the cup, and the last few drops of the cup are poured into the dust. You formalize a pledge between two living creatures, one of which can be yourself. A creature that violates the terms of the pact of water is struck with a curse of the choking sands (no save). Both subjects of the water pact must be willing and fully informed of the terms of the pact; otherwise the spell has no affect. No creature can be coerced or deceived into making a water pact, but the terms themselves may be coercive—for example, party A pledges not to kill party B or any of his tribe, as long as party B delivers 10 silver pieces per month to party A. There is an old story of the desert in which a water cleric offers a water pact to a wanderer dying of thirst, in which the wanderer pledges himself into slavery in exchange for the half‐cup of water.
Focus: The silver cup (worth at least 50 Cp), which is ornamented with drawings of rain.
Transmutation Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One plant Duration: Instantaneous Saving Throw: None Spell Resistance: No Your caring touch restores the dying plant to life. Its color returns, and the air feels fresher for a moment. You revive a single plant that has been mostly wilted or dried out, but not completely turned to ash. The plant may have suffered from a lack of water, partial defilement, or insect predation that has left it on the verge of destruction. This spell revives it and makes it hardy enough to transplant elsewhere. If the plant then receives proper care, it will survive and thrive, living out its appointed time and possibly leaving seeds from which other plants may grow. If neglected or misused, the plant does not remain artificially alive. This spell has no effect on plant creatures. Material Component: A drop of water.
Conjuration (Creation) [Air] Level: Ill Winds 7, Tmp 8 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Effect: Line–shaped gust of poisoned wind emanating out from you to the extreme of the range Duration: 1 round Saving Throw: Fortitude negates; see text Spell Resistance: Yes A gust of toxic green fumes flows from your mouth in a straight line, a debilitating poison to those who inhale it. This spell resembles gust of wind , except that the range is shorter and the wind is filled with inhaled poison. You choose the ability score you would like the poison to damage. Poison gale creates a poison that deals 2d8 points of temporary ability damage as primary and secondary damage. The exception is Constitution, which is damaged 1d8 points. The ability score damaged does not have to be the same for the primary and secondary damage. For example, you could create a poisoned gale that deals 2d8 points of primary Wisdom damage and 1d8 points of secondary Constitution damage. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis or Cha modifier).
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Material Component: The stinger or fang of a poisonous creature.
Abjuration Level: Wiz 8 Components: V, S, M, XP Casting Time: 1 minute Range: Touch Target: One creature or object touched Duration: 1 month/2 levels Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The sand in the hour glass freezes to a halt, as does the aging process of the spell’s recipient. You protect the target from the adverse effects of aging. This spell makes a living creature immune to natural, magical, and psionic aging. This spell continues on beyond the creature’s death, and time limits for spells like speak with dead or raise dead do not count the time that protection from time is in effect. This spell can be cast on a dead creature. The target moves through time at the same rate as other beings. A living subject must still eat, drink and rest as usual; it simply does not age. This spell does not affect the duration of other spells. Material Components: An hourglass. XP Cost: 3,000 XP.
Evocation [Sonic] Level: Wiz 5 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Several rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A beam of white light silently shoots from your fingertip towards your enemy. A white ray of subsonic energy springs from your hand. You may fire seven rays, plus one additional ray for every other level beyond 10th (to a maximum of twelve rays at 19th level). Each ray requires a ranged touch attack to hit and deals 8d6 points of sonic damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Evocation [Electricity] Level: Clr 5, Wiz 5 Components: V, S, M Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level) Area: 30‐ft.–radius emanation centered on a creature or object Effect: One storm Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: Yes Lightning flares up the sky accompanied by a great thunderclap. Dark clouds appear above a creature, and in an instant, the sky opens to unleash rain, hail, winds and lightning. Ragestorm creates a miniature Tyr–storm, the affected target becoming the focus of an intense force of rain, hail, high winds, and lightning strikes for the duration of the spell. The storm inflicts 4d8 points of damage to anyone within its radius on a failed save due to high winds, dangerous hail, and electrical discharges. A creature that fails its saving throw can’t run out of the area of effect, for they carry the storm with them wherever they go. If some container is left in the area (and it survives the deluge), up to two gallons of water can be collected. Material Component: A drop of water, a pinch of dirt, and a tiny replica of a lightning bolt carved in wood or bone.
Illusion (Shadow) Level: Clr 5, Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes As you touch the weapon, it takes on a ghostly, ethereal, gray hue. One melee weapon touched by you takes on a ghostly, ethereal gray hue. For the duration of the spell, the wielder of the weapon can strike opponents at a distance, just as if he was standing directly next to them. The maximum range for attacks with the rangeblade is 5 ft. + 5 ft. per 2 caster levels. Creatures struck by the rangeblade see a faded, ghostly image of the weapon strike them, but the damage dealt to them is real. A rangeblade threatens no area and cannot provide a flanking bonus. This spell does not grant the wielder proficiency in the weapon.
Transmutation Level: Clr 6, Drd 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)
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Area: Circle of ground extending out to range Duration: Instantaneous Saving Throw: None Spell Resistance: None
Ash and dust is whirled up into the air and takes on a bright green glow, resembling that of fireflies. As they fall on the sterile land, the ground feels soft and moist once more. You grant the ability to support vegetation to an area of ground. In the case of ground made sterile by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. A circle of ground extending out from you is enriched and moistened, and a blanket of fine grass appears instantly. The soil and grass are not magical, however, and are subject to normal weather conditions. However, the grass will survive for at least a week, even in the worst of weather. The spell may also be cast on any ground short of solid rock. If cast on an area that can already support plant life, rejuvenate increases the ground’s fertility as the enrichment effect of the spell plant growth, and the range is a half mile. Material Component: A seed (any kind) and a drop of water.
Necromancy Level: Clr 2, Drd 3, Decaying Touch 1, Tmp 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Corpses or corpse–like creatures Duration: 1 round/level Saving Throw: None Spell Resistance: Yes Throwing dust at the body and uttering a prayer of destruction, you make the creature wither and decompose at an unnatural rate. It dries to become a lifeless husk before it decomposes into dust. You can decompose a body just by casting dust or earth at it. You need to spend 4 rounds to decompose a Medium corpse. (Double the time required for each size category larger than Medium; halve the time for each size category less than Medium, to a minimum of 1 round). Corpses decomposed by this spell can still be restored to life, but cannot be turned into undead. You may throw earth or dust as a ranged touch attack (maximum range 10 ft., no range increment); the earth deals 1d12 points of damage to corporeal undead and constructs that are composed of dead flesh or bones.
Transmutation [Earth] Level: Wiz 3, Clr 3, Broken Sands 1, Tmp 3 Components: V, S
Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Area: Cylinder (30 ft. radius, 50 ft. high) Duration: Concentration (D) Saving Throw: None Spell Resistance: No
As you cast this spell, sand and dust within a circle is randomly dispersed, and an indentation appears in the sand. This spell only works in silt, sand, or loose gravel; it has no effect on rock, rich soil, or tightly packed earth. A cylinder–shaped pit appears in the sand. Any objects other than dust and sand that were in the excavated area become visible, lying at the bottom of the pit. This spell lasts as long as you concentrate; when concentration ceases, silt immediately collapses into the empty area, while sand takes 1d6 minutes to do so. This spell is particularly useful in excavating ruins that have fallen beneath silt or sand, or for retrieving companions that have been buried by sand storms or have fallen into the silt.
Evocation [Earth] Level: Wiz 4, Clr 4, Broken Sands 3, Tmp 3 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone–shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Small, glassy particles of sand or silt spray towards your opponents’ eyes. Creatures within the area are blinded for 1d6 minutes and take piercing damage: 2d6 nonlethal and 2d6 lethal. A successful Reflex save halves the damage and blinds a creature for only one round. Note that this spell does not create the tiny shards; sand or silt must be within range for this spell to take effect.
Transmutation [Earth] Level: Wiz 5, Broken Sands 4 Components: V, S, M Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Area: Sand up to 100 ft. + 10 ft./level in radius Duration: 1 day/level Saving Throw: See text Spell Resistance: Yes Tearing the map to tiny pieces that disappear with the wind, you put a curse on the sand in the area, providing a nasty surprise for those who would cross it.
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Table: Sands of Time Caster Level 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th+
Time Reversed 30 days 1 year 2 years 5 years 10 years 20 years 50 years 100 years 200 years 500 years 1,000 years 2,000 years
Papyrus Faded Fragile Brittle Crumbled Dust — — — — — — —
You trap an area of sand. You must designate a 30– foot radius “trigger area” somewhere within the larger area. When a creature sets foot inside the trigger area, the trap is sprung, and all of the entrapped area is affected with one of the following effects (your choice): Drum Sand: Every footstep taken within the entrapped area of sand is amplified so loudly that it can be heard for miles, typically attracting predators. Sand Spikes: Treat the entire entrapped area as though affected by spike stones. Slip Sand: The entire area of sand becomes difficult to travel. Treat the area as if affected by the grease spell. Material Component: A paper map of the area affected.
Transmutation [Earth] Level: Broken Sands 5, Tmp 5, Wiz 5 Components: V, S The work of 50 slaves is performed at the snap of your fingers, as huge barrows of sand are excavated at your command. This spell functions like move earth , except that this spell can only be used to move sand.
Transmutation Level: Clr 7, Decaying Touch 5, Wiz 6 Components: V, S, F Casting Time: 1 minute Range: Touch Target: Item touched up to 10 cubic ft./level Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You can reconstruct materials of the past or deteriorate them further through presenting either an hourglass or sundial during your casting of this spell. This spell has two modes. Restoration: You can reverse the effects of aging and erosion on any nonliving, material object. The amount of aging that can be reversed depends on your caster level, according to the following table.
