Year's Best d20 Vol1
Year's Best d20 Vol1
Year's Best d20 Vol1
If you buy only one game product this year, make sure it’s the best!
Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to
publishing unusual magic, monsters, and evocative game elements that go beyond
traditional fantasy. Malhavoc Press products exhibit a mastery of the d20 System rules
that only one of the 3rd Edition Dungeons & Dragons® designers can offer you.
PDF Version 1
August 2005
Additional Credits
Featuring Selections From: Aasimar & Tiefling: A Guidebook to the Planetouched, Advanced Bestiary, Advanced Player's Guide,
Ancient Kingdoms: Mesopotamia, The Complete Guide to Rakshasas, Denizens of Avadnu, Libem Liborium: Complete Guide to d20
Books, Love and War, Metablades (Expanded Edition), Modern Magic, The Pantheon and Pagan Faiths, Player's Guide to Monks
and Paladins, Poisoncraft: The Dark Art, Relics & Rituals: Excalibur, Relics & Rituals: Olympus, Strange Lands:
Lost Tribes of the Scarred Lands, The Tome of Horrors II, and Unearthed Arcana
Contributing Authors: C.D. Bennett, Morten Braten, David Chart, Andy Collins, Dana Lynn Driscoll, Nevin Flanagan,
Alex Freed, Robert J. Gallagher, Mike Gill, Bruce Graw, Scott Greene, Justin D. Jacobson, Lysle Kapp,
Christopher Kennedy, Ari Marmell, Michael A. Mumich, David Noonan, W. Jason Peck, Anthony Pryor,
Patrick O’Duffy, Aaron Rosenberg, Jason Rosenstock, Robert J. Schwalb, Matt Sernett, Mat Smith,
Matt Sprengeler, Christina Stiles, Jonathan Tweet, and Jeffrey J. Visgaitis
Copyediting and Production: Sue Weinlein Cook • Proofreading: Scott Holden
Illustrations: Toren “MacBin” Atkinson, Caleb Cleveland, Eric Lofgren, and Scott Purdy
Cover and Interior Page Design and Title Treatment: Peter Whitley
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
the d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons®, D&D®, Dungeon®,
Polyhedron®, and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permis-
sion. Unearthed Arcana is a trademark of Wizards of the Coast and is used with permission. Malhavoc is a registered trademark and Eldritch Might is a
trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved.
Monte Cook Presents: The Year’s Best d20, Vol. One ©2005 Monte J. Cook. All rights reserved. The contents of each selection for this collection is copyright as listed in
section 15 of the Open Game License on page 94, excepting those elements (artwork, introductions, etc.) that are original to this collection. The mention of or reference to
any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition of Monte Cook Presents: The Year’s Best d20, Vol. One is
produced under version 1.0a, 6.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by per-
mission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version
1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to The
Complete Book of Eldritch Might, Monte Cook’s Arcana Evolved, Monte Cook Presents: Iron Heroes, Mastering Iron Heroes, and The Iron Heroes Bestiary; and all artwork,
symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs. In addition, certain other elements may be Product
Identity of the original published sources of this material. These elements include any specific characters, monsters, creatures, and places; capitalized names and names
of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, and abilities; and any and all stories, story-
lines, histories, plots, thematic elements, and dialogue; except such elements that already appear in final or draft versions of the d20 System Reference Document or as
Open Game Content below and are already open by virtue of appearing there. Please see the Product Identity designations of the original publications listed on page 94
for details. (It’s worth your time to track down these great products!) The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Monte Cook Presents: The Year’s Best d20, Vol. One
are designated as Open Game Content: anything contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some
other Open Game Content source, such as the original published sources of the material herein.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remain-
der of these Open Game Content portions of this book is hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE pertaining to their orig-
inal publications; see the copyright notices on page 94 (section 15 of the Open Game License) for this information. This material is protected under the copyright laws of
the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express writ-
ten permission from the author or publisher, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser
may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Table of Contents
Introduction: D20 IN 2004 Carcaetan .......................................................48
A Rocky Start ....................................................3 Clockwork Creature Template...................50
Sourcebooks . . . and Lots of Them...............3 Corpsespinner................................................52
New Rules..........................................................5 Corpsespun Creature Template...................54
Fewer, Better Products..................................5 Crucifixion Spirit..........................................56
What’s This Book All About ...........................5 Death Weaver..................................................57
Ethereal Adder ..............................................58
So, What’s in it for Me? ...................................5 Goldencrest...................................................59
Golem, Furnace.............................................60
Chapter One: CHARACTER CLASSES Hanged Man ...................................................62
Arcane Warrior ...............................................6 Inscriber .........................................................63
Cosmosopher ...................................................8 Kei-Ehri ...........................................................65
Gemcaster .......................................................10 Kulumar..........................................................66
Knight of Tears ..............................................13 Madrir .............................................................68
Ghostspeaker Feat ........................................................14 New Skill: Perfect Recall...........................................69
Reliquarian .....................................................15 Nightmare Collector ..................................70
Urban Ranger..................................................18 Time Flayer ......................................................71
Urban Tracking Feat.....................................................18 Unholy Chorus ..............................................73
Yogi...................................................................19 Vacuous Engulfer .........................................74
Yogic Spell List .............................................................22 Warding Visage ..............................................75
Austerity Feats..............................................................23
Chapter Five: VARIANT RULES
Chapter Two: FEATS AND SKILLS Combat Defense .............................................77
Awaken Ancestry ...........................................24 Applying Combat Defense............................................77
Counterstrike ...............................................24 Combat Defense Example ............................................78
Coward's Bane................................................24 Incantations ..................................................78
Damaging Spell ..............................................25 Discovering Incantations ..........................................79
Divine Perseverance......................................25 Casting an Incantation...............................................79
Dretch Spawn .................................................25 Incantation Components ...........................................80
Dying Blow .....................................................26 Failed Incantations.....................................................80
Infernal Insight............................................26 Sample Incantations ...................................................80
Might of Courage .........................................26 Creating New Incantations........................................82
Planar Awareness..........................................26 Planetouched Ancestry Magic ...................84
Ravid's Blessing .............................................27 Race: Cambions ..............................................84
Spell Cleave ....................................................27 Race: Nephilim ...............................................86
Spell of Opportunity ....................................27 Reserve Points ...............................................88
Throwback ......................................................27 Using Reserve Points ...................................................88
Warrior's Path ...............................................28 Replenishing Reserve Points .....................................89
Prophecy Skill ...............................................28 Constitution Changes ................................................89
Skill-Based Spellcasting .............................89
Chapter Three: MAGIC New Skill: Spellcasting ..............................................89
Spell Lists .......................................................29 Core Spells ...................................................................90
Spell Descriptions .........................................31 Optional Rule: Physical Fatigue ...............................90
Magic Items.....................................................37 Spontaneous Metamagic ..............................91
Weapon Quality.............................................................37 Daily Uses .......................................................................91
Wondrous Items............................................................37 Extra Spell Slots ..........................................................92
Combining the Variants..............................................92
Chapter Four: MONSTERS
Arcanoplasm...................................................39 APPENDIX
Amalgam Template ........................................40 Congratulations to the Year’s Best! .........93
Bedlam .............................................................45 Open Game License........................................94
Bipedal Creature Template..........................46
New Rules Circle’s Denizens of Avadnu added a lot more cool new mon-
Another factor that shaped d20 products in 2004 was the sters to the mix, as did Wizards’ own Monster Manual III.
release of D&D’s v. 3.5 edition the previous year. The new core And speaking of Wizards, Unearthed Arcana, probably the
rulebooks updated the rules and revised the system across the best book the company’s released since 3rd Edition began,
board, not in major ways—it was still the same game—but also came out in 2004. Goodman Games and Necromancer
with pervasive small changes. Many of the changes fixed truly Games both put out cool adventures that harkened back to
problematic issues and were much needed. Overall, however, “old school” modules released in the late 1970s and early
the rules to the game changed just enough that customers 1980s.
perceived v. 3.5 to be virtually a new edition of the game. Calls It was, in fact, a very good year for d20.
for publishers to release v. 3.5 editions of popular titles Despite claims that d20 is dying (which have been around
already in print (or to release online conversion notes) for as long as d20 has), the facts don’t appear to bear out
became common. Designers across the board saw that the that prognosis. On the contrary, while sales can no longer
v. 3.5 changes, while simple for players to grasp and for DMs support the vast number of publishers that originally
to convert “on the fly,” were somewhat painstaking to imple- entered the field, many of those that remain continue to see
ment in written conversions. In other words, the changes successes. More importantly from the point of view of the
affected game play far less than they affected rules writing. game, after years spent experimenting with the system, a
A “3.5 DM” could easily use most v. 3.0 products with little good number of designers have an excellent grasp of the ins
work, but actually creating a v. 3.5 conversion of the same and outs of what is, in fact, a fairly complex and robust rules
books was a time-consuming process. (And it also proved to set. The system, intentionally created to be easy to under-
be a waste, because the audience rejected conversion products stand but challenging to master, proved difficult for design-
in favor of the constant stream of new titles.) ers to handle at first. In other words, most of the products
So, d20 publishers spent a lot of resources to convert old released right after the game came out, in late 2000 and into
products and get their new products “up to speed” with the 2001, just weren’t very good. But just as the players and DMs
new rules, but for their efforts they saw little or no benefit. have mastered the mechanics, so too have the most talented
Online rules conversions earned no profit and did not help to game designers risen to the fore. Many of them are repre-
drive sales. If anything, d20 sales fell across the board after sented by the material selected for this book.
the release of v. 3.5. Backlist sales of all v. 3.0 compatible prod-
ucts (both d20 System and core products) certainly plummet- What’s This Book
ed. Although almost all d20 publishers greeted v. 3.5 enthusi-
astically, it is difficult to use hindsight to see that the revision All About?
did anything but hurt them (it was likely an economic suc- Late in 2004, we at Malhavoc Press put out a call to all d20
cess for Wizards, at least in the short term). publishers, announcing that we were compiling this book
and inviting them to submit what they felt was their best
Fewer, Better Products material from 2004. Response was very good, and the best
Thus, in 2004, the slowdown in the number of print releases of what they submitted lies between these covers.
and the decrease in print publishers that started in the sec- But before discussing the selection process, let’s look at the
ond half of 2003 continued. While by the end of 2000, and context a little more closely. First of all, I was the sole judge of
certainly throughout 2001, literally dozens of new d20 prod- the selections. Like anyone else, I have my own preferences
ucts appeared on store shelves every month, by 2003 these for certain kinds of material. For example, I like prestige
numbers had fallen by half, and in 2004 by half again. classes that make good NPCs as well as good PCs—they need
From the point of view of the game, however, this is to have a solid story hook for a character as well as good
almost certainly a good thing, not a bad one. While lots of mechanics. Further, at this point in d20 System development,
choice is good, it’s far better to choose between three good all material not only needs to be solid and accurate, it really
products rather than 10 mediocre ones. So despite my earli- needs to offer something new. Monsters, no matter how cool,
er negative remarks, it’s actually the case that some of my that have nothing but a claw/claw/bite routine and improved
favorite d20 products were released in 2004. I love grab aren’t going to make it into this book. There’s nothing
Hamanuptra, the Egypt-themed boxed set from Green wrong with those kinds of monsters and, in fact, you need
Ronin Publishing. Sword & Sorcery’s Relics and Rituals: them in the game, but at this point it’s impossible to judge
Excalibur book is an excellent example of how to apply the such a monster as being among the best when there are so
d20 rules to a specific genre (or, perhaps more appropriate- many more creative choices out there.
ly, how to apply a specific genre to the d20 rules). Since this is a “best of d20” book, and not a “best of
Necromancer Games’ Tome of Horrors II and The Inner background material” book, I focused first on the d20
Character Classes
This chapter presents interesting new character options, from unusual spellcasters to warriors with a twist.
Requirements
To become a cosmosopher, a character must fulfill all the
following criteria.
Alignment: Any neutral.
Skills: Knowledge (religion) 4 ranks, Knowledge (the
planes) 4 ranks, Spellcraft 8 ranks.
Feats: Magical Aptitude, Skill Focus (Knowledge [the
planes]).
Special: Ability to cast unprepared arcane spells of at least
3rd-level. Must have cast contact other plane and received a lie
as an answer or have encountered a great cosmological secret
or problem (problem of evil) in their studies that has caused
them to question the nature of reality.
Class Skills
The cosmosopher’s class skills (and the key ability for each
skill) are Concentration (Con), Gather Information (Cha),
Knowledge (arcana) (Int), Knowledge (history) (Int), instance of this class ability. Cosmosophers are still limited
Knowledge (religion) (Int), Knowledge (the planes) (Int), by spell levels and must have the requisite ability to cast the
Profession (any) (Wis), Speak Language (n/a), Spellcraft stolen spells. Filching spells from scrolls activates those
(Int), and Use Magic Device (Cha). See Chapter Four: Skills spells from the scroll. Finally, a cosmosopher can have a total
in the Player’s Handbook for skill descriptions. number of divine spells equal to his prestige class level +
Skill Points at Each Level: 2 + Intelligence modifier. Wisdom modifier. Naturally, a cosmosopher need not make
all of his filch
Class Features attempts at once. He Focus on Story
All of the following are class features of the cosmosopher may save them for
The cosmosopher appears in the book as
prestige class. when he encounters much for its story elements as its mechan-
Weapon and Armor Proficiency: Cosmosophers gain no divine spellcasters ics. The mechanics, in fact, are very simple.
new proficiency in arms or armor. Armor of any type inter- using divine spells, If you’re interested in potent character
builds, you can easily end up with a wiz-
feres with a cosmosopher’s arcane gestures, which can cause or from scrolls, and ard or sorcerer that can cast a fair selec-
his spells with somatic components to fail. so on. tion of healing spells, basically at the cost
Filch Spell (Su): Cosmosophers believe divine magic is Spells Per Day: For of a feat, since the Skill Focus require-
ment is the only really harsh one. But I
just another force in the universe, an exploitable tool to be every level advanced like it because this is the kind of class
used. Beginning at 1st-level, the cosmosopher gains the abili- in the cosmosopher that results from an interesting character
ty to filch divine spells, in effect gaining the ability to twist prestige class, the choice—skepticism of the gods. I’d use
this class to create an NPC that tried to be
free divine energies into arcane magic. To filch a spell, a cos- character gains new a cleric, but failed and decided to become
mosopher must have seen the divine spell cast or have the spells per day as if he a wizard/cosmosopher.
spell on a divine scroll. The cosmosopher then must succeed had also gained a
at a Spellcraft check (DC 10 + the spell level). If the cos- level in whatever
mosopher succeeds, he filches the spell and may swap it for spellcasting class he
another arcane spell he already knows, as in the case of the belonged to prior to adding levels in this prestige class. He
assassin, bard, or sorcerer. Should the cosmosopher fail this does not gain any other benefits advancing in that class nor-
check, he may not attempt to filch the spell until the next mally would confer such as an extra Hit Die, skill points,
feats or anything aside from the additional spellcasting abili- Assimilate Divinity: The epic cosmosopher continues to
ty. Essentially, the character adds one level to his spellcasting snare domain spells as he advances. Every four levels beyond
class to determine spells per day, spells known, and caster 10th (14th, 18th, and so on), the epic cosmosopher gains
level. If the caster had more than one spellcasting class prior another set of domain spells to add to his retinue.
to advancing in cosmosopher, he must decide to which class Bonus Spells: The epic cosmosopher does not gain bonus
he adds the level. spells per day beyond 10th level, though the caster level con-
Assimilate Divinity (Ex): At 4th level, the cosmosopher tinues to increase as normal.
expands his control over other divine energies by appropriat- Bonus Feats: The epic cosmosopher still gains a bonus
ing the domains granted by the gods for his own use. The feat every five levels higher than 10th (15th, 20th, and so
cosmosopher gains access to a domain, including all the on).
bonus spells of levels he can ordinarily cast and the domain’s
granted power. A second domain is gained at 7th level. Gemcaster
Atheistic Resolve (Ex): Doubt and disbelief form the cor- Prestige class by Bruce Graw; originally published in the Advanced Player’s
nerstone of the cosmosopher’s philosophy. Whenever the Guide by Sword & Sorcery.
cosmosopher is in the area of a divine spell or is the target of Masters of the arcane arts have long been aware of the
one, he may attempt to disbelieve the spell. Cosmosophers utility of gems in spellcasting, either as spell components or
are entitled to a Will save (DC 15 + the level of the spell + in the creation of magical items and formulas. Rarely are
twice the caster’s associated ability modifier). If the cos- such baubles treated as anything else, however. Those who
mosopher succeeds, the spell does not affect him. If he fails truly understand gems know these “tears of the earth” are
to disbelieve, he may still make the saving throw if the spell capable of so much more.
normally allows one, but at a –2 circumstance penalty. If the Among the races who dwell under the ground—chiefly
cosmosopher has spell resistance, he makes his atheistic dwarves, but to a lesser extent gnomes—exists a rare breed
resolve check first. Atheistic resolve is gained at 10th level. of arcane masters who utilize gems to enhance their own
spellcasting. Schooled from an early age to recognize, under-
Ex-Cosmosopher stand, and work with jewels of all kinds, these gemcasters
If a cosmosopher is ever the target of atonement, he immedi- soon discover that their magic can be greatly improved by
ately becomes an ex-cosmosopher, losing access to all special using what others dismiss as simple rocks—pretty and
features of the class. valuable, yes, but still nothing more than polished stones.
Gemcasters rarely bother arguing with such people; instead
The Epic Cosmosopher they simply nod and keep their secrets to themselves.
An epic cosmosopher can rival the greatest clerics through Gemcasters must be dwarves or gnomes—no other race
his staunch denial of the sovereignty of the gods. possesses the interest, training, or understanding required
Hit Dice: d4. to employ their special breed of magic. In addition to their
Skill Points at Each Additional Level: 2 + Intelligence ability to create beautiful articles of jewelry with their inher-
modifier. ent craft skills, gemcasters can also utilize gems as spell foci,
Filch Spell: Every two levels beyond 9th (11th, 13th and so enabling them frequently to avoid the requirements of spell
on), the cosmosopher may select five spell levels of cleric components that can be expensive to find and/or bulky to
spells to add to his spell list. haul around. Higher-level gemcasters can store spells in
THE COSMOSOPHER
Class Base Attack Fortitude Reflex Will
Level Bonus Save Save Save Special Spells Per Day
1st +0 +0 +0 +2 Filch spell +1 level of existing class
2nd +1 +0 +0 +3 — +1 level of existing class
3rd +1 +1 +1 +3 — +1 level of existing class
4th +2 +1 +1 +4 Assimilate divinity +1 level of existing class
5th +2 +2 +2 +4 — +1 level of existing class
6th +3 +2 +2 +5 — +1 level of existing class
7th +3 +2 +2 +5 Assimilate divinity +1 level of existing class
8th +4 +3 +3 +6 — +1 level of existing class
9th +4 +3 +3 +6 — +1 level of existing class
10th +5 +3 +3 +7 Atheistic resolve +1 level of existing class
Requirements
To become a gemcaster, a character must fulfill all of the fol-
lowing criteria.
Race: Dwarf or gnome.
Skills: Appraise 6 ranks, Craft (gemcutting) 8 ranks.
Feats: Eschew Materials, Scribe Scroll.
Spells: Able to cast 3rd-level arcane spells.
Class Skills
The gemcaster’s class skills (and the key ability for each skill)
are Appraise (Int), Concentration (Con), Craft (gemcutting)
(Int), Decipher Script (Int), Knowledge (any) (Int),
Profession (any) (Wis), and Spellcraft (Int). See Chapter must make a successful Use Magic Device check to use it; read
Four: Skills in the Player’s Handbook for skill descriptions. magic still discloses what kind of spell is locked within the
Skill Points at Each Level: 2 + Intelligence modifier. gem. The gem crumbles to powder when the spell is triggered.
A gemscroll may be used as a gem focus (see below) as long
Class Features as the spell contained within is not used. If a failed Spellcraft
All the following are class features of the gemcaster prestige check destroys the gemscroll being used as a focus, however,
class. the spell within is discharged. This is harmless, affecting
Weapon and Armor Proficiency: Gemcasters gain no nothing, unless the spell has an area of effect (the gem acts as
proficiency with any weapon or armor. ground zero).