Wood — — Faded Fragile Brittle Crumbled — Dust — — — —
Soft Stone — — — — — Paint — Etching Relief Form 1/2 mass 3/4 mass
Hard Stone — — — — — — — — Paint — Etching —
Metal — — — — — — — — — Paint — Etching
Erosion: You to speed up erosion dramatically on any nonliving object. The table also indicates the average effects of time and the elements on various materials (items protected from the elements may take longer to erode, but use these times for all restoration). Papyrus and wooden objects fade over time, making it difficult, but not impossible, to read or identify surface features. Fragile objects only possess half of their original hardness and hit points. Crumbled items are unusable but still identifiable as papyrus or wood; dust is completely unidentifiable and unusable. Stone and metal items wear away over time, and their shapes smooth out until the item is completely worn away. Paint indicates that artificial coloration is gone or unrecognizable; etching means carved letters or pictures are worn away; relief indicates that deeply carved letters or images are severely eroded; form indicates that time has eroded away all but the basic form of the original stone or metal. The fractions 1/2 and 3/4 tell when the item has lost that amount of its original mass (and also means the item’s present hardness and hp total). Dust means the original item is completely gone, eroded away to nothing. A 15th–level cleric could, for example, turn even a pile of dust back into the new, clean piece of papyrus it once was, or turn the crumbled remains of a staff back to its original form, or even restore a painted map on the wall of a temple constructed of soft stone. This spell cannot restore damage done to an object by anything other than natural aging or erosion. Use the above table as a guide for other objects that don’t exactly fit into these categories. Focus: A tiny hourglass (during the spell, the sands run upward), if restoring, or a miniature sundial that has timed the passage of at least one year, if eroding
Transmutation [Earth] Level: Forged Stone 1, Wiz 2 Components: V, S Casting Time: 1 minute Range: Touch Target: 5‐ft. square/level Duration: Instantaneous Saving Throw: None Spell Resistance: No Sand and gravel clumps into sandstone at your touch.
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You can transform into sandstone one 5–foot block of sand or gravel per level. This spell allows you to reinforce ditches made in sand, building makeshift walls. Sandstone does not have the resilience of normal stone: It has a hardness of 6 and only 10 hit points per inch of thickness. A 1–foot–thick wall of sandstone created by this spell has hardness 5, 25 hit points, and a break DC of 30. Sandstone is useless for the purpose of making weapons.
Enchantment (Charm) [Mind–Affecting] Level: Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20‐ft.–radius spread Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You casually throw a stone in the direction of your target and then, by the top of your lungs, cry “Wizard!” This spell causes all creatures within 20 feet of the target to believe he is to blame for all troubles or difficulties they have. All creatures in the area become hostile towards the target. Affected creatures with Intelligence 3 or greater are allowed to make a Will save to come to their senses. Material Component: A strand of hair and a stone thrown in the chosen target’s direction.
Transmutation [Light] Level: Wiz 6, Desert Mirage 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Sphere (20 ft. radius) Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: No The sand shifts, every single grain of sand realigning to reflect sunlight to your convenience. This spell can only be cast outside, in sand, during the daytime. It can be cast one of two ways: Reflected Outward: All creatures outside the area but within 60 feet of its center are blinded for 1 round unless they make a Fortitude save. A creature must save each round it remains in the area. Reflected Inward: All creatures within the area are blinded unless they make a Fortitude save, but creatures outside the area can look into it with no risk of being blinded.
Necromancy Level: Wiz 6 Components: V, S, M, F Casting Time: 1 round Range: Touch Target: Cloak touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The cloak reflects no light and feels heavier after you cast your spell. The silver you sprinkled on it has disappeared, but you spot a faint trace line which leads to another dimension. You imbue an ordinary cloak with magical power. While wearing it, you gain damage reduction 5/magic, darkvision out to 60 feet and a deflection bonus to AC equal to your Charisma bonus. The cloak also allows you to enter and exit the Black as a standard action. If you enter an area without any source of illumination, the spell ends. Focus: A gray cloak. Material Component: A pinch of silver dust (worth 1 sp).
Evocation [Air] Level: Drd 8, Furious Storm 6 Components: V, S, DF Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) and cylinder (1,000 ft. radius, 400 ft. high) Duration: 1 min./level Saving Throw: None Spell Resistance: No You conjure forth a terrible sandstorm, the dreaded sirocco. An uncontrollable force which sweeps up anything on the ground not tied down, and tearing at the flesh with stinging sand and chips of stone. You create a raging storm over a vast area. To cast this spell, you must be able to see the sky, and you must be in an area covered with sand or loose stone. Calling up a sirocco is perilous, since you cannot control it, and you are as affected by the storm as anyone else. Once formed, the sirocco sweeps along the ground, whipping up small objects, dust, and sand, and carrying them along with terrific speed. Each round of exposure to the storm inflicts 2d8 points of piercing and bludgeoning damage to all creatures and objects in the area. Creatures with total cover take no damage. In addition, winds of windstorm force buffet the area.
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Evocation [Fire] Level: Drd 5, Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Three 5‐ft.–radiuses spreads; see text Duration: Instantaneous Saving Throw: None or Reflex half; see text Spell Resistance: Yes Three bolts of crimson flame spurt from the end of your fingers, quickly moving towards their target, exploding on a fiery blast upon contact. This spell functions like meteor swarm , except that you create three egg–sized spheres that inflict 1d6 points of bludgeoning damage (no save), and 3d6 points of fire damage in a 5‐ft.‐radius spread.
Divination Level: Wiz 0 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You smell the air, searching for the unnaturally musky scent of sweat slaves are tainted with by their very existence. This spell reveals whether or not the target is a slave, runaway slave, freeman, or noble. If the target is from a classless society (such as an elf tribe or a small village), the spell reveals him as a freeman.
Evocation [Force] Level: Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A bright, silver and gold flare shoots out of your hand, filling the air with the smell of melting copper. As it strikes its target it explodes in a deafening cascade of red and blue sparks. A sparkrain spell allows you to hurl a bolt of force that has two effects. You must make a ranged touch attack to strike a target, and if you succeed you automatically dispel any defensive spell or power with the force
descriptor that affects the target, with no limit on the level of the effect dispelled. As the bolt strikes it explodes in a shower of sparks, affecting creatures and objects within a 20‐ft.–radius burst. All defensive spells or powers of 1st level with the force descriptor within the area of effect are automatically dispelled.
Divination (Scrying) Level: Burning Eyes 9 Duration: 1 hour/level In the dancing flames you see a remote vision of an area surrounding another fire. Your face appears in the fire as a dark silhouette. If you will it, you appear at the site you see. This spell functions like the watch fire spell, except as noted above and as follows. In addition to being able to observe and communicate from any fire within range, you can cast spells as if you were actually within the flames. Spells cast through the fire cannot require somatic components. The risk of this spell is that creatures can target you through the fire with light– and sonic–based attacks, and with mind–affecting effects. In addition, you can walk into a fire and greater teleport to any other fire up to the limit of your range. If you choose to go blindly, you will appear by the nearest fire within range. If the original fire that you used to scry is put out, you can still use other fires within range.
Necromancy Level: Drd 2, Rgr 2, Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: Yes The dried out barb of the gold scorpion once more seethes with poison as you finish casting your spell, being careful not to hurt yourself on the barb. You magically enliven the barb of a gold scorpionʹs tail and immediately make a normal melee attack against a living creature. (You are considered armed and do not provoke an attack of opportunity.) If you hit the target with the scorpion barb, the victim suffers as if he had been stung by a real gold scorpion. He must make a Fortitude save immediately or suffer 1d6 points of temporary Strength damage. The victim must make a second Fortitude save 1 minute later. If the secondary save fails, the victim suffers 1d4 points of temporary Strength damage. This spell does not affect creatures immune to natural venoms or poisons. The barb becomes useless once it is used.
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Material Component: The barb of a gold scorpion.
Transmutation [Air] Level: Drd 9, Furious Storm 8 Components: V, S, F, DF Casting Time: 1 minute Range: Touch Target: You and other creatures with total Hit Dice 5/caster level Duration: 1 hour/level Saving Throw: None Spell Resistance: No The powerful winds of the storm tear at your party’s bodies, painfully dissolving layer by layer of skin, then bone and organs, until you are completely dissolved. The storm carries your essence for a distance you have specified, upon which your bodies are reassembled from raining bone, tissue and blood. You transport willing corporeal creatures via a storm system. The storm may not be created magically; it must be a natural storm, such as a dust storm, sandstorm, windstorm, or lightning storm produced by natural weather. Note that Tyr–storms are magical in origin and thus cannot be used for storm legion. The storm dissolves the subjects of the spell and all of the possessions that they were carrying. Only you retain consciousness, and you control the storm’s direction. The storm moves at 8d6 miles per hour and cannot be affected by any further weather–affecting magic, including another storm legion spell. Once you travel the desired distance, or if the storm legion is dispelled or the duration expires, you and the other traveling creatures begin to rain down from the sky as fragments of bone, tissue, and blood. This lasts for 1 minute, as the fragments reassemble into the transported creatures. A creature is helpless as its body is reassembled. Focus: A storm in the sky overhead.