Spells Per Day: The gemcaster is an arcane spellcaster. Gem Foci (Ex):
When the character gains a new level in the gemcaster pres- A gemcaster can use Flavorful Mechanics
tige class, he gains new spells per day as if he had also various jewels as the The gemcaster prestige class takes a cool
gained a level in whatever spellcasting class he belonged to focus for certain fantasy concept (the magic of gems) and
before he added the prestige class. He does not, however, magical abilities. To turns it into an interesting character
option. I like that its mechanics simply
gain any other benefit a character of that class would have do so, he must have a make the spells you already cast better.
gained (metamagic or item creation feats, for example). jewel of the appropri- This is a spellcasting prestige class that
Create Gemscroll: Gemcasters can employ gems in lieu ate type in hand or only enhances and does not dilute. What
sold me on it were the different schools of
of scrolls. A gem used in this manner can hold but a single on some piece of jew- magic equated to the different kinds of
spell. It must be of the appropriate type as related to the elry he is wearing. gems. Very flavorful for a dwarf or gnome
school of magic involved (see Gem Foci, below) and of a value A gem focus worn mage. And the idea of gemscrolls is just
cool. DMs should make an NPC opponent
at least as high as the cost to scribe a scroll of the spell’s level. as a ring, amulet, or using this class—the visuals alone will
Scribing a spell into a gem requires the same procedure and similar item does not make it clear to the PCs that they face no
time as scribing a scroll but uses no writing implements or count as “using” that ordinary wizard or sorcerer.
special inks—instead, the gemcaster discharges the spell into magic item slot—
the gem and locks it there using unique arcane methods. unless, of course, it
Invoking the spell within the gemscroll is handled as with actually is a magic item in its own regard. Gems must
a scroll, except that a character with no levels in gemcaster be unaltered and uncovered to serve as gem foci—the
gemcaster could not conceal them with paint or by using Gem Components (Ex): At 2nd level, a gemcaster
reduce item, for example. learns the art of using gems as an arcane spell focus
Each of the schools of magic is represented by a specific instead of material components. This is an extension of
type of gem (see below). If the gem involved comes in several the abilities learned when he received the Eschew
types (e.g., sapphire, star sapphire, etc.), any variant will do. Materials feat.
The value of the gem is important for certain class abilities, When any spell requires a material component or spell
so it is useful for the character to have a well-developed focus costing up to 25 gp, the gemcaster may substitute a
Appraise skill. gem of the appropriate type worth 25 gp. The gemcaster
To use a special ability that involves a jewel, the gemcaster may substitute more valuable gems for the same amount
must be able to touch the gem, and if it is used as the focus in material components as he gains levels: up to 100 gp
for any spell that affects anyone other than the gemcaster value at 3rd level, up to 250 gp value at 5th level, up to
himself, it must be aimed or pointed at the target. For a spell 500 gp value at 7th level, and up to 1,000 gp value at
that requires touch, the character need not touch the jewel to 10th level.
the target—he only needs to be in contact with it himself If the gemcaster employs a gem instead of the normal
while he touches the recipient. components or focus, the gem may shatter in the casting.
On a successful Spellcraft check (DC based on the compo-
School of Magic Gem Focus nent value), the gem substitutes for the component. On a
Abjuration Topaz failed check, the gem shatters and is destroyed (a roll of 1
Conjuration Emerald on this check is always a failure). For example, a 7th-level
Divination Ruby gemcaster casting stoneskin while employing a 250 gp topaz
Enchantment Jacinth to take the place of the required diamond dust makes a
Evocation Diamond Spellcraft check (DC 19; component value of 15 gp + 4th
Illusion Moonstone level spell). The gold piece value is that of the required com-
Necromancy Opal ponent, not the gem itself; so a 1,000 gp topaz has the
Transmutation Sapphire same Difficulty Class as the 250 gp one.
Component Value Spellcraft DC
Gem Identification (Ex): A gemcaster is familiar with
Up to 25 gp 10 + spell level
gems and jewels of all types. When using the Appraise skill
Up to 50 gp 11 + spell level
on a gem or piece of jewelry that includes gems, he earns a
Up to 100 gp 12 + spell level
+1 bonus per class level to determine the value of the gems
Up to 150 gp 13 + spell level
themselves. If this check succeeds, he can also identify the
Up to 200 gp 14 + spell level
exact type of gem by name (opal, ruby, garnet, etc.). This
Up to 250 gp 15 + spell level
bonus does not extend to Appraise checks for nongem pre-
Up to 1,000 gp 30
cious metals such as gold or platinum, nor does it include
similar objects of value—such as pearls—that are not Power Gem (Sp): At 5th level, a gemcaster can concen-
actually gems. trate arcane energies into a gem focus of at least 500 gp
THE GEMCASTER
Class Base Attack Fortitude Reflex Will
Level Bonus Save Save Save Special Spells Per Day
1st +0 +0 +0 +2 Create gemscroll, gem +1 level of existing class
foci, gem identification
2nd +1 +0 +0 +3 Gem components 25 gp +1 level of existing class
3rd +1 +1 +1 +3 Gem components 100 go +1 level of existing class
4th +2 +1 +1 +4 — +1 level of existing class
5th +2 +1 +1 +4 Power gem, gem +1 level of existing class
components 250 gp
6th +3 +2 +2 +5 — +1 level of existing class
7th +3 +2 +2 +5 Gem components 500 gp +1 level of existing class
8th +4 +2 +2 +6 — +1 level of existing class
9th +4 +3 +3 +6 Greater power gem +1 level of existing class
10th +5 +3 +3 +7 Gem components 1,000 gp +1 level of existing class
have aided in passing over. The Chorus of the Banshee special relationship to spirits can fit easily in many worlds.
has determined that the fetches are the lingering good Indeed, some settings include good-aligned deities of the
will and blessings given by the now-departed ghosts to dead, some of whom might sponsor knights of tears. Alter-
their benefactors. nately, any good faith might consider it a sacred duty to
The Order of Tears is highly respected in Hollowfaust, eliminate the scourge of the undead and create a knightly
both as protectors against unseen horrors and as compas- order with that purpose.
sionate advocates for the dead. These knights, closely allied Hit Die: d8
with the Chorus of the Banshee, are more forgiving of the
necromantic arts than are typical paladins, though they Requirements
swiftly and violently deal with practitioners of the blacker To qualify to become a knight of tears, a character must fulfill
magics. Especially despised by the knights are the dark all the following criteria:
necromancers of Glivid-Autel, who would bind and twist Alignment: Lawful good.
the dead to their own perverse goals. It is said that the Base Attack Bonus: +6
knights have long sought the destruction of Lucian Daine, Feats: Ghostspeaker (see below), Iron Will.
the so-called Black Messiah, for his horrid practice of trans- Skill: Diplomacy 9 ranks, Knowledge (religion) 9 ranks.
forming the living into bitter wraiths. Special: Aura of courage ability, ability to turn undead.
The knights are most active in the Ghost Quarter of
Hollowfaust, rarely traveling beyond the city unless to Ghostspeaker (General Feat)
complete some task for a lost spirit. In addition to laying Those who develop the talent of speaking with ghosts
the dead to rest, the Order of Tears works to enforce justice attract cadres of those who yearn to communicate with the
and ease suffering throughout the city—with the hope of living.
forestalling the creation of new wraiths. The knights Prerequisites: Charisma 13, Wisdom 13
believe the high concentration of negative energy, from the Benefit: A character with this feat receives a +2 compe-
destruction of old Sumara, and the decades-long practice tence bonus to Diplomacy checks when dealing with intelli-
of necromancy strengthen evil spirits and fuel the creation gent incorporeal undead. In addition, he can understand
of lost souls, but they are unsure how to confront the and communicate with such undead, regardless of what lan-
problem. guage they spoke in life.
Becoming a knight of tears is an option primarily open to
paladins, although multiclassing clerics can also join the Class Skills
order. Paladins who take this class focus their ability to con- The knight of tears’ class skills are Bluff (Cha), Concentration
front undead and dispatch malevolent spirits. Paladins who (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal
take this prestige class can multiclass freely with the pal- (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion)
adin class. (Int), Profession (any) (Wis), Ride (Dex), and Sense Motive
Use in Other Campaigns: As written, the knight of tears (Wis). See Chapter Four: Skills in the Player’s Handbook for
has a connection to Hollowfaust, a city in Ghelspad where skill descriptions.
necromancy is the order of the day. However, the notion of a Skill Points at Each Level: 4 + Intelligence modifier.
paladin dedicated to putting the dead to rest and who has a
enough. The class sacrifices some combat ability to focus on relics of the church, he is considered bonded to the relic
the lore that surrounds holy relics, but is still more active and named at the time of his investiture and may not change that
combat-worthy than the usual scholar of antiquities. bond. The relic is not a magical item. However, it is a source
Some reliquarians spend most of their time in the strong- of potential positive or negative energy. Good reliquarians
holds of their faith, never straying far from the vaults where carry relics that channel positive energy and evil reliquarians
the sacred objects are carry negatively attuned relics. Neutral reliquarians may
A Marriage of Setting and Rules kept. However, many choose a relic tied to either positive or negative energy; this
Reliquarians are just cool. This class is more actively ride the decision cannot be changed later. If the reliquarian had levels
from Relics & Rituals: Excalibur and, land, seeking out those in cleric, the choice of a positive or negative energy relic must
while its requirements are very easy for a relics that have been match his choice of turning or rebuking undead.
cleric (or possibly a paladin) to attain, it’s
balanced by the loss of two levels of lost. A reliquarian may
spellcasting. The benefits you gain aren’t call on a group of Class Skills
overwhelming but are certainly good knights to recover a The reliquarian’s class skills (and the key ability for each
enough to make the class worth taking.
particular relic for the skill) are Appraise (Int), Concentration (Con), Craft (any)
It’s the concept that I really like, however,
and all the abilities feed into the concept
faith, or he may ask (Int), Decipher Script (Int), Gather Information (Cha),
very nicely. I like the idea of these guys them to assist him as Handle Animal (Cha), Heal (Wis), Knowledge (all skills,
carrying around holy relics, safeguarding he sets out on the taken individually) (Int), Speak Language (none), Spellcraft
them and wielding them to fight their
enemies. It’s this kind of thing that ties
quest. If the need is (Int), and Use Magic Device (Cha). See Chapter Four: Skills
world design and game mechanics great enough, a reli- in the Player’s Handbook for skill descriptions.
together nicely. quarian may even offer Skill Points at Each Level: 4 + Intelligence modifier.
a faithful worshipper
or sub-priest the use of Class Features
one of the church’s sacred objects to ensure that the suppli- All of the following are features of the reliquarian prestige
cant’s quest is blessed with the deity’s full favor. class.
Hit Die: d6. Weapon and Armor Proficiency: The reliquarian is profi-
cient with simple weapons and with all forms of armor and
Requirements shields.
To qualify to become a reliquarian, a character must fulfill all Spells Per Day: At 2nd and 4th level, and every level there-
the following criteria. after, the character gains new spells per day (and spells known,
Skills: Knowledge (history) 5 ranks and Knowledge (reli- if applicable) as if he had also gained a level in a spellcasting
gion) 10 ranks. class he belonged to before he added the prestige class. He
Spells: Able to cast 1st-level divine spells. does not, however, gain any other benefit a character of that
Special: The reliquarian must be chosen by unanimous class would have gained.
consent of his order’s leadership and invested in a weeklong If the character possessed levels in multiple spellcasting
ceremony attuning him to a specific holy relic. The nature of classes before becoming a reliquarian, he must decide to which
the relic is left to the GM (bones of saints are particularly class he adds each level of reliquarian for the purpose of deter-
appropriate), and while the reliquarian may quest for other mining spells per day (and spells known, if applicable).
THE RELIQUARIAN
damage reduction 5/unholy (if the relic is charged with pos- Woodland Stride: An urban ranger does not gain this
itive energy) or damage reduction 5/holy (if the relic is neg- ability.
atively charged). In addition, the reliquarian gains a +4 Swift Tracker (Ex): Beginning at 8th level, an urban
divine bonus on all saves against divine magic. ranger may make a Gather Information check for his Urban
Tracking feat every half hour without taking the normal –5
Urban Ranger penalty.
Core class variant designed and developed by Andy Collins; originally published in Camouflage: An urban ranger does not gain this abili-
Unearthed Arcana by Wizards of the Coast. ty.
The urban ranger Hide in Plain Sight (Ex): An urban ranger can use this
Just a Few Tweaks stalks the treacherous ability in any area, whether natural terrain or not.
The urban ranger shows how just a few streets of the city, relying
minor tweaks can change the focus of on his knowledge of Urban Tracking [General Feat]
an existing class and give it a whole new
spin. I have a player in my own campaign alleyways and under- You can track down the location of missing persons or want-
playing an urban ranger. world contacts to keep ed individuals within communities.
him alive. Benefit: To find the trail of an individual or to follow it
Class Skills: for one hour requires a Gather Information check. You
Eliminate Knowledge (nature), Knowledge (dungeon- must make another Gather Information check every hour
eering), and Survival from the ranger’s class skill list. Add of the search, as well as each time the trail becomes diffi-
Gather Information, Knowledge (local), and Sense Motive to cult to follow, such as when it moves to a different area of
the class skill list. town.
The Difficulty Class of the check, and the number of
Class Features checks required to track down your quarry, depends upon
The urban ranger has all the standard ranger class features, the community size and the conditions.
except as noted below. If you fail a Gather Information check, you can retry after
Animal Companion: An urban ranger cannot have an one hour of questioning; the DM should roll the number of
animal larger than Medium as his animal companion. checks required secretly, so the player doesn’t know exactly
Urban Tracking: An urban ranger does not gain the Track how long the task will require.
feat at 1st level. Instead, he gains the Urban Tracking feat Normal: A character without this feat can use Gather
(see below), which allows him to use Gather Information to Information to find out information about a particular indi-
track down a missing person, suspect, or other individual vidual, but each check takes 1d4+1 hours and doesn’t allow
within a community. effective trailing.
Wild Empathy: An urban ranger adds only one-half his Special: A character with 5 ranks in Knowledge (local)
class level to wild empathy checks, reflecting his limited con- gains a +2 bonus on the Gather Information check to use
nection with the natural world. this feat.
Favored Enemy: At the DM’s discretion, an urban ranger You can cut the time between Gather Information checks
may select an organization instead of a creature type as his in half (to 30 minutes rather than one hour), but you take a
favored enemy. For example, a character might select a par- –5 penalty on the check.
ticular thieves’ guild, merchant house, or even the city guard.
The favored enemy bonuses would apply to all members of Community Size* DC Checks Required
the chosen organization, regardless of their creature type or Thorp, hamlet or village 5 1d3
subtype. Small or large town 10 1d4+1
Spellcasting: The urban ranger’s spell list differs from the Small or large city 15 2d4
standard ranger’s list. The following spells are eliminated Metropolis 20 2d4+2
from the urban ranger’s spell list: animal messenger, charm * See Chapter Five: Campaigns in the DMG.
animal, detect animals or plants, speak with animals, bear’s
endurance, hold animal, snare, speak with plants, command DC Mod. Conditions
plants, diminish plants, plant growth, reduce animal, tree shape, –1 Every three creatures in the group being sought
water walk, commune with nature, and tree stride. +1 Every 24 hours party has been missing/sought
In exchange, the urban ranger adds the following spells +5 Tracked party “lies low”
to his class spell list: 1st—comprehend languages, detect +2 Tracked party matches community’s primary
chaos/good/evil/law, detect secret doors, message; 2nd—detect racial demographic*
thoughts, knock, locate object, eagle’s splendor; 3rd—discern lies, –2 Tracked party does not match community’s pri-
invisibility, speak with dead, tongues; 4th—dimensional anchor, mary or secondary racial demographic*
locate creature, Mord’s faithful hound, true seeing. * See “Racial Demographics” in Chapter Five: Campaigns of the DMG.
THE YOGI
an academy devoted to maintaining and expanding their art, matically different from the yogi’s pursuit of awareness, and
taking on students of all ages who have the right dedication. often the yogi will be frustrated by what he sees as the pal-
A handful of yogis claim to have developed their abilities in adin’s insistence on forcing others to follow a particular
a different way. They say that spirits of the cosmos, be they code. Bards, with their flashy style and love of attention,
gods or monsters, imparted the knowledge of a yogi’s ways to have a much different style of problem-solving than yogis
them. Such wild yogis are shunned by their more convention- do, which can lead to clashes. But the biggest contrast is
al brethren, for fear that this knowledge is somehow tainted. between a yogi and a barbarian. To a yogi, the barbarian’s
Races: The first yogis were rumored to be human, and wild rage and impulsive behavior is the farthest thing pos-
humankind produces most members of this class. Dwarves have sible from ideal, and the two classes often have cool rela-
a small but solid yogic tradition, as it plays well into both their tions. Yogis have no particular response to other classes.
disciplined natures and their hardy frames. Some half-elves and Role: A yogi makes a tenacious combatant, and his durability
half-orcs take up the yogi’s path, seeking greater knowledge of is an asset when combined with his unusual powers. His spell
themselves through introspection, and a handful of gnomes selection is heavy on abjuration and divination, so he is also
have adopted the practices as well. Elves and halflings are gener- good at scouting out an encounter and setting other characters
ally too free-spirited and impulsive to stick with the yogi’s ways. up to carry the day. However, his understanding of the nature
Few of the nonhuman races have the discipline to follow a of reality also gives him access to a handful of powerful offen-
yogi’s teaching, either. Hobgoblins, coming from a more struc- sive spells. The yogi makes an excellent adviser and coordinator,
tured society, have been known to become yogis. Such individ- and often has obscure knowledge that turns out to be useful.
uals often concentrate on the defensive aspects of their power
and act as second-line troops, supporting fighters in combat. Game Rule Information
A handful of the githzerai are rumored to have broken away Yogis have the following game statistics.
from their culture’s strong monastic tradition and established Abilities: Constitution is vital for a yogi, as it supports the
a small yogic academy somewhere on the outer planes. Concentration skill, which is necessary for many of a yogi’s
Other Classes: A yogi usually gets along with others, abilities to function. Intelligence and Wisdom are helpful for
understanding that everyone must find their own path to many of the yogi’s other skills, and Wisdom also influences
enlightenment. They especially enjoy the company of monks, the yogi’s spellcasting ability.
clerics, and druids, all of whom have interesting insights on Alignment: Any nonchaotic.
the nature of existence. The paladin’s crusading zeal is dra- Hit Die: d8.
Jump, or could substitute it for Move Silently over a short long as a normal character). He also gains a +4 bonus to any
patch of ground. Fortitude save involving gases, vapors, or odors.
Know Falsehood (Sp): A yogi of 8th level or higher with at Endurance: A yogi gains Endurance as a bonus feat at
least 11 ranks in Concentration can sense lies. When activat- 2nd level.
ed, this ability allows the yogi to discern lies as the spell for a Austerity:At 3rd level, a yogi gains an Austerity feat as a
number of rounds equal to double his yogi level. bonus feat. The yogi may choose the Austerity of Cold, Austerity
Unravel Magic: A yogi of 9th level or higher with at least 12 of Fire, Austerity of Lies, or Austerity of Pain, even if he does not
ranks in Concentration can fortify himself against all magic. meet the prerequisites of the chosen feat (see next page). At 10th
When used, this ability grants the yogi spell resistance equal to level, he gains any Austerity feat he wishes as a bonus feat, as
his yogi level + his ranks in Concentration for a number of min- long as he has any Austerity feats that are among its prerequi-
utes equal to his yogi level. This does not stack with other forms sites; he does not need to meet any other prerequisites.
of spell resistance; use the one that confers the greatest benefit. Hardihood (Ex): Starting at 4th level, the yogi has an
Find Weakness (Su): A yogi of 12th level or higher with at uncanny degree of control over his body. If he makes a suc-
least 15 ranks in Concentration has mastered the art of strik- cessful Fortitude save against a Fortitude-based attack that
ing an opponent. As a full-round action, the yogi may make normally deals half damage on a successful save, he instead
a single attack as if it were a touch attack, ignoring his tar- takes no damage.
get’s natural armor Diehard: At 5th level, a yogi gains Diehard as a bonus feat.
A Potent Eastern Archetype bonus and the like. To Insight (Ex): The greater a yogi’s understanding of reality,
The yogi draws on a nice non-Western activate this ability, the the stronger his discipline. Starting at 7th level, the yogi adds
character concept. Mechanically, the char- yogi must first make a his Wisdom modifier to every Concentration check he makes.
acter is much like a cleric, sacrificing
some spellcasting ability for better skills Concentration check This ability can only be used if the yogi has a positive Wisdom
and some special abilities. Of particular (DC 10 + target’s total bonus. He continues to add his Constitution modifier as well.
interest are the unravel magic and find AC). If the check fails, Improved Hardihood (Ex): At 13th level, a yogi’s self-
weakness abilities. Those are potent, as
is supreme concentration. this use of find weak- discipline results in an improved ability to endure pain and
ness does not work, but mistreatment. In addition to the effects of the hardihood
it still counts against the ability, he now only takes half damage on a failed Fortitude
total number of yogic focus abilities allowed per day. saving throw. This ability only functions against attacks with
Unfettered Sight (Sp): A yogi of 16th level or higher with at a numeric value, like poison; it is no use against powers like
least 19 ranks in Concentration can see reality as it is. When a gorgon’s petrifying breath weapon.
activated, this ability grants the yogi true seeing as the spell Inviolate Body (Ex): In time, a yogi’s control of his body
for a number of minutes equal to double his yogi level. grants him enhanced control of his mind and reflexes. At
Levitation (Sp): A yogi of 17th level or higher with at least 14th level, he gains a bonus equal to his Constitution modifi-
20 ranks in Concentration is able to lift himself from the er (if any) on all saving throws, not just Fortitude.
ground with a mere thought. The yogi may levitate himself as
the spell as a move action, but with a base speed of 60 feet. Yogic Spell List
This ability lasts for a number of minutes equal to his yogi 0 Level: Detect magic, guidance, know direction, mage hand,
level. Once activated, the yogi may use it or not as he sees fit, mending, message, read magic, resistance.
but the duration passes whether he floats or not. 1st Level: Bane, bless, cause fear, comprehend languages,
See Ethereal (Su): A yogi of 19th level or higher with at least 21 deathwatch, disguise self, divine favor, endure elements, entropic
ranks in Concentration has achieved one of the greatest marks shield, feather fall, identify, protection from chaos/evil/law/good,
of detachment—he can see into the ethereal plane. As a stan- remove fear, sanctuary.
dard action, the yogi can make a Concentration check (DC 30). 2nd Level: Align weapon, bear’s endurance, calm emotions,
If successful, he can now see the ethereal plane, just as ethereal detect thoughts, find traps, make whole, owl’s wisdom, protection
creatures can see into the material plane. The yogi’s vision from arrows, resist energy, rope trick, see invisibility, shield other,
extends 60 feet into the ethereal, making it look like a gauzy status, zone of truth.
overlay on top of the normal world. All ethereal creatures and 3rd Level: Arcane sight, bestow curse, dispel magic, fly, haste,
activities are obvious to him. This effect lasts for a number of keen edge, locate object, protection from energy, remove curse, sug-
minutes equal to his yogi level. If the initial Concentration gestion.
check fails, this use of see ethereal does not work but it still 4th Level: Discern lies, divination, fire shield, freedom of
counts against the total number of yogic focus abilities movement, imbue with spell ability, lesser planar ally, locate crea-
allowed per day. ture, shadow conjuration, spell immunity, tongues.