Conjuration (Summoning) Level: Wiz 6 Components: V, S, F Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No You summon a Tyr–storm. Ominous cerulean clouds fill the sky. Hail, lightning, hurricane winds, slashing rain, acidic vapors, and furious thunder rock the area. The spell draws a Tyr–storm into an area designated by you. The storm is typical of those spun off from the
Cerulean Storm, lasting for 2d10 minutes and inflicting 2d8 points of damage per round. A Tyr–storm is a violent tempest and can’t be used to bring water. This spell does not imbue you with the ability to control the Tyr–storm. Focus: A blue lens worth 100 Cp.
Evocation [Light] Level: Fiery Wrath 4 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. / level) Effect: Rays Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes Rays of brilliant sunlight fly from your fingertips. Those struck gasp for air and break in sweat, as if having spent the afternoon in the smoldering heat of the Smoking Crown. Casting this spell allows you to fire rays of brilliant sunlight that cause the creatures struck by a ray to overheat as if suffering from sunstroke or fever. You may fire one ray per round. With a successful ranged touch attack, each sun ray strikes for 4d4 points of nonlethal damage and causes the target to become fatigued. A successful Fortitude save halves the damage and negates the fatigue. Creatures immune to heat effects or nonlethal damage (such as constructs) are unaffected, except for undead, who suffer lethal damage from the sun rays. This spell can only be cast in the sunlight. Focus: A small mirror worth 1 sp.
Transmutation [Water] Level: Drowning Despair 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Area: Water in a 20‐ft.–radius circle Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes The water becomes cohesive and resilient, making it impossible to drink but possible to cross on foot. You greatly increase the surface tension of water within the affected area. This change has different effects, depending on the size and shape of the affected water. Bodies of water become cohesive and resilient, allowing creatures to walk on the water at half speed (as the water surface bends under their weight). However, if a creature is already running when it reaches the water’s surface, it can continue running at the same speed, much
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as some tiny insects can run across the surface of normal water. A swimmer can move from the spell’s area underwater, but the water’s surface proves difficult to breach. A creature attempting to break through the water’s surface must make a Strength check (DC 5 + caster level); a creature without a swim speed takes a –5 penalty on this check. You may affect smaller amounts of water with surface tension, creating balloon–like containers that can be burst with the same Strength check. You can carry gallons of water without a water skin, or bounce them like a ball. A creature could even wield a water bubble as an improvised sap. Drinking the water, on the other hand, becomes virtually impossible.
Transmutation Level: Clr 3, Drd 3, Rgr 3, Tmp 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 touched creature/level Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As the spell is completed, the recipients feel lighter, as if they are floating on air. They hover slightly above the ground, allowing them to walk on any surface. The transmuted creatures can tread on an unstable surface as if it were firm ground. Mud, oil, silt, snow, quicksand, running water, ice, and even lava can be traversed easily; since the subjects’ feet hover an inch or two above the surface (creatures crossing molten lava still take damage from the heat). The creatures can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater or under silt (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it. Note: This spell replaces the water walking spell from the Player’s Handbook.
Transmutation Level: Drd 9, Ruinous Swarm 9 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Your skin bulges and it feels as if hundreds of insects crawl beneath it. In an explosion of flesh and blood, a swarm of agony beetles burst from your body, taking the shape of your form, accompanied by a loud buzzing.
Your body and equipment transform into a swarm of agony beetles with a collective will. This spell functions as shapechange: You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. If the swarm disperses, you die.
Agony Beetle, Swarm
CR 13
Always N Medium vermin (swarm) Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages ― AC 21, touch 21, flat–footed 18 (+3 Dex, +18 deflection) hp 136 (16 HD) Immune swarm immunities Fort +14, Ref +13, Will +5 Weakness swarm vulnerabilities Speed 5 ft. (1 square), fly 20 ft. (good) Melee swarm (4d6 plus agony) Space 30 ft.; Reach 20 ft. Base Atk +12; Grp –9 Atk Options agony, distraction Abilities Str 1, Dex 17, Con 19, Int ― , Wis 10, Cha 1 SQ swarm traits Feats ― Skills Listen +0, Move Silently +8, Spot +0 Agony (Su) Agony beetles attach painful tendrils to their victims. A creature that takes damage from an agony beetle swarm also suffers indescribable pain, causing 2d6 points of temporary Constitution damage. Distraction (Ex) Any living creature that begins its turn with an agony beetle swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution–based.
Transmutation [Water] Level: Living Waters 5 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Area: Cylinder (15‐ft. radius, 20 ft. high) Duration: 1 day Saving Throw: None Spell Resistance: No You create a honey–flavored cocoon of purified water, imbued with positive energy. The water sparkles in the sun, a testament to its healing qualities. You neutralize all poisons, diseases, curses, or other maladies in water in the spell’s area, but water leaving the area becomes as foul as before. Any breathing creature
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can breathe normally in the water. Creatures who drink a gallon of sweet water gain a +4 resistance bonus on saves against poisons for the duration of the spell and they heal 1d8 hit points. A creature can benefit from this healing only once per single casting of sweet water.
Evocation Level: Wiz 9 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: 20‐ft.–radius spread Effect: One storm Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes You create a monstrous storm, with, ominous cerulean clouds rolling into the area and unleashing the full fury of the Cerulean Storm. Hail, lightning, hurricane winds, slashing rain, acidic vapors, and furious thunder rock the area. Any living creatures in the designated area must make a Reflex save or be completely obliterated. Material Component: A waterskin full of water, a tiny replica of a lightning bolt carved of wood or bone, and a pinch of powdered silver.
Necromancy [Cold, Death] Level: Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 40 ft. Area: 40‐ft.–radius burst, centered on you Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes You open a conduit to the Black, gating forth an inky–black cube of numbing cold nothingness, sapping the life–force of anything it touches. This spell calls into being a 40–foot cube of inky–black nothingness that chills everything inside it and deals 1d6 points of cold damage per caster level (maximum 15d6). Those who are successful take only half damage from the numbing cold. All within the cube take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for the next 1d4+1 rounds whether they succeed or not. Material Component: A shard of obsidian or glass.
Necromancy [Evil] Level: Clr 7, Dead Heart 5, Wiz 7 Components: V, S, M, XP Casting Time: 1 round
Range: Touch Target: One zombie Duration: Instantaneous Saving Throw: See text Spell Resistance: See text In a macabre ritual, you sacrifice some of your essence to imbue a mindless zombie with a sentience of its own. You restore its memory and skills it once knew in life. You recall a mindless zombie’s consciousness from the Gray, transforming it into a thinking zombie (TotDL 78). This spell restores personality, memory, identity, skills, class levels—everything but life. The creature remains undead, and if you previously controlled the zombie, you may elect to retain control of it, but its Hit Dice count against the total you can control with animate dead; if you exceed that number, excess undead from previous castings become uncontrolled. Many creatures prefer not to return from the Gray to inhabit an undead body. If the creature is unwilling to return, it can make a Will save using its save bonus from life (not that of the target zombie). The spirit’s spell resistance, if any, also applies. Some clerics and all druids transformed into thinking zombies become ex–members of their class. The “good vs. evil” component of the thinking zombie’s alignment becomes evil, but creatures who were nonevil in life usually gain the death wish weakness (TotDL 18). Material Component: An item significant to the zombie’s former life, such as an article of clothing, a favorite piece of equipment, etc. XP Cost: 20 XP per HD of the thinking zombie to be created.
Necromancy [Evil] Level: Dead Heart 9, Wiz 9 Components: V, S Casting Time: 1 hour Range: Touch Target: Living, corporeal creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The powerful being heaves for breath, as you leech off its life force. Your grey hairs are reduced and wrinkles smoothened somewhat, while the other appears much older. This spell makes you younger at the expense of another creature. The victim must have Hit Dice equal or greater than your character level and must be at full hit points when you cast the spell. The caster and the victim must be in continuous contact throughout the casting of this spell; any interruption negates the spell. At the completion of this spell, the victim ages ten years while you become one year younger. Outsiders and plants are immune to this spell.
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Enchantment Level: Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You force a creature to remain awake for an extended period of time. Bloodshot eyes that see tiny sparkling lights will not close before the spell ends, when the creature collapses from exhaustion. The subject of this spell cannot naturally fall asleep. When this spell ends, the subject becomes exhausted. Another wakefulness cast before the previous expires allows the subject to stave off exhaustion, but the subject must afterwards get eight hours of sleep for each casting to remove exhaustion or fatigue. This spell counters, and is countered by, spells that induce magical slumber (such as sleep).
Divination (Scrying) Level: Burning Eyes 7 Components: V, S, DF Casting Time: 1 round Range: 10 miles/level Effect: Fiery sensor Duration: 1 min./level Saving Throw: None Spell Resistance: No In the dancing flames you see a remote vision of an area surrounding another fire. Your face appears in the fire as a dark silhouette. You use a small fire to scry through other fires within range. You know how many fires burn within range and the approximate location of each. Once per minute, you may choose one of these fires and peer out of it as if you were actually within the flames. Anyone watching the fire sees a dark face within but can only dispel the visage by extinguishing the flame or casting some form of protection from scrying. You may communicate through the flames but cannot cast spells or use other abilities. If your flame is put out, then the spell ends prematurely. Focus: A fire as small as a candle flame that you light yourself.
Transmutation [Electricity] Level: Sky Blitz 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level)
Area: 30‐ft.–radius emanation Duration: 1 round/level Saving Throw: None; see text Spell Resistance: Yes Tiny, glowing algae appear on the hide and flesh of those with bodies containing water. The algae illuminate the area with a bright light. With the exception of you and everything that you are carrying, all living creatures and objects that contain more than one gallon of water glow as if affected by a light spell. Once per round, as a free action, you may cause an affected creature or object to emit lightning. The affected creature or object takes 5d8 points of electricity damage. Creatures within 10 feet of the target also take 5d8 points of electricity damage (Reflex save for half damage).
Evocation [Electricity] Level: Sky Blitz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: A quantity of water between 1 and 100 gallons Duration: 1 hour/level or until discharged Saving Throw: Reflex half Spell Resistance: Yes A low hum is heard as you touch the water, preparing your trap. Anyone touching the body of water will experience a strong electrical current. This spell entraps a small body of water (ranging from 1 pint to 100 gallons) with an electric charge. The first creature to touch the water receives a shock that inflicts 1d6 points of electricity damage per two caster levels (maximum 5d6). The water instantly evaporates when the spell discharges.
Transmutation [Water] Level: Drowning Despair 5 Components: V, S Casting Time: 1 round Range: Touch Target: Body of water up to 20 ft. in diameter Duration: 1 day/level (D) Saving Throw: Reflex negates Spell Resistance: Yes Tiny air bubbles rise from the water, as if a creature lurks near the surface. As the bubbles disappear, there is no evidence of the trap set in place. When a creature of Large size or smaller (but no larger than the body of water) touches the pool, oasis, or watering hole altered by this spell, it must make an immediate Reflex saving throw. Failure indicates that the
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victim is instantly pulled under the surface and trapped. Creatures pulled under by this spell will find that the surface of the water now has a tough, rubbery consistency that makes escape very difficult. Treat the water’s surface as if affected by the surface tension spell.
Transmutation [Water] Level: Drd 7, Living Waters 7 Components: V, S, M, XP Casting Time: 8 hours Range: Touch Target: One gallon of liquid Duration: See Text Saving Throw: None; see text Spell Resistance: No You create an elixir of potent herbs that heals wounds and other ailments. The serum smells sweetly, like kank honey, only purer, and glows in the darkness. You transform one gallon of any liquid into sweet– smelling serum that cures hit point damage, blindness, disease, poisoning, and fungal growth (such as the transformation of flesh into green slime), regenerates lost organs and limbs, and ends magical enchantments. You give half of the potion to the subject and drink the rest yourself. Drinking the half gallon requires one minute. If the subject is unconscious, then you can wet the subject’s lips with the elixir and anoint its face and body with the rest of its share. Once you drink your half, the subject is healed as though it received the spells heal , break enchantment , and regenerate. The subject’s ailments transfer to you. You suffer all hit point damage, ability damage, poisons, curses, and diseases—everything that previously afflicted the subject. You fall into a near–comatose state for 1 hour while your body fights off infections and repairs the damage. At the end of the hour, you awaken and must make a Fortitude save (DC 20). If you succeed, you are healed as the subject was, and all is well. If you fail, you retain every injury and ailment the subject had suffered, and you are exhausted. You can use rare and expensive herbs to reverse even death itself, as long as the subject could be raised by the raise dead spell. On drinking the elixir, the subject suffers a loss in level. Raising the dead with this spell brings your Fortitude save DC to 25; you die if you fail the save. As a third option, you may instead divide the waters of life into 8 pint–sized flasks, which require only a standard action to drink. The flask heals 3d8 points of damage and cures one of the conditions listed above. These smaller doses do not require you to drink them and do not cause a coma. XP Cost: 1,000 XP. Material Component: Local herbs with a value no less than 100 Cp. If you wish to raise the dead, you must use rare herbs costing 5,000 Cp.
Conjuration [Teleportation, Water] Level: Living Waters 9 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: You plus 1 creature/level (see text) Duration: 1 min./level Saving Throw: None Spell Resistance: Yes Your skin takes on a bluish, translucent scaly appearance. Submerging yourself in water, you resurface in another locale. You can use natural water sources (such as wells, springs, lakes, or rivers) as conduits for teleportation. This spell functions as greater teleport , except you must leave from and arrive at a body of water. As long as this spell endures, water does not adhere to any of the spell subjects, so you step out of the water as dry as a bone. The waterways spell does not terminate when you reach your destination. As long as the spell duration persists, you can reenter any natural water source and attempt to travel again. Thus, you could use this spell to travel from an oasis pool to a noble’s private well, rescue a prisoner from the noble’s dungeons, dive back into the noble’s well and “swim” to yet another body of water far away.
Transmutation [Earth] Level: Earthen Embrace 7 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (20‐ft. radius, 50 ft. deep) Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No The ground collapses, drawing desperate creatures into a whirlpool of rock and sand. Those disappearing in the vortex will slowly suffocate to death. This spell turns earth or sand into a swirling sea of rock and earth. Anyone standing in the area must make a Reflex save. Failure indicates that they have been sucked into the center of the whirlpool and must make a Swim check (DC 20) each round. Creatures that make three successful checks in a row are able to make their way to the edge of the pool and pull themselves free. Failing a single skill check means that the creature is pulled below the surface (and must hold its breath) until it succeeds at a Swim check. Failing two Swim checks in a row means that the character has been pulled 1d6x5 feet under the earth.
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Enchantment [Mind–affecting] Level: Drd 9 Components: V, S Casting Time: 4 hours Range: 1 mile/level Area: Emanation with radius 1 mile/level, centered on a natural object Duration: Permanent Saving Throw: None Spell Resistance: No The smell of raw meat and sickly sweet flowers permeates the air and is caught by the wind, attracting wild creatures to your location. An object you designate attracts wild animals and magical beasts. It must be a natural object, such as a tree or boulder, of at least Medium size. Wild animals and magical beasts gravitate slowly over several weeks to occupy the area of effect. Druids use this spell to protect their guarded lands. Each week, creatures with total HD equal to the caster’s level are attracted to the site and remain if the environment can support them. If there is not sufficient plant and animal life to support the creatures, they will leave. Wild lands can be dispelled by destroying the object that serves as the focal point of the spell.
Conjuration (Creation) Level: Ill Winds 9 Components: V, S, M Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level Area: Cylinder (50‐ft. radius, 30 ft. high) Duration: 1 year or until discharged (D) Saving Throw: Fortitude negates (see text) Spell Resistance: Yes You meticulously trace the path of the area to be trapped. As you complete the pattern, you smear yourself with the dried egg yolk, and bury the bronze sun dial in the ground. This spell traps a large area, and the trap is triggered by certain conditions that you must define ahead of time. When the conditions that you specify are met, the trap discharges, creating a cloud of fumes 30 feet high. You can designate these fumes to duplicate stinking cloud , cloudkill , acid fog , or incendiary cloud , or you can use this cloud to distribute a contact or inhaled poison used as a material component. Casting this spell is a largely mental process; you slowly walk the area to be trapped for ten minutes, envisioning the rising fumes and deciding on the conditions that will trigger its activation. When the meditation period ends, you may leave the area and the trap remains set for 1 year.
You set the conditions under which a creature in the area will trigger the trap. The conditions may be as simple or as complex as you like, and they cannot be changed once the spell is placed; the caster should be careful about the wording lest the trap trigger unintentionally. Some possible conditions are: whenever anyone steps foot in this grove, whenever a templar draw his or her weapons. When the condition is met, the area is engulfed in fumes, and everyone inside is affected. The fumes dissipate after 1 round per caster level. A moderate wind (11+ mph), such as from the gust of wind spell, disperses the trap in 4 rounds. A strong wind (21+ mph) disperses the trap in 1 round. Material Component: A bronze sundial and the dried yolk of an erdlu egg. If the cloud duplicates a poison, you also need a dose of that poison.
Transmutation Level: Tmp 6 Components: DF Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round The omnipotence of your liege is manifested as your sigil attains an ominous yellow sheen, allowing you to unleash a spell with maximum potential. This spell grants spellcasting power directly from your sorcerer‐king. You may apply one of the following metamagic feats to a spell of 4th level or lower you cast this turn: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, Silent Spell, or Still Spell.
Transmutation Level: Clr 3, Drd 3, Rgr 3, Tmp 3, Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 2 hours/level (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The skin crawls and sharp pain stings in the chest, as the body ceases to breathe with its lungs, instead absorbing oxygen into the capillaries under the skin’s surface. The transmuted creatures can breathe freely regardless of being submerged in water, silt, or earth. Divide the duration evenly among all the creatures you touch. The subjects can breathe normally in silt–filled air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort.
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This spell does not make creatures unable to breathe
Material Component: The berries to be enchanted.
air. Arcane Material Component: A worm. Note: This spell replaces the water breathing spell in the Player’s Handbook.
Divination Level: Tmp 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20‐ft.–radius burst Duration: Instantaneous Saving Throw: None; Will negates (see text) Spell Resistance: Yes Clenching your sigil, you call upon the omniscience of your king to reveal transgressions of the law, and to allow you to swiftly exact justice. With this spell, you know whether creatures in the spell’s area have broken the laws of your city‐state, and you can exact punishment on them if they have. You instantly know what crimes the creatures committed, when, and under what circumstances. There is no save to avoid the divination. If you have one of the following spells available, you may immediately cast it at a creature within the area. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may choose from cause fear , command , dispel magic , and hold person. The target can make a Will save to avoid the effect (except for dispel magic), and the spell functions normally in all other ways.
Transmutation Level: Drd 3, Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1d4 berries from a zombie plant Duration: 1 day/level; see text Saving Throw: None; see text Spell Resistance: No; see text Purple fumes and a sickly sweet odor momentarily seep from the berries you enchant with the enslaving feature of the zombie plant. Casting zombie berry on a handful of berries from a zombie plant temporarily alters them so that instead of becoming enslaved by the zombie plant, the one who consumes such a berry becomes your loyal servant instead. You can always tell which berries you have affected. Any humanoid eating one of the berries must succeed at a Will save or be affected as by the charm person spell (this is a mind–affecting effect).