Breath Control (Ex): The first lesson every yogi learns is to 5th Level: Break enchantment, commune, dismissal, mark of
control his breathing. A yogi can hold his breath for a number justice, righteous might, scrying, sending, shadow evocation, spell
of rounds equal to four times his Constitution score (twice as resistance, telekinesis.
NEW FEATS
Feat Type Prerequisites Benefit
Awaken Ancestry General Planetouched Gain a +2 insight bonus to Diplomacy and Intimidate
against outsiders; can take ancestry feats.
Counterstrike General — Enjoy a +1 bonus to attacks on designated foe who hit you.
Coward’s Bane General Counterstrike Gain a +2 bonus to damage on any melee attacks made
against a foe who made a cowardly attack against you.
Damaging Spell Metamagic — Inflict extra damage by reducing spell’s save DC.
Divine Perseverance Miracle Cleric class levels, ability to Spend a turn undead attempt to become immune to
turn/rebuke undead thirst, hunger, and exhaustion.
Dretch Spawn Ancestry Awaken Ancestry, ability to rage Gain additional effects when you enter a rage.
Dying Blow General Might of Courage, base attack Enjoy a +8 bonus to Strength, Dexterity, and Constitution
bonus +4 when at 0 hp or less in combat; additional benefits.
Infernal Insight Ancestry Awaken Ancestry, evil alignment Contact a powerful fiend to answer a yes or no question.
Might of Courage General Counterstrike Gain a +2 bonus to attacks on designated foe who hit you
(but whom you missed) and a +2 AC bonus against the foe.
Planar Awareness Ancestry Awaken Ancestry, Combat Reflexes You are aware of the thoughts and emotions of others.
Ravid’s Blessing Ancestry Awaken Ancestry, Wisdom 19 You can animate a Tiny object as animate object.
Spell Cleave General Damaging Spell Cast a Touch spell on a foe as a free action immediately
after dropping a foe with a Touch spell.
Spell of Opportunity General Combat Casting Make attack of opportunity with a spell rather than a
melee strike.
Throwback Ancestry Awaken Ancestry When targeted by a fear spell, you gain a +4 Strength bonus
and immunity to mind-affecting effects.
Warrior’s Path General Great Cleave , base attack bonus +6 Move at double speed toward worthy foe.
+4 profane bonus to all saves against mind-affecting spells Might of Courage [General]
and effects. By David Chart; originally published in Love and War by Atlas Games.
Special: Instead of becoming fatigued at the end of a rage, You have reserves of strength to call upon when facing an
you become exhausted. Whenever you enter this state, the opponent who is better than you, which might tip the bal-
rage deals 6 points of Intelligence damage to you. ance in your favor.
Prerequisite: Counterstrike.
Dying Blow [General] Benefit: During your action, designate an opponent. This
By David Chart; originally published in Love and War by Atlas Games. opponent must have dealt damage to you with at least three
You are able to surge back from the brink of death and separate attacks, and you must have failed to deal damage to
often take your opponent with you into the shadows. him with at least three separate attacks. All these attacks
Prerequisites: Might of Courage, base attack bonus +4 must have taken place in the current combat. For the rest of
or higher. the combat, you get a +2 bonus to all attacks on this oppo-
Benefit: You may invoke this feat when you are reduced nent and a +2 bonus to Armor Class against this opponent
to 0 or fewer hit points in a combat. You gain a +8 bonus only. You may not change the target of this feat.
to each of your Strength, Dexterity, and Constitution The bonuses from this feat overlap (do not stack) with
scores, so that you gain a +4 bonus to attack and damage those from Counterstrike.
rolls in melee combat, a +4 bonus to Armor Class, and +4 Special: You can use this feat only once per day. You can
hit points per level. Your critical threat range with any gain this feat multiple times. Each time you do so, you may
melee weapon triples, and nonmagical attacks are treated use it one additional time per day. A fighter may take this
as +1 magical attacks for the purpose of overcoming dam- feat as one of her bonus feats.
age reduction.
However, the only actions you may take are full attack Planar Awareness [Ancestry]
actions against the opponent who dropped you to 0 hit By Robert J. Schwalb; originally published in Aasimar & Tiefling:
points or fewer, and any move actions required to pursue A Guidebook to the Planetouched by Green Ronin Publishing.
him if he flees. The effects of the feat expire when the Your inherited ability to sense others’ thoughts allows you
opponent dies, or when you fall to 0 or fewer hit points special advantage in combat, but at the cost of your sanity.
again. Prerequisites: Awaken Ancestry, Combat Reflexes.
When the feat expires, you lose the extra hit points and Benefit: You are aware of the thoughts and emotions of
your current state is determined by your hit points remain- others, their voices forming a constant barrage. Normally you
ing. If you took any damage while under the influence of this can shut out the voices of others that echo in your mind,
feat, you’ll have fewer hit points than you did when you minimizing the noise and keeping you from slipping into
invoked it, and it’s likely that you’ll be dead. If you’re raised madness. As a free action, you can drop your mind’s protec-
from the dead, and the level loss means you must lose a feat, tions and allow the torrent of thoughts to fill your head.
you must lose this feat. You can regain it once you regain a The thoughts are generally incoherent, being little more
level. than jumbled snippets of ideas, providing a +2 insight bonus
Special: A fighter may take this feat as one of her bonus to Sense Motive checks, but in combat, listening to them
feats. provides an advantage. Each round you allow the thoughts to
invade your mind, you gain a +1 insight bonus to attack rolls
Infernal Insight [Ancestry] and a +4 insight bonus to your Armor Class, as you antici-
By Robert J. Schwalb; originally published in Aasimar & Tiefling: pate your opponents’ actions. Shutting out the voices
A Guidebook to the Planetouched by Green Ronin Publishing. requires a full-round Concentration check (DC 10 + the
You can call upon your foul masters for the occasional tip number of rounds you access Planar Awareness).
or guidance. For example, Jogan, an aasimar paladin, uses Planar
Prerequisites: Awaken Ancestry, evil alignment. Awareness for 6 rounds of combat. At the end of this time,
Benefit: Once per week, you may contact a powerful fiend he tries to shut out the voices. By expending a full-round
to answer a yes or no question as if you had cast commune. action, he attempts a Concentration check against DC 17
Unlike the spell, you may ask only one question for each use. (10 + 6 rounds of combat + 1 round of Concentration).
Otherwise, it functions as the spell. Special: Using this feat is very taxing on the mind. It deals
Special: Each use of this feat costs 100 XP. You cannot 1 point of Wisdom damage every round you use it. If you fall
reduce your actual character level using this feat. If you do to 0 Wisdom, you collapse into a nightmare-filled coma until
not have enough experience points available, Infernal Insight you can be healed enough to attempt again to stop the voices.
fails. This feat is extremely dangerous if used without caution, as
Warrior’s Path [General] into the near future. This manifests as a single +2
By David Chart; originally published in Love and War by Atlas Games. circumstance bonus on any one initiative check,
When you wish to face a worthy opponent, no lesser foes Spellcraft check, or saving throw that you need to
can stand in your way. make in the next 24 hours (your choice, but you
Prerequisites: Great Cleave , base attack bonus +6. need to declare your intent to use the bonus before
Benefit: Designate a worthy foe. You may move toward the die is rolled). If the Prophecy check fails, you
that foe at double your normal speed every round, even if have misinterpreted the signs and you gain no
there are other opponents in the way. If your movement insight. In extreme circumstances, your probing of
would normally provoke an attack of opportunity against the fabric of destiny can irritate the gods, causing
you, you may attack that opponent instead. If you drop them to punish you. If you roll a natural 1 when
him to 0 or fewer hit points with a single blow, your making your Prophecy check to “Reveal the Future”
movement is not interrupted. If you fail to drop him, you you are cursed by the gods and for the next 24
must come to a stop, and that opponent gets his attack of hours you suffer a –2 penalty on all initiative rolls,
opportunity against you. Spellcraft checks, and saving throws that you are
A worthy foe is one whose Challenge Rating is no lower required to make.
than one less than your character level. If the foe is not If you do not use the +2 bonus granted by suc-
powerful enough, this feat will not work. cessfully “Revealing the Future” within 24 hours,
Special: A fighter may take this feat as one of her bonus it is lost.
feats. 30 Beseech the gods to send you a revelation concern-
ing a specific topic through a dream. The GM
New Skill: Prophecy decides what exactly is related to you if you succeed.
(Wisdom; Trained Only) You may attempt this task only once a month and
By W. Jason Peck; originally published in Relics & Rituals: Olympus by Sword never more than once concerning a specific topic.
& Sorcery. Further attempts anger the gods and often result
Use this skill to peer beyond the veil of time to witness in divine retribution. You may not take 10 or 20
future events and to interpret signs, omens and the fates of when attempting this task.
people.
Check: You can glimpse the future and attempt to unravel
DC Prophecy Task its mysteries. The Difficulty Classes for Prophecy checks
N/A Earn a living wage for a week’s dedicated work serv- relating to various tasks are summarized in the table above.
ing as an oracle (as per the Profession skill). Action: Varies, as noted above.