Unlike arcane magic, psionics is an accepted part of life on Athas. Wild talents and psionicists aren’t feared. Instead, a community’s psionic members are valued as vital assets and encouraged to improve. In many ways, psionics has become the edge needed to compete and survive in this unforgiving and dangerous world.
Many creatures have learned to shape portions of their own psyche to attack other psyches, to defend their own psyche in unusual ways, or to directly affect the physical world. The general term psionics refers to the ability to use one’s psychic energy to affect the world outside of the mindscape. Various animals, monsters, humanoids, and even plants use psionics in various degrees and applications. Those who specialize in psionics are called psions; those whose psionic abilities are a lesser part of their lives are called wild talents; those who use any type of telepathic psionics are called mindbenders.
Athasian magic works in a very different way than psionics and most forms of protection do not apply to both. Therefore, all Dark Sun 3 materials uses the Psionics is Different variant rule (XPH 65).
Most Athasians who can afford supernatural services resort to psionics, because it is much easier to find, and cheaper. Almost every major city‐state or settlement has some sort of psionic academy that can perform services. However, most sorts of services are still mundane, especially when compared to other settings. This section discusses in general terms the kinds of psionic services that are available and their impact on society. Specific prices are given in Chapter 5: Equipment.
The specialist area of many telepaths, long‐distance communication is only one of the many services provided by the adepts of telepathy, with abilities such as mindlink and correspond. In addition, they can also serve as interpreters with psionic tongues , and repair mental damage with psychic chirurgery.
Psionic transportation is available in a variety of forms and controlled by nomads in Athas. Certain psiologists from city academies can use psionic teleport to travel limited distances, carrying passengers for a fee. Many kineticists create and operate several psionic ships powered with obsidian engines, making them able
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2. Locate, PsionicA*: Indicates direction to familiar objects and creatures. 3. Detect MoistureA*: Reveals moisture within 60 ft. Truthear*: Receive +20 bonus to Sense Motive checks. 9. Cosmic Awareness*: You perceive all things in range.
5. Pocket DimensionA*: Create a small storage area in an extradimensional space.
4. HallucinationA*: Phantasm cause psychosomatic damage.
The powers listed below are in addition to the powers listed for psychic warriors in the Player’s Handbook. Powers new to this book are marked with an asterisk.
Bioflexibilty*: You gain a bonus to Escape Artist checks. Cast Missiles*: You can launch missiles without a bow or other weapon. Deflect Strike*: You psychokinetically deflect the next attack of a creature within range. Psionic Draw*: Instantly draw a weapon. Tattoo AnimationA*: Animates your tattoos or steals another’s. Wild LeapA*: Make an additional leap and gain a bonus to Jump checks.
Antidote SimulationA*: Detoxifies venom in your system. Return MissileA*: Make one weapon return to you after thrown. Share StrengthA*: Temporarily transfer your Strength to another.
Accelerate A*: Move faster, +1 on attack rolls, AC, and Reflex saves. Death FieldA*: Release an energy burst from the Gray that drains vital energy. Shadow JumpA*: Jump into shadow to travel rapidly.
Nerve ManipulationA*: Disrupts a creature nervous system.
Poison SimulationA*: Coat surface with potent poisons.
Psychometabolism Level: Egoist 4, psychic warrior 3 Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: Egoist 7, psychic warrior 5 A bright flash shines on your body for a moment as your body is accelerated through the Will. As haste (PH 239), except as noted here. You drastically alter your own metabolism, gaining speed and agility. When the power ends, you become fatigued for a period equal to the power’s duration. Augment: You can augment this power in one or more of the following ways. 1. For every 2 additional power points you spend, your bonus on attack rolls and bonus to AC and Reflex saves increase by 1. 2. If you spend 4 additional power points, you can manifest this power as a swift action instead of a standard action. 3. If you spend 5 additional power points, you do not become fatigued at the end of this power’s duration.
Psychometabolism Level: Psion/wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 3 A faint humming sound can be heard as your frame begins to change, altering your entire appearance. As alter self (PH 197), except as noted here. Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour/level.
Psychometabolism Level: Psion/wilder 3, Psychic Warrior 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Power Points: Psion/wilder 5, psychic warrior 3 Focusing your Will, you psionically alter the molecules of the foul venom on your body, making it harmless.
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You instantly neutralize any sort of venom in your body. You suffer no additional damage or effects from the poison, and any temporary effects are ended, but the power does not reverse any hit point or ability score damage already dealt. Augment: You can augment this power in one or more of the following ways. 1. If you spend 4 additional power points, this power can affect any willing creature or object of up to 1 cubic ft./level touched. 2. If you spend 6 additional power points, you can manifest this power as an immediate action, quickly enough to negate initial poison damage.
Clairsentience Level: Psion/wilder 1 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/round Duration: Concentration, up to 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Several colored halos start appearing in your view, revealing information about those around you. You learn details about the target’s social status by examining the psychic aura that surrounds it. You can focus on one target within range per round. The amount of information you discern about the target depends on how long you focus on the subject. 1st Round: Social class of the target, such as slave, freeman, templar or noble. If the target is from a classless society (such as an elf tribe or a small village), the spell reveals him as a freeman. 2nd Round: Primary allegiance of the target, such as a patron element, sorcerer–monarch, a slave’s master, or a druid’s guarded lands (reveals a brief glimpse of the land, not its specific location). This doesn’t need to be an allegiance the character embraces, such as a slave, only the primary one in her life. This only reveals the allegiance the character regularly projects, not any hidden or secret allegiances. 3rd Round: Most commonly used name of target. 4th Round: Profession of the target. Again, this only reveals information the target openly projects. So if a wizard masquerades as a bricklayer, this power reveals that they are a bricklayer. 5th+ Round: Any additional professions held by the character, currently or previously.
Psychokinesis [Light] Level: Psion/wilder 3 Display: Visual
Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: Light the size of a torch Duration: 10 minutes/level (D) Saving Throw: None Power Resistance: No Power Points: 5 A sphere of flashing light flies from your hand. With this power, you create a bright colored ball of light (the exact color is your choice) that you can direct anywhere within range. The sphere normally emits as much light as a torch, but by concentrating on this power (as a standard action); you can increase the light to the level of a daylight spell. Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour/level.
Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Display: Material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 1 Your skin turns into a silvery hue as your body start to become more and more flexible. You become extremely flexible and malleable, almost fluidic in form. You can manifest this power to escape a grapple, manacles, ropes or other restraining effects. This grants you a +10 competence bonus to Escape Artist checks. Augment: For every 4 additional power points spent, you gain an additional +10 bonus to Escape Artist checks.
Psychoportation Level: Psion/wilder 3 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 5 A bluish hue can be perceived over your body as you perceive the distance between the Astral Plane becoming smaller. As blink (PH 206), except as noted here. You “blink” back and forth between the Material Plane and the Gray.
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Augment: If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level.
Power Resistance: Yes Power Points: 1 Your fingertips darken until they are as black as the moonless night.
Telepathy (Compulsion) [Mid–Affecting] Level: Psion/wilder 2 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures in a 20‐ft.–radius spread. Duration: Concentration, up to 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3
As sleep (PH 280), except as noted here. You can rearrange a living creature’s biorhythm, making it slumber. Doing so requires a successful melee touch attack. Cause sleep does not affect unconscious creatures, constructs, kreen, or undead creatures. Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points and its save DC increases by 1.
A peaceful sensation takes over your body, and through sheer force of will, you radiate it outward. As the calm emotions spell, except as noted here.
Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 1 You wave your hand at the projectiles nearby, imbuing them with telekinetic power and thrusting them at your enemy. You can cast sling stones without a sling, launch arrows without a bow, or launch bolts without a crossbow. The ammunition travels as if it had been fired from a sling, shortbow, or light crossbow (as appropriate) using that weapon’s damage, critical, and range. As long as you have the ammunition at hand, you can fire one missile per attack without needing to reload. You can even apply feats from the Point Blank Shot tree to these attacks. Alternatively, you can throw objects you hold as an improvised ranged weapon without suffering the normal –4 penalty. Augment: If you spend 2 additional power points, you may fire ammunition as if using a longbow or heavy crossbow (as appropriate).
Psychometabolism Level: Psion/wilder 1 Display: Material and visual Manifesting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 min./level Saving Throw: Fortitude negates
Psychometabolism Level: Egoist 7 Display: Auditory and visual Manifesting Time: 24 hours Range: Personal Target: You Duration: Instantaneous Power Points: 13 You enter a deep trance, leaving your body to heal itself off all wounds and ailments. This power allows you to heal yourself completely of all ailments, wounds, and normal diseases. You must place yourself in a trance for 24 hours to accomplish the healing. At the end of this manifesting, you are restored to full hit points, no longer suffer from any temporary ability damage, are no longer exhausted or fatigued, and lose any negative levels you had. You also return to full power points, less the cost of this power. Augment: For every 2 additional power points you spend, the manifesting time is decreased by 2 hours (minimum 2 hours).
Psychokinesis Level: Psion/wilder 2 Display: Material and visual Manifesting Time: 1 round Range: 30ft Area: 30–ft radius burst centered on you Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 Focusing on your Nexus, you cause all moisture around you to coalesce in front of you and form a small pool of potable water.
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You draw all moisture within the area of effect as water in a single container. The amount collected depends on the local terrain type. Sandy wastes, dust sink, or salt flats: 1d3 –2 gallons (minimum 0). Rocky badlands, stony barrens, or boulder fields: 1d4–1 gallons (minimum 1). Mountains or scrub plains: 1d6–1 gallons (minimum 1). Verdant belts or forest: 1d8 +1 gallons. You must hold the container while manifesting this power. If the container is too small to hold the water collected, or if it is leaky, the excess spills onto the ground. The power only collects uncollected vapor and droplets around the caster. Free standing water in a glass, pool, or other container is not collected. It does not adversely affect plants or animals in the area. The drying effect on any local flora becomes evident in the next few days, but most plants can survive the temporary loss of ground moisture.
Clairsentience Level: Seer 9 Display: Visual Manifesting Time: 1 minute Range: 60 ft. Area: 60‐ft. radius emanation centered on you Duration: Concentration, up to 1 min./level Saving Throw: None Power Resistance: No Power Points: 17 You focus all your Will into your inner self, receiving a glimpse of your surroundings as you become one with the universe. You perceive all things within the area of effect, including the shallow Gray. The amount of information revealed by this power depends on how long you study a particular area. 1st Round: You see all inanimate features and unattended objects within the area of effect; you can see what is on the other side of a hill, detect hidden caves, see secret doors and traps, and even detect lodes of unusual minerals or other geological phenomena. You also hear all sounds and detect all smells within the area. 2nd Round: You perceive forces – winds, water currents, or any free standing spell effects such as glyphs of warding, areas of reversed gravity, null psionics fields, and so forth. 3rd Round: You perceive all creatures within the area, ignoring effects such as blur, displacement, and invisibility, as well as any significant pieces of equipment they carry. Creatures who are shapechanged or polymorphed are noted and their true forms understood. Illusions are perceived for what they are.
Psychokinesis Level: Psion/wilder 1 Display: Auditory and material Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 2 sq. ft. of surface area of an object or creature Duration: Concentration, up to 1 min./level Saving Throw: None Power Resistance: Yes Power Points: 1 A glowing white halo surrounds your target, stealing all its kinetic movement, slowly and completely freezing it. You can suppress the molecular movement of a mundane object, cooling it to the point of freezing over time. The suppression grows more intense in the second and third rounds after you manifest the power, as described below. 1st Round: Unprotected flames are extinguished, metal becomes cold to the touch, and water condenses on objects. Skin reddens (1 point of damage). 2nd Round: Protected flames are extinguished, bone and chitin become brittle (ignore half of object’s hardness), skin becomes frostbitten (1d4 points of damage), and liquids freeze. 3rd and Subsequent Rounds: Metal, wood, stone and obsidian become brittle (ignore half of object’s hardness) metal burns with cold (1d4 points of damage for those holding metallic objects); flesh freezes (1d6 points of damage). Cryokinesis negates and is negated by matter agitation.
Psychometabolism Level: Egoist 3, psychic warrior 3 Display: Olfactory and visual Manifesting Time: 1 round Area: 10 ft.–radius burst centered on you Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 5 An exhalation of gray haze erupts from your body and steals the life energy of all living creatures around you. This power releases an energy burst from the Gray that drains vital energy. When you manifest this power, you decide how much hit points you will sacrifice. (Damage sacrificed this way counts towards massive damage as described in the Player’s Handbook.) Every living creature in the area of effect must make a Fortitude save or receive negative energy damage equal to the amount you sacrificed. Since undead are powered by negative energy, this power cures such creatures of a like amount of damage, rather than harming them.
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Augment: For every 4 additional power points you spend, this power’s radius increase by 5 feet, and the power’s save DC increases by 2.
Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Auditory and visual Manifesting Time: 1 standard action Range: Close (25 ft +5 ft./2 levels) Target: 1 creature Duration: 1 round Saving Throw: None Power Resistance: Yes Power Points: 1 A loud clang can be heard when a translucent barrier appears in front of you just in time to deflect you enemy’s attack. This power psychokinetically deflects the next attack of a creature within range. The target’s next melee, missile, or ranged touch attack that round suffers a –20 penalty to the attack roll. Augment: If you spend 6 additional power points, you can manifest this power as an immediate action.
Clairsentience Level: Psion/wilder 2 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Area: Cone–shaped emanation Duration: Concentration, up to 10 min./level Saving Throw: None Spell Resistance: No Power Points: 3 Your eyes take a golden hue as your vision is able to detect all life around you as it were a tangible object. You can detect living creatures in a cone emanating out from you in whatever direction you face. The amount of information revealed depends on how long you search a particular area. 1st Round: Presence or absence of intelligent life in the area. 2nd Round: Number of individuals in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If a creature is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect creatures in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Clairsentience Level: Seer 3 Display: Visual Manifesting Time: 1 standard action Range: 60 ft. Area: Cone–shaped emanation Duration: Concentration, up to 1 min./level Saving Throw: None Spell Resistance: No Power Points: 5 Suddenly after manifesting the power, you begin to sense all moisture around you, as it had an intense smell as fordorran’s husk. You can feel the presence of water. You detect all creatures greater than Tiny that have moisture, plus any concentration of one gallon or more. The amount of information revealed depends on how long you search a particular area. 1st Round: Presence or absence of moisture in the area. 2nd Round: Amount of moisture in the area. 3rd Round: The location of each individual with moisture present and all others sources of moisture. If a moisture concentration is outside your line of sight, then you discern its direction but not its exact location. Each round you can turn to detect moisture in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks it. Note that dirt does not block the power. Augment: If you spend 3 additional power points, you can tell whether the source of moisture is poisonous or otherwise contaminated.
Clairsentience Level: Psion/wilder 1 Display: Auditory and olfactory Manifesting Time: 1 standard action Range: 20 ft. Target: One creature, one object, or a 5‐ft. cube Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1
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Your eyes and nose become so keen that you are capable of detecting even the slightest taint of poison. As detect poison (PH 219), except as noted here.
Psychokinesis Level: Psion/wilder 4 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One object Duration: Instantaneous Saving Throw: Fortitude negates and Reflexes half Power Resistance: Yes Power Points: 7 A loud echoing boom can be heard as you unleash a burst of telekinetic force. You cause an object to explosively release the latent energy stored within it. This power affects a single object or a section of a larger object (such as a wall) no larger than a 10 foot cube. This power can also be used against mindless constructs and undead (those with no intelligence score). The target takes 7d6 points of damage; creatures, and held or magical items can negate this with a successful Fortitude save. An object or creature reduced to 0 hit points is completely destroyed, reduced to a residue of fine dust. In addition all creatures and objects within 10 feet of the target take an equal amount of damage (Reflex save for half damage); but not more than twice the hit point total of the target. Augment: For every additional power points you spend, this power’s damage increases by 1d6 points. For each extra two dice of damage, this power s save DC (for both saves) increases by 1. ʹ
Psychoportation (Teleportation) Level: Psion/wilder 6 Display: Visual Manifesting Time: 1 standard action Range: 0 ft. Effect: 5 ft.–radius cylinder centered on you Duration: 1 round/level Power Points: 11
Dimensional anchor and similar effects suppresses this power. The power ends if any object or energy bigger than the screen become in contact with it.
Psychokinesis [Electricity] Level: Psion/wilder 5 Display: Material and visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Target: One mundane metallic object (or the volume of the object within 3 ft. of the affected point) or one metallic creature Duration: Instantaneous Saving Throw: Fortitude partial (object) Power Resistance: Yes Power Points: 9 Focusing your mental power, you shoot a cackling psychokinetic ray towards the metallic gear of your opponent. You create a ray of energy that shoots forth from your fingertip. You must make a successful ranged touch attack to hit. If the item is so large that it cannot fit within a 3– foot radius, a 3–foot–radius volume of the metal is instantaneously vanishes. Magic or psionic items made of metal are immune to this power. A creature or object that makes a successful Fortitude save is partially affected, taking only 4d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely destroyed. Augment: For every additional power point you spend, the damage this power deals to a target that fails its saving throw increases by 1d6 points.
Metacreativity Level: Psion/wilder 1 Display: Material and visual Manifesting Time: 1 minute Range: 10 miles/level Target: One sheet of paper or parchment Duration: Concentration, up to 1 round/level Saving Throw: Will negates (object) Power Resistance: Yes Power Points: 1
A bluish shimmering screen materializes in front of you, sucking all missiles thrown at your and making them reappear on the opposite side.
With the power of your mind, you become able to write on distant surfaces without any type of ink.
You create a shimmering screen around you, any physical or energy attack that touches it (both from outside or from within), comes out at the opposite end of the screen, causing you no harm. Effects and ranged attacks that are transported through the screen affect creatures in the line of effect, using the original attack roll, if applicable.
You can write messages on blank paper or parchment at a distance. The sheet can lie by itself, among others, rolled into a scroll, etc. You must know of the sheets existence and its present location (if the sheet is no longer where the psionicist remembers it, the power automatically fails). You mentally darken the sheet in a thin continuous line, forming, with time and effort, letters,
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words, and sentences. You can form up to five words per round. This power does not confer the ability to write, if the character is illiterate. You receive no clairvoyance during the power’s use—he does not get any impression of whether or not the intended people read his message, only that it has been so written, Anyone can read the message once transmitted.