10 Identify an omen sent by the gods that you witness. Try Again: See above.
13 Identify an omen sent by the gods that is related to Special: You may take ranks in this skill only if you start
you by others. doing so at 1st level (i.e. you take at least 1 rank of Prophecy
15 Add 2 percent per caster level (to a maximum of 90 when you choose your initial skills at 1st level).
percent), instead of the typical 1 percent, to your Synergy: If you have 5 or more ranks in Knowledge
base chance of receiving a meaningful reply when (mythology)*, you get a +2 bonus on Prophecy checks to
using the spells augury or divination. A separate roll identify and interpret omens or signs.
is required each time such a spell is cast. If you have 5 or more ranks in Perform (act, oratory, or
15 Interpret an omen or sign. Note that you always sing), you gain a +2 bonus on Prophecy checks to earn a liv-
believe you have correctly interpreted the omen or ing wage as an oracle.
sign, so the GM must make this check secretly. If If you have 5 or more ranks in Sleight of Hand, you gain a
the check fails, the GM should feel free to provide +2 bonus on Prophecy checks to earn a living wage as an
you with false or misleading information. oracle.
20 Add half your Prophecy ranks (rounded down) to * Feel free to substitute another Knowledge skill here, such as Knowledge (reli-
the Difficulty Class of any divination spell you cast gion) or Knowledge (arcana), if your game does not include the Knowledge
(if a save is allowed). (mythology) skill.
25 Use Prophecy to “Reveal the Future” once each day.
“Revealing the Future” requires you to perform a
ritual of some kind, such as consulting the innards
of a sacrificed animal or inspecting burnt offerings
upon an altar, and takes a minimum of 10 minutes.
If this check succeeds, you gain a possible insight
The target must make a Will save or Blood Protector: Medium Construct; hp Components: V, S, XP
contract a curse dealing 1d4 points of 50 +2/caster level; Initiative +8; Speed Casting Time: 1 day
permanent Charisma drain per day on a 30 ft.; Armor Class 26 (+4 Dex, +12 Range: Touch
natural); Base Attack/Grapple
failed Will save. Only a successful break +9/+14; weapon +14/+9 (2d6+5); Effect: 10-ft. spread/level
enchantment or remove curse spell will SV Fort +4, Ref +8, Will +4; Str 20, Duration: Permanent
remove this wasting. If the target’s Dex 18, Con —, Int —, Wis 11, Cha 1. Saving Throw: None
Charisma falls to zero, he immediately Spell Resistance: No
dies and his soul is forever consigned to Borrow Limb With this spell, you create a perma-
the Slayer. This prevents any raise dead By Nevin Flanagan; originally published in Meta- nent zone of dead magic, an area where
or resurrection spell, although a miracle blades (Expanded Edition) by Genjitsu Games. no magic can be cast, just as if the area
or wish has a 5 percent chance per caster Necromancy [Evil] had been affected by an antimagic field.
level of returning the victim to life. Level: Clr 4*, Sor/Wiz 4 Divination spells cannot detect subjects
XP Cost: 2,000 XP. Components: V, S, M (XP) within dead-magic areas, nor can a
Casting Time: 1 full round spellcaster use teleport or another spell
Blood Protectors Range: Personal to move into or out of the zone. The
By Aaron Rosenberg; originally published in Relics & Target: You only exception to the “no magic” rule is
Rituals: Olympus by Sword & Sorcery. Duration: 1 hour/level (D) permanent planar portals, which still
Conjuration [Creation] You attach the severed forelimb of function normally.
Level: Clr 9 another creature to your torso, using it Dead-magic zones created by this
Components: V, S, M, DF as an additional off-hand. You can use it spell can be repaired, but only by a
Casting Time: 1 standard action to make an additional attack in a full heightened limited wish (8th level or high-
Range: Close (25 ft. + 5 ft./2 levels) attack action, albeit at a –6 off-hand er), miracle, or wish spell.
Effect: One or more summoned crea- penalty (reduced to –3 if you have the XP Cost: 5,000 XP
tures, no two of which can be more Two-Weapon Fighting feat). You can
than 30 ft. apart also use it to wield a shield at no penalty Despoil
Duration: 1 minute/level (you can wield only one shield at a By Robert J. Schwalb; originally published in
Saving Throw: None time). Additionally, you can hold objects Aasimar & Tiefling: A Guidebook to the
Spell Resistance: No or weapons in two hands and still cast Planetouched by Green Ronin Publishing.
You channel divine energy into your spells with somatic components. Necromancy [Evil]
own shed blood, transforming and When the spell ends, the limb falls Level: Clr 9, Drd 9
expanding the drops of blood into a group off painfully, dealing 1d3 points of dam- Components: XP
of warriors. You can create one creature for age and impeding your concentration. Casting Time: 1 standard action
every four levels (so, a 20th-level cleric You also can use this spell to attach a Range: 60 ft.
could spawn five of these creatures). limb to the stump of one of your limbs Area: 60-ft. burst, centered on you
Each blood protector created costs one that has been severed. In this case, the Duration: Permanent and Instan-
hit point’s worth of shed blood. spell’s duration changes to Instantan- taneous
Blood protectors appear human but eous, it has an XP component of 500 XP, Saving Throw: None and Fortitude
have no distinct features; their bodies and you may gain some special property half
are clearly composed of fresh blood, of the limb if it has any (a troll’s arm Spell Resistance: Yes
somehow held together in largely solid might regenerate, for instance, or a gar- This spell releases a burst of foul,
form. The warriors appear to have goyle’s stony arm might function as a life-destroying energy from the negative
armor molded to them, and each one shield). The GM may increase the XP energy plane. All land in the area of
wields a shield and either a spear or component if the limb has numerous or effect blackens and is forever ruined.
short sword (your choice). These war- potent special properties. The spell reduces all plants to cinders.
riors count as constructs—they are Material Component: The limb to be Against plant creatures, the spell deals
immune to critical hits and mind- attached. 1d6 points of damage per caster level
affecting spells, and so on. They do not *Originally published as a death domain spell. (maximum of 20d6). Despoil is equally
have names, personalities, or any sense effective against other opponents.
of self, and are just intelligent enough Burn Out Against living creatures (except vermin,
to follow orders. After the spell fades, or By Robert J. Schwalb; originally published in which are immune), the spell deals 1d8
if they are destroyed, they revert to Aasimar & Tiefling: A Guidebook to the points of damage per caster level (maxi-
drops of blood. Planetouched by Green Ronin Publishing. mum of 10d8). Those killed by this
Material Component: The caster’s Transmutation blast rise up as uncontrolled zombies
fresh blood. Level: Clr 8, Drd 8, Sor/Wiz 8 1d4 rounds later.
This spell also prevents the target from revealing the secret in Anyone save the designated person who attempts to use the
other ways, such as nodding, gesturing or writing it down. item suffers a –5 penalty on any relevant attack rolls or skill
checks, and in their hands the item feels as if it weighs twice as
Impede Magic much as normal. This spell is most often cast upon weapons, but
By Robert J. Schwalb; originally published in Aasimar & Tiefling: it can also be applied to other objects like chariots or clothing.
A Guidebook to the Planetouched by Green Ronin Publishing. Material Component: A drop of the designated owner’s blood.
Abjuration
Level: Brd 6, Clr 7, Sor/Wiz 5 Liquid Form
Components: V, S, M/DF By Christina Stiles; originally published in Relics & Rituals: Olympus by Sword
Casting Time: 1 standard action & Sorcery.
Range: 30 ft. Transmutation
Area: 30-ft.-radius emanation, centered on you Level: Drd 3, Sor/Wiz 3
Duration: 10 minutes/level (D) Components: S, M/DF
Saving Throw: None Casting Time: 1 standard action
Spell Resistance:No Range: Touch
An invisible harmonic vibration emanates from you when Target: Willing corporeal creature touched
you cast this spell. The emanation protects you from a spell Duration: 2 minutes/level (D)
school of your choice, impeding all spells and spell-like abili- Saving Throw: None
ties of the selected school. To target you (or the area in which Spell Resistance: No
you reside) with a spell from the impeded school, the caster The subject and all its gear become translucent liquid. Its
must make a Spellcraft check (DC 20 + spell level). If the material armor (including natural armor) becomes worthless,
check fails, the spell does not function but is lost as a pre- though its size, Dexterity, deflection bonuses, and armor
pared spell or spell slot. If the check succeeds, the spell func- bonuses from force effects still apply. The subject gains dam-
tions normally. age reduction 10/magic and becomes immune to poison and
Against pre-existing continuous spells in the area of effect, critical hits. It can’t attack or cast spells with verbal, somatic,
impede magic functions like dispel magic. For each creature material, or focus components while in liquid form. (This
within the area that is the subject of one or more spells, you does not rule out the use of certain spells that the subject
make a dispel check (1d20 + your caster level, maximum +10) may have prepared using the feats Silent Spell, Still Spell, and
against each ongoing spell currently in the area of effect. The
DC for this dispel check is 11 + the spell’s caster level.
Regardless of whether you fail a check or not, make dispel
checks against every ongoing spell in the area of impede
magic. Magic items are not affected. If you selected conjura-
tion as the impeded school, pre-existing summoned mon-
sters are subject to the dispel check. You may choose to suc-
ceed automatically on dispel checks against a spell you cast.
Material Component: A small golden bell worth 100 gp.
minotaurs, targeting a minotaur archer. The minotaur fails its Shadow Stitch
save, and the link is established. Two rounds later, the priest By Nevin Flanagan; originally published in Metablades (Expanded Edition)
of Ares leading the minotaurs casts hold person on Phaegros, by Genjitsu Games.
who rolls a 4 on his saving throw before modifiers. Enchantment (Compulsion)
Phaegros chooses to transfer that “4” to the minotaur Level: Asn 1, Sor/Wiz 1
archer, and rolls again on his saving throw; this time he gets a Components: V, S, F
15 and succeeds. On the minotaur archer’s next action, it fires Casting Time: 1 standard action
another arrow at Phaegros. Instead of making an attack roll Range: As focus weapon used
as usual, its attack is treated as if it rolled a 4 before modi- Target: One creature that casts a shadow
fiers. The minotaur archer misses, and the spell effect ends. Duration: 1 round/level
Note that the scapegoat must be within range when the Saving Throw: Will dispels (see text)
spell is cast, but after it has taken effect the spell will last out Spell Resistance: Yes
its duration no matter how far away the scapegoat is. You make a touch attack with a piercing weapon against
Material Component: A scrap of goatskin. the target’s shadow as part of the spellcasting action. If the
attack succeeds, the target creature is effectively entangled
Scapegoat, Greater (–2 to attack rolls and –4 to effective Dexterity score), and
By Aaron Rosenberg; originally published in Relics & Rituals: Olympus cannot move from the current spot. Pulling the weapon out
by Sword & Sorcery. of the target’s shadow ends the spell, but the enchantment
Abjuration prevents the target from removing it easily.