Telepathy [Mind–Affecting] Level: Telepath 5 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Concentration Saving Throw: Will disbelief (if interacted with) Power Resistance: Yes Power Points: 9 As you create the mental image of the illusion you carefully considered, you send it to your foe’s mind like hungry maggots. You can project visions or images in the subject’s mind. This acts as major image , except the illusion is only visible to the target. In addition, if the phantasm attacks the target, and is not disbelieved, the victim believes she is taking real damage appropriate to the illusion. However, the physical effects of the hallucination are psychosomatic–the victim may believe she is being mauled by a tembo, but she is not really being harmed physically. Whatever the victims believes she’s experiencing, the illusionary damaged is nonlethal and is at most 9d6 points of damage. Augment: For every additional power point you spend the maximum amount of nonlethal damage increases by one die (d6). For every extra two dice of potential damage, this power’s save DC increases by 1.
Telepathy [Compulsion, Mind–Affecting] Level: Psion/wilder 1 Display: Mental Manifesting Time: 1 standard action Range: 20 ft. Area: Cone‐shaped emanation centered on you Duration: 1 round//level (D) Saving Throw: Will negates Power Resistance: Yes After concentrating on the image of a calm prairie, you release a subconscious twinge to all nearby creatures, making them as silent as an elven pickpocket. You send out a subconscious twinge that causes one or more creatures of 4 Hit Dice or less to be as silent as possible. Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are
closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. They cannot speak, intentionally pound on something to make a loud noise, etc. Creatures affected by this power cannot cast spells with verbal components nor use bardic music. Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1. In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.
Psychoportation Level: Psion/wilder 7 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 13 You see you body quickly become enwrapped in a silvery sheen and all of a sudden, you find yourself between the Astral plane and Athas. You shift your body’s molecules into a different frequency of motion. You become incorporeal, bringing along with you objects as long as their weight doesn’t exceed your maximum load. While the power lasts you’re insubstantial, scentless, inaudible and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. You can harm and be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell–like effects, or supernatural effects. Even when struck by magic or magic weapons, you have a 50% chance to ignore any damage from a corporeal source — except for a force effect or damage dealt by a ghost touch weapon. Treat other incorporeal creatures and objects as if they were material. If the power ends while you are inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, you can affect an additional 25 pounds of objects. 2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
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Range: Close (25 ft. + 5 ft./2 levels) Target: 1 metallic object of up to 25 lb./level Duration: 1 round/level (D) Saving Throw: None Power Resistance: Yes Power Points: 7
Psychometabolism Level: Psion/wilder 3 Display: Olfactory Manifesting Time: 1 standard action Range: Touch Target: Creatures touched Duration: 2 hours/level Saving Throw: No Power Resistance: Yes (harmless) Power Points: 5
A strong smell of rust can be felt as the metallic object you pointed takes on a pulsating glow.
The strong odor of mul sweat can be felt as the touched creatures become able to lift heavier loads. This power increases the recipients’ carrying capacity for the power’s duration (divide the duration by the number of recipients). For purposes of carrying capacity only, treat the power’s recipients as though their Strength were increased by 10 points.
Clairsentience Level: Seer 2 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Area: Spread with a radius of 100 ft. + 10 ft./ level, centered on you Duration: Concentration Saving Throw: None Power Resistance: No Power Points: 3 A thin blue and silver is traced on the ground, leading to that which you seek. As locate object (PH 249), except as noted here. This power is not affected by lead or running water. It can be fooled by cloud mind , escape detection , and metamorphosis powers. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also locate a particular kind of plant. 2. If you spend 4 additional power points, this power can also locate a known or familiar creature. 2. If you spend 1 additional power point, this power s duration is 1 min./level rather than concentration. If you spend 2 additional power points, this power s duration is 10 min./level rather than concentration. If you spend 4 additional power points, this power s duration is 1 hour/level rather than concentration. ʹ
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Psychokinesis Level: Psion/wilder 4 Display: Material and olfactory Manifesting Time: 1 standard action
You can change the magnetic orientation of a mundane metal object, strongly magnetizing it to all metal objects within 20 feet. The targeted object can be made to attract to or repel all metal objects within the field of influence and is affected according to its size category. Magnetic objects, whether they are being attracted or repelled, move in relation to the target at a rate of 10 feet for each size category difference. A creature holding or wearing an object under magnetize can make an opposed Strength check (DC equal to the save DC of this power) to retain control of the item. Every round in which metal creatures or creatures wearing metal armor remain within the magnetic field, they must attempt an opposed Strength check (DC equal to the save DC of this power) against the force. If the attracted creature wins this contest, it suffers no ill effects this round. However, if the creature fails, then it becomes immobile, rendering it helpless. Augment: For every 2 additional power points you spend, the weight limit of the target increases by 5 pounds, and the power’s save DC increases by 1.
Psychokinesis Level: Psion/wilder 3 Display: Material and olfactory Manifesting Time: 1 standard action Range: 60 ft. Target: 1 creature or object of up to 25 lb./level Duration: 1 min./level (D) Saving Throw: No Power Resistance: No Power Points: 5 Using the Way, you momentarily alter the gravity surrounding a small object. You can alter the way gravity affects a creature or a mundane object’s weight. The mass can be increased up to 200% its normal weight or reduced to 25%. A creature s encumbrance is affected by the new weight of an object. The balance of an affected weapon is greatly altered, thus it is considered one size category bigger (or smaller, if decreased in weight) for every 50% of weight increase for purposes of wielding and damage (PHB 113). Ranged weapons that become at least 50% lighter have their range increment increased by one–half (or decreased in half, if increased in weight). Multiple effects that increase weight do not stack, which means (among other things) that you cannot use a ʹ
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second manifestation of this power to further increase weight. or both Augment: You can augment this power in one or both of the following ways. 1. For every additional power point you spend, the weight limit of target increases by increases by 5 pounds. 2. If you spend 4 additional power points, you can alter the mass between mass between 10% and 400%.
Telepathy [Mind–Affecting] Level: Psion/wilder 7 Display: Mental Manifesting Time: 1 standard action Range: 40ft. 40‐ft. radius centered on you Area: Creatures in a 40‐ Instantaneous Duration: Saving Throw: Will negates Power Resistance: Yes Power Points: 13 Harnessing all the hatred you have within yourself, you project a massive wave of mental of mental force. force. All creatures within the area of affect who fail their save suffer the following ill effects: Hit Dice
Effect
Equal to manifester level Up to manifester level –1 Up to manifester level –5 Up to manifester level –10
Dazed Weakened, dazed Paralyzed, weakened, dazed Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. Dazed: The creature takes no action for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die.
Psychokinesis Level: Psion/wilder 2 Display: Olfactory and material Manifesting Time: 1 standard action Range: 10 ft. Area: 6 sq. ft. of surface area of an object Duration: 1 min./level (D) Saving Throw: No Power Resistance: No Power Points: 3 Waving you hand, you temporarily fuses two items together, like they were always the same object. You can temporarily join two surfaces together at the molecular level (i.e. an enemy’s boots enemy’s boots can be can be joined joined to the
floor, his sword to its sheath, or the joints of his armor fused together into a useless plug of metal). Creatures that are somehow rendered unable to move cannot apply their Dexterity bonus to Armor Class. The power otherwise does not affect creatures (including constructs and undead).
Psychometabolism Level: Psion/wilder 5, psychic warrior 5 Display: Auditory and visual Manifesting Time: 1 standard action Range: Touch Target: 1 living humanoid Duration: See text Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 9 Your target’s body writhes in pain as you destroy its nervous system. You can do terrible things with the nervous system of a creature. Doing so requires a successful melee touch attack. Unless the creature succeeds on a Fortitude save, it becomes stunned for 1 round and suffers the following ill effects. Hit Dice
Effect
Equal to manifester level Up to manifester level –1 Up to manifester level –5 Up to manifester level –10
Spasms; sickened for 1d3 rounds Pains; exhausted for 1d3 rounds Unconscious for 2d6 rounds Disabled and dying in 1d3 rounds
Any of these effects can be neutralized by the neutralize poison neutralize poison spell or the antidote simulation power. You can manifest a weaker effect if you want. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by increases by 1.
Psychometabolism Level: Psion/wilder 2 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3
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You body starts to emit a strange and pungent smell, captivating all insects around you. around you. Your skin emits a pheromone that vermin recognize as their own species. Vermin and swarms of vermin react as though they were two steps more friendly in attitude. This allows you to make a single request of a vermin or swarm of vermin. The request must be brief and reasonable. Even after this power ends, the creature retains its new attitude toward you, but you, but only with respect to that particular request. Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour/level.
Psychometabolism [Healing] Level: Psion/wilder 1 Display: Visual Manifesting Time: 2 rounds Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 1
If the power ends and any items left on it, the contents of the pocket dimension appear at the location of the access point and drop to the ground. Living things in the pocket dimension eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive. The air supply lasts for about 15 minutes for a Medium creature. You can leave the access point partially open to allow air to circulate. You cannot enter your own pocket dimension, but you can reach in and retrieve anything inside. Augment: For every 2 additional power points you spend, the storage capacity increases 1 cubic foot.
Psychometabolism Level: Egoist 7, Psychic warrior 6 Display: Material; see text Manifesting Time: 1 swift action Range: Personal or touch, see text Target: You or weapon touched Duration: 1 min./level or until discharged Saving Throw: None and Fortitude negates; see text Power Points: Egoist 13, Psychic warrior 11
Your body takes on a greenish hue as you as you feel feel the energy of the sun provide sun provide you you with vitality and nourishment.
By focusing on foul and venomous creatures from the wastelands, you wastelands, you produce produce a vile purple vile purple poison. poison.
You gain energy and rejuvenation from the energy of the crimson sun. For every hour you rest on a sunny area for the power duration, you heal 5 hit points. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed. You must remain immobile to receive the benefits the benefits of the power. If you spend 4 additional power points, you Augment: satisfy the need of a meal and half of your daily water requirement.