Level: Sor/Wiz 4 If the target attempts to pull the weapon from his shadow
As scapegoat, except that you may transfer multiple poor himself, he must make a Will save against the spell and suf-
rolls to the target. The target may have only one transferred fers nonlethal damage equal to the weapon’s normal damage;
roll “in the wings” at a time; if the scapegoat has yet to take this damage is halved if he fails his Will save and does not
an action that would use the transferred roll (for instance, if remove the weapon.
the scapegoat chooses to move instead of attacking), you can- Focus: The weapon used to make the attack roll.
not transfer another poor roll to him. If the scapegoat is par-
alyzed, knocked unconscious, killed, or otherwise rendered
incapable of action, you cannot choose a second target. You
may transfer a maximum of one poor roll per three caster lev-
els to the scapegoat by use of this spell.
Scoundrel’s Guidance
By Nevin Flanagan; originally published in Metablades (Expanded Edition)
by Genjitsu Games.
Necromancy
Level: Clr 5, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will partial
You open a portion of your spirit to possession by the soul
of a dead rogue. You gain proficiency with all simple weapons
and deal +1d6 points of sneak attack damage per three caster
levels when striking a target which you flank, or which is
denied dodge bonuses to Armor Class. You remain lucid and
able to choose your actions, but the strain of sharing your
mind with another spirit is taxing; you suffer 1d4+1 points of
temporary ability damage to your spellcasting key ability
score (Intelligence for wizards, Charisma for sorcerers, etc.).
A Will save reduces this to half.
Material Component: At least three teeth from a fallen
rogue.
opponents. When the user carefully installs all six just under
the skin, dealing 1 point of damage per hook, they wrack the
victim with horrific pain, causing him to writhe in agony. You
can ask up to six questions of the victim, and he must answer
earnestly and to the best of his ability. Alternatively, you can
use the hooks in place of the focus normally required for such
spells as augury or commune. If used as the focus of a spell, you
must still install them in a helpless victim, but the answers
sought from the spells come from the victim’s mouth.
Faint divination and enchantment; caster level 5th; Craft
Wondrous Item, zone of truth, and caster must forge them in
the Abyss or another chaotic evil plane; Price 40,000 gp.
By Robert J. Schwalb; originally published in Aasimar & Tiefling:
A Guidebook to the Planetouched by Green Ronin Publishing.
Scabbard of Restoration: This impressive item keeps what-
ever blade it holds from being damaged. For an entire day after
being drawn, the blade cannot be broken, chipped, dented, or
otherwise harmed, and it retains its edge. Dirt and liquid slide
off the blade easily, so that a simple shake of the wrist restores
the sword to gleaming purity. Even spells like rusting grasp do
not affect the blade—treat the sword as if it were a magic
weapon itself, with a save of 20 against direct magical attack.
Most of these scabbards appear as plain but well-made leather
scabbards, with simple steel rings at the top and clasps along
the side. Some are more ornamental, however.
Faint transmutation; caster level 5th; Craft Wondrous Item;
dirtwall, reinforcement, sharpen; Price 5,000 gp; Weight 1 lb.
By Aaron Rosenberg; originally published in Relics & Rituals: Excalibur by
Sword & Sorcery. Doppelganger: The arm’s wielder may use alter self as a sor-
Spare Hand: This is a preserved severed arm from a gener- cerer of his character level once per day as a spell-like ability.
ally humanoid creature. If the command word is spoken while The arm drains 2 points of Charisma in addition to
the arm is held to a creature’s torso or the stump of an arm, it Constitution when it bonds permanently.
bonds to the creature, acting as an additional off-hand (see Ethereal Filcher: Any weapon wielded in the spare hand
borrow limb). The arm can be removed by repeating the com- gains the ghost touch special quality. The arm drains 2 points
mand word; note that anyone who knows the command word of Intelligence in addition to Constitution when it bonds
and holds the arm can remove it—a grapple check is needed permanently.
to maintain a hold on the arm long enough to detach it. Ravid: The wielder can use cure moderate wounds once per
If the arm is ever left in place for 24 hours, the user must day as a spell-like ability, but suffers a –2 penalty to Fortitude
make a Fortitude save (DC 16). Success means the arm drops saves to overcome negative levels.
off but still functions and can be reused immediately. Failure Salamander: The user gains fire resistance 5 and can pro-
means the arm bonds permanently to the user (the command duce flame at will (damage is 1d4+2) as a supernatural ability,
word will not detach it any more until it has been removed— but suffers a –4 racial penalty to saving throws against cold
generally with a slashing weapon). The arm permanently effects.
drains 2 points of the user’s Constitution. Restoring these Troll: The user gains fast healing 3. He must save to keep
points by any means (such as a restoration spell) also detach- the arm from bonding after one hour, and the arm drains 6
es the arm. Cutting the arm off makes the Constitution loss points of Constitution instead of 2 points when it bonds. If
unrestorable. the arm is severed after a permanent bond, the severed arm
Certain unusual spare hands exist, taken from creatures dies and decays and the severed stump grows back over the
with special properties. A few ideas are listed below. course of a day.
Choker: The user gains a +2 racial bonus to Climb checks Moderate necromancy; caster level 8th; Craft Wondrous
and can use a successful unarmed strike to start a grapple as Item, borrow limb, gentle repose; Price 64,000 gp; Cost 32,000
a free action without provoking an attack of opportunity in gp + 2,560 XP.
addition to damage. A choker arm drains 2 points of Dexterity By Nevin Flanagan; originally published in Metablades (Expanded Edition)
in addition to Constitution when it bonds permanently. by Genjitsu Games.
Arcanoplasm Combat
By Scott Greene; originally published in The Tome of Horrors II by Arcanoplasms always target arcane spellcasting creatures
Necromancer Games. first. Their innate ability to detect such creatures allows
Large Aberration them to do so with precision and accuracy. Because of its
Hit Dice: 7d8+42 (73 hp) ability to replicate spells cast near it, the arcanoplasm always
Initiative: +4 tries to stay within 30
Speed: 30 ft. (6 squares), climb 10 ft. feet of an arcane cast-
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 er. Mimicked spells are Step up, Spellcasters!
Base Attack/Grapple: +5/+11 cast at the foe deemed I chose the arcanoplasm because it makes
Attack: Slam +7 melee (2d4+3 plus 1d6 acid) most threatening. for an interesting encounter for a party
heavy with arcane casters. It’s going to
Full Attack: Slam +7 melee (2d4+3 plus 1d6 acid) Acid (Ex): An force players with arcanist characters to
Space/Reach: 10 ft./5 ft. arcanoplasm secretes a come up with some interesting alternate
Special Attacks: Constrict 2d4+3 plus 1d6 acid, improved highly corrosive acid means of coping with the creature.
grab, arcane spell mimicry that dissolves only I like the fact that, while it’s not an ooze,
it’s rather oozelike, and in fights against
Special Qualities: Absorb arcane magic, amorphous, arcane- flesh. Any melee hit most oozes, the melee combatants all
sense 100 ft., blindsight 60 ft., immunities deals acid damage. have to back up and let the casters deal
Saves: Fort +8, Ref +2, Will +7 Constrict (Ex): An with the creature (or risk losing their
weapons, usually). When you see this
Abilities: Str 15, Dex 11, Con 22, Int 10, Wis 14, Cha 14 arcanoplasm deals thing in a dungeon, it doesn’t look like
Skills: Climb +18*, Hide +2, Move Silently +6 automatic slam and the right thing to do is to run up and
Feats: Combat Casting, Improved Initiative, Weapon Focus acid damage with a smack it, but in the end, it probably is.
(slam) successful grapple
Environment: Underground check.
Organization: Solitary Improved Grab
Challenge Rating: 7 (Ex): To use this ability, an arcanoplasm must hit with its
Treasure: None slam attack. It can then attempt to start a grapple as a free
Alignment: Always neutral action without provoking an attack of opportunity. If it
Advancement: 8–15 HD (Large); 16–21 HD (Huge) wins the grapple check, it establishes a hold and can con-
Level Adjustment: — strict.
This creature resembles a giant pale amoeba shot through with Arcane Spell Mimicry (Ex): An arcanoplasm can mimic
stripes of dark gray. Caught within its protoplasmic form are half- any arcane spell of 4th level or lower that is cast within 30
digested creatures of various types and sizes. feet of it. The spell takes effect on the arcanoplasm’s next
Wizards and sorcerers alike have tried for years to gather action, has a caster level of 7th, and does not require any
information on this alien creature, thought to be the result components. The save against a mimicked spell has a
of a failed magic experiment. Thus far such information has Difficulty Class of 12 + the level of the spell. The save DC
eluded even the most resourceful of casters. is Charisma based.
Creating an Amalgam
Creature
“Amalgam” is an acquired or inherited template
(your choice) that combines two creatures (referred
to hereafter as base creatures).
An amalgam uses all the statistics and special abil-
ities of the two base creatures except as noted here.
Size and Type: Find the amalgam’s type by cross
referencing the two base creatures’ types on the
Amalgam Size and Type table on page 43. The
creature retains the subtypes of both base crea-
tures unless those subtypes directly conflict
(fire and cold, for example). In case of such a
conflict, the creature loses both subtypes. The
amalgam is the same size as the larger of the
two base creatures.
Shape: The amalgam’s appearance is deter-
mined by several factors.