You can use this power to produce a horrible poison that coats one of your claws or one of your weapons. On your next successful melee attack with the claw or weapon during the power’s duration, the poison deals 2d6 points of ability damage (your choice) immediately and another 2d6 points of ability damage (your choice) 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save.
Metacreativity (Creation) Level: Shaper 5 Display: Visual Manifesting Time: 10 minutes Range: See text Effect: One quasi–real storage area Duration: 1 hour/level (D) Power Points: 9 A gray mist surrounds a small object, and it is sent to safekeeping on the Gray. You create a small storage area in an extradimensional space located within the Gray. The storage area can contain up to 1 cubic foot of material (regardless of the area’s actual size, which is about 3 feet by feet by 2 feet by feet by 2 feet). The storage area is accessed by accessed by a glowing doorway or hatch about 2 square feet. The access point always stays in the same place relative to you.
Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Visual Manifesting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous Power Points: 1 Your weapon appears on your on your hand, answering your answering your mental call. An item on your person is telekinetically drawn into your hand. You must have a free hand to use this power.
Clairsentience Level: Psion/wilder 3 Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Target: You
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Duration: 1 min./level Power Points: 5 Your eyes become completely blue, revealing all psionic auras within sight. This power allows you to see psionic auras within 120 feet of you. The effect is similar to that of a detect psionics power, but psionic sight does not require concentration and discerns aura location and strength more quickly. You know the location and strength of all psionic auras within your sight. An aura’s strength depends on a power’s functioning level or an item’s manifester level, as noted in the description of the detect psionics power. If the items or creatures bearing the auras are in line of sight, you can make Psicraft skill checks to determine the discipline of the power involved in each. (Make one check per aura; DC 15 + power level, or 15 + one–half manifester level for a nonpsionic effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any manifesting or psi–like abilities, and the strength of the most powerful power or psi–like ability the creature currently has available for use. Augment: If you spend 8 additional power points, you automatically know which powers or psionic effects are active upon any individual or object you see.
Clairsentience Level: Psion/wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 1 After you finish your manifestation, several ghostly marks on the ground become visible; you are now able to track your opponents as good as good as a cilops can. You can track a creature by the mental “footprints” left behind by its thoughts. You can only track creatures with an Intelligence score of 3 or greater. Pass without Trace and similar effects provide no protection from this power; however, creatures that are immune to mind– affecting effects (such as someone under the effects of mind blank) do not leave psychic tracks and cannot be tracked in this way. To find tracks or to follow them for 1 mile requires a successful Psicraft check. You must make another Psicraft check every time the tracks become difficult to follow, such as when other tracks cross them, or when the tracks backtrack tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your speed with a –20 penalty on your check). The base is DC 15. Several modifiers may affect the Psicraft check as given on the table below: table below:
Condition
DC Modifier
Every three thinking creatures in the group being tracked Every 24 hours since the trail was made Tracked party using conceal thoughts
–1 +1 +10
Telepathy (Compulsion) [Mind–Affecting] Level: Psion/wilder 4 Display: Olfactory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One intelligent creature Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 7 A strong stench of sulphur and boiled cabbage envelops your target, making it completely abominable for abominable for all those who smell it. This power causes a creature or object to become completely repugnant to the target. Unless the target makes a Will save, he will try everything reasonable to destroy it. If this causes the target to something against his alignment, he receives a new saving throw.
Psychokinesis [Force] Level: Psion/wilder 2, psychic warrior 2 Display: Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon with a total weight of 5 lb. or less Duration: 1 round/level Saving Throw: No Power Resistance: No Power Points: 3 You wave your hand towards an object and make it glisten with silvery glows. silvery glows. This power can only be manifested on a weapon that can be thrown. The affected weapon flies through the air back to you. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If you cannot catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which it was thrown. or both Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power’s range increases by increases by 5 feet. 2. For every additional power point you spend, the weight limit of the weapon increases by increases by 2 pounds.
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Telepathy [Mind–Affecting] Level: Psion/wilder 2 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: Concentration + 1d6 rounds Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Focusing on your on your enemy’s brain, you brain, you sunder its connection with one of his of his senses, forever. You cause a creature to lose one of its senses—causing it to be blinded, deafened, or to lose its sense of smell, as you choose. A creature that loses its sense of smell cannot use the Scent ability.
Psychokinesis Level: Psion/wilder 2 Display: Auditory and material Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) ft.–radius burst Area: 20‐ft.–radius burst Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 3 Using the Way to create psychokinetic scythes, you hurl them around your, disrupting any connections to the Grey nearby. You disrupt an undead’s tie to the Gray, damaging or destroying it. Your psychokinetic ʺscytheʺ deals 3d8 points of damage to all undead within the area. Undead that are brought to 0 hit points or below by use of this power fall limply and molder into dust (if corporeal), or slowly disperse (if incorporeal). Augment: For every 2 additional power points you spend, this power’s damage increases by increases by 1d8.
Psychoportation (Teleportation) Level: Psion/wilder 4, psychic warrior 4 Display: Visual Manifesting Time: 1 standard action Range: 1000 yd. Target: You Duration: Instantaneous Power Points: 7 You become shrouded in darkness, being instantly hurled into the Black and reappearing into the designated location unscathed.
To use shadow jump , you must be in an area of shadowy illumination. You are then instantaneously transported through the Black to any other spot within range in a shadowed area to which you have line of sight. You can bring along possessions that amount to as much as a medium load. Movement caused by the use of shadow jump shadow jump does not provoke attacks of opportunity. If you somehow attempt to transfer yourself to a location occupied by a solid body, location you cannot see, or a location without shadows the power simply fails to function. or both Augment: You can augment this power in one or both of the following ways. 1. If you spend 2 additional power points, you may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load). 2. If you spend 6 additional power points, you can manifest this power as a move action.
Psychometabolism Level: Egoist 2, psychic warrior 2 Display: Auditory and material Manifesting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 1 min./level (D) Power Points: 3 By touching a creature, you are able to momentaneously transfer some of your your strength to it. You transfer your Strength temporarily to another. When you manifest this power, you can transfer up to your manifesting level in Strength. The target gains an enhancement bonus enhancement bonus to Strength equal to half that amount, and you temporarily receive a Strength penalty equal to that amount (to a minimum effective Strength score of 1). If the target dies while the power is in effect, you take an amount of Strength damage equal to your Strength penalty. Augment: If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Visual Manifesting Time: 1 standard action Range: Personal or touch (see text) Target: One or more touched tattoos Duration: Instantaneous Saving Throw: Will negates; see text Power Resistance: No Power Points: 1
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You psychokinetically animate a tattoo, making it come to live under you control. This power allows you to take control of various tattoos. There are two uses for this power: Alter Tattoo: You can make one tattoo on your body per manifester level move across your body as if they were a psionic tattoos. You can even transfer a tattoo to another being with a successful melee touch attack. An unwilling recipient receives a Will save to negate the transfer of the tattoo. Steal Tattoo: You can attempt to “steal” a single tattoo (mundane or psionic) from another creature’s body. You must either be able to see the tattoo you intend to steal or have seen it previously. If you make a successful melee touch attack, the target must make a successful Will save or the tattoo crawls from their body to yours. If the tattoo is psionic, the target receives a bonus to the Will save equal to the level of the tattoo’s power. Augment: For each additional 4 power points you spent, you can transfer or steal an additional tattoo.
Psychoportation Level: Nomad 7 Display: Auditory and visual Manifesting Time: 1 standard action Range: Touch Target: One touched object of up to 50 lb./level and 3 cu. ft./level Duration: Instantaneous Saving Throw: Will negates (object) Power Resistance: Yes (object) Power Points: 13 A loud bang can be heard as an item you touched vanished and reappears on your designated location. As teleport object (PH 293), except as noted here. Augment: For every 2 additional power points you spend, the maximum weight increases by 10 lb.
Clairsentience Level: Psion/wilder 1 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Emanation, centered on you to extent of range Target: You Duration: 1 round/level A defiler trail of destruction become visible to your eyes as it had been made just a few seconds ago. You can detect the past use of defiling magic in the area. The winds and sands can blur the ash of defiler destruction in a matter of hours, but the power shows where defiling magic has been used within the past
month. The sites illuminate for your eyes only. You gain an accurate impression of the magic’s power (the level of the defiler spell cast) and how long ago it was cast (to the nearest day). This power does not reveal information about the spell or the caster.
Clairsentience Level: Seer 3 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 5 A faint golden glow surrounds you body, giving you the ability to discern all lies. You receive a +20 insight bonus on Sense Motive made to tell whether someone is lying.
Clairsentience Level: Psion/wilder 2 Display: Mental Manifesting Time: 2 rounds Range: Close (25 ft. + 5 ft./2 levels) Area: Sphere, up to 25 ft. + 5ft./2 levels–radius, centered on you Duration: 1 hour/level (D); see text Power Points: 3 You close your eyes as you attune to the area you chosen, becoming one with it. Not even a fly can enter it unnoticed now. You attune yourself to the area of this power and become extremely sensitive to any disturbances within it. You know if a creature enters or leaves the warded area, although no other insight is provided. You cannot be caught flatfooted and can always act in the surprise round of combat. If you leave the warded area, this power ends prematurely. Augment: If you spend 3 additional power points you know the exact location of all creatures within the area (although you know where they are this power does not enable you to see hidden or invisible creatures).
Clairsentience Level: Psion/wilder 2 Display: Mental Manifesting Time: 1 standard action Range: 1 mile/level Target: You Duration: Instantaneous Power Points: 5
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