Absorb Arcane Magic (Ex): Any arcane spell cast at an Body Form: The amalgam has the general body form of
arcanoplasm is automatically absorbed. This cures 1 point of whichever base creature has a higher character level (racial
damage per 3 points of damage the spell would otherwise and class Hit Dice). In case of a tie, the DM may choose
deal (nondamaging spells cure 1 point of damage per level of which base creature’s form the amalgam has.
the spell). Spells that affect an area are not absorbed, but Limbs: The amalgam has the same kinds of limbs and
neither do they affect an arcanoplasm. An arcanoplasm can- attacking appendages as both base creatures. If both base
not absorb divine magic and is affected by it normally. creatures have a particular kind of limb, the amalgam has the
Amorphous (Ex): Arcanoplasms have no discernable same number of such limbs as does the base creature with
front or back and are not subject to critical hits. They cannot the higher character level or Hit Dice. If both base creatures
be flanked. have the same character level or Hit Dice, the amalgam has
Arcanesense (Su): An arcanoplasm can automatically the greater number of limbs. The amalgam can attack with
detect the location of any arcane spellcaster within 100 feet. any appendage that either base creature can, even if the
This functions as a detect evil spell but there is no chance the other base creature has no attack with that limb. All limbs
arcanoplasm is stunned and it is not blocked by stone, lead, are sized appropriately for the amalgam.
or other material. For example, a Huge monstrous scorpion combined with
Blindsight (Ex): An arcanoplasm’s entire body is a primi- a stirge has the general body form, legs, claws, and tail of the
tive sensory organ that can ascertain prey by scent and vibra- scorpion, plus stirgelike wings and a stirge’s proboscis—
tion within 60 feet. both sized to fit its new body. A hill giant combined with a
Immunities (Ex): Arcanoplasms are immune to poison, heavy warhorse has the body form, legs, and arms of a hill
sleep effects, paralysis, polymorph, and stunning. giant, plus a horselike face and hooflike feet to deliver the
* Skills: An arcanoplasm has a +8 racial bonus on Climb warhorse’s hoof and bite attacks.
checks and can always take 10 on a Climb check, even if Appearance: The amalgam looks like a combination of both
rushed or threatened. base creatures, even if its features do not retain the same
functions. The GM may freely assign any appropriate physi-
Amalgam Template cal characteristics to the creature within those parameters. In
By Matthew Sernett; originally published in The Advanced Bestiary the example of the hill giant and horse amalgam above, the
by Green Ronin Publishing. resulting creature might be hairy like a horse.
An amalgam is two different monsters brought together Hit Dice: The amalgam has the same number of racial Hit
into one being by either magic or selective breeding. The Dice as the base creature with the greatest number of racial
amalgam template can be used to create a new race to replace Hit Dice. If the two base creatures have the same number of
a standard one, new creatures resulting from a crossbreeding racial Hit Dice, the amalgam also has that number. Hit Dice
experiment, a series of monsters influenced by a god or gained through class levels do not count for this purpose.
demon, or even a unique creature brought about by a magical The amalgam’s racial Hit Dice are of a size appropriate to its
accident. new type, as given on the following table.
Attack: The amalgam retains all the attacks of the base For example, if the amalgam is Huge and the smaller of
creature with the greater racial Hit Dice. It also gains any the two base creatures is Small, an attack from the smaller
attacks the other base creature has that are associated with one that originally dealt 1d4 points of damage would scale
limbs it gained from that creature, and it retains the weapon up three times. Thus, 1d4 becomes 1d6 (for Small to
and armor proficiencies of both base creatures. Weapon Medium), 1d6 becomes 1d8 (for Medium to Large), and 1d8
attacks are always primary attacks, and natural attacks becomes 2d6 (for Large to Huge).
gained from the creature with fewer racial HD are always sec- Space/Reach: The amalgam has a space and reach appro-
ondary attacks. Natural attacks gained from the base crea- priate for its size, as given in the following table. If the reach
ture with more racial Hit Dice are either primary or second- for a natural attack that the amalgam receives from one of
ary, as they were for that creature. If the base creatures have the base creatures is greater than indicated for its size in the
the same number of racial HD, the amalgam gains all the chart below, extend the reach of that attack by the same
attacks of both, subject to the number of appropriate limbs it amount that it is extended from the original creature. For
actually has. The GM chooses one kind of natural attack to instance, an amalgam formed from a choker and an ogre
be the primary one if more than one option exists. mage would possess tentacle attacks with a reach of 15 feet.
For example, a naga combined with a goblin would pos-
sess the goblin’s arms, so it could wield weapons and make Size Space/Reach (Tall) Space/Reach (Long)
attacks with those limbs. The standard size modifier applies Fine 1/2 ft./0 ft. —
to the amalgam’s attack rolls, according to the following Diminutive 1 ft./0 ft. —
table. Tiny 2 1/2 ft/0 ft. —
Amalgam Size Size Modifier for Attacks Small 5 ft/5 ft. —
Fine +8 Medium 5 ft./5 ft. 5 ft./5 ft.
Diminutive +4 Large 10 ft./10 ft. 10 ft./5 ft.
Tiny +2 Huge 15 ft./15 ft. 15 ft./10 ft.
Small +1 Gargantuan 20 ft./20 ft. 20 ft./15 ft.
Medium +0 Colossal 30 ft./30 ft. 30 ft./20 ft.
Large –1
Huge –2 Special Attacks: An amalgam retains all the special attacks
Gargantuan –4 of both base creatures that do not depend on a limb or body
Colossal –8 form the amalgam does not possess. If two special attacks are
similar, the amalgam has the better of the two. For example, if
Damage: If the base creatures are both the same size as both base creatures deal extra fire damage with their melee
the amalgam, the base damage for its attacks remains the attacks, but one deals +1 point and the other deals +1d6
same as it was for the base creatures. Otherwise, keep the points, the amalgam deals +1d6 points of fire damage with
damage for the larger base creature’s attacks the same and each of its melee attacks. Recalculate the save DCs for all spe-
adjust the base damage for each of the smaller creature’s cial attacks based on the amalgam creature’s racial Hit Dice or
attacks according to the following table. Scale the damage character level, as applicable, and its ability scores.
once for each size category of difference between the smaller Now evaluate your monster’s special attacks, realizing it
base creature and the amalgam. Ability score damage or may get to use only two or three of them in a single combat.
drain and energy damage also scale up in the same manner, If it seems as if your amalgam has too many special attacks,
but negative levels bestowed via attacks do not increase. pare them down until you are satisfied.
Special Qualities: An amalgam retains all the special
Old Damage New Damage
qualities of both base creatures that do not depend on a
1 1d2
limb or body form that the amalgam does not possess. If
1d2 1d3
two special qualities are similar, the amalgam has the better
1d3 1d4
of the two. For example, if one base creature has fire resist-
1d4 1d6
ance 20 and the other has fire immunity, the amalgam has
1d6 1d8
fire immunity.
1d8 2d6
Saves: The amalgam’s base saves depend on its type, as
1d10 2d8
given on the following table. Any saves not noted as good for
2d6 3d6
a particular type are poor. See Chapter One: Abilities of the
2d8 3d8
Player’s Handbook for the progression of good and poor
4d6 6d6
saves. Add to each of these values the corresponding base
4d8 6d8
save bonuses for any class Hit Dice the amalgam has.
Ani Aber Ani Con Drag Ele Fey MonH MonH MagB MonH Aber Out Pla Und Ver
Con Con Con Con Con Con Con Con Con Con Con Con Con Con Con Con
Drag Drag Drag Con Drag Ele Drag Drag Drag Drag Drag Aber Out Pla Und Drag
Ele Ele Ele Con Ele Ele Ele Ele Ele MagB Ele Aber Out Ele Und Ele
Fey Aber Fey Con Drag Fey Fey Fey Fey MagB Fey Aber Out Fey Und Aber
Gia Aber MonH Con Drag Ele Fey Gia Gia Aber MonH Aber Out Pla Und Aber
Hum Aber MonH Con Drag Ele Fey Gia Hum Aber MonH Aber Out Pla Und Aber
MagB MagB MagB Con Drag MagB MagB Aber Aber MagB Aber MagB Out Pla Und MagB
MonH Aber MonH Con Drag Ele Fey MonH MonH Aber MonH Aber Out Pla Und Aber
Ooze Aber Aber Con Aber Aber Aber Aber Aber MagB Aber Ooze Aber Aber Und Aber
Out Out Out Con Out Out Out Out Out Out Out Aber Out Pla Und Out
Pla Pla Pla Con Pla Ele Fey Pla Pla Pla Pla Aber Pla Pla Und Pla
Und Und Und Con Und Und Und Und Und Und Und Und Und Und Und Und
Ver Aber Ver Con Drag Ele Aber Aber Aber MagB Aber Aber Out Pla Und Ver
based on its character level (racial and class Hit Dice) and Attack: Greataxe +11 melee (3d6+7/×3) or bite +11 melee
assign feats as desired, giving preference to the feats that the (2d6+5) or electricity ray +8 ranged touch (4d6)
base creatures possessed. The amalgam must still meet any Full Attack: Greataxe +11/+6 melee (3d6+7/×3) and bite +6
prerequisites for feats chosen to fill vacant feat slots. melee (2d6+5) and gore +6 melee (1d8+2) or bite +11
Environment: The amalgam can exist in any environment melee (2d6+5) and gore +6 melee (1d8+2) or electricity
that either base creature could. ray +8 ranged touch (4d6)
Organization: An amalgam is often a wholly new and Space/Reach: 10 ft./10 ft.
strange being, so you can assign whatever organization you Special Attacks: Electricity ray, powerful charge 4d6+7
wish. A typical amalgam, Special Qualities: Darkvision 60 ft., immune to acid,
Hard Work, Big Payoff however, is organized in electricity, and poison, natural cunning, outsider traits,
This was a case of being wowed by the the same manner as one resistance to cold 10 and fire 10, scent
amount of thought and effort put into a of its base creatures. Saves: Fort +7, Ref +7, Will +5
single concept. The amalgam template is Challenge Rating: Abilities: Str 20, Dex 14, Con 15, Int 9, Wis 11, Cha 11
a lot of work to use, but the results are
pretty cool, and in the end they really Compare the amalgam Skills: Diplomacy +2, Intimidate +10, Listen +14, Move
“feel” right. I can imagine an adventure to both base creatures Silently +12, Search +13, Sense Motive +10, Spot +14,
where the PCs have to explore the labora- and select a challenge Survival +10 (+12 following tracks)
tory complex of a wizard obsessed with
fusing odd combinations of creatures rating based on theirs. Feats: Dodge, Flyby Attack, Track
together. Then compare the amal- Environment: Elemental Plane of Air and underground
gam to creatures with Organization: Solitary, pair, or gang (3–4)
Challenge Ratings up to 3 higher to determine whether the Challenge Rating: 6
CR you have assigned is reasonable. Treasure: Standard
Treasure: Standard if both base creatures have standard Alignment: Always neutral evil
treasure, or as the base creature with the most treasure, if Advancement: By character class
both have poorer than standard, or as the base creature with Level Adjustment: +8
the least treasure if they both have better than standard. Here is an example of an amalgam using a minotaur and
Alignment: The amalgam’s alignment includes elements an adult arrowhawk as the base creatures. Uneducated folk
of both base creatures’ alignments. For example, an amalgam sometimes mistake this cruel, 12-foot-tall, winged humanoid
created from a chaotic neutral and a lawful evil base creature for a vrock. Its long neck is topped by a birdlike head com-
could be chaotic evil or lawful neutral, at your option. posed mostly of jagged beak and deadly, bull-like horns. The
Advancement: By Hit Dice, or by character class if the amal- arrowtaur’s four black wings give it great maneuverability in
gam has an Intelligence score of 3 or higher. If advancement is flight, and it can lash out at its foes with lightning from its
by Hit Dice, the amalgam can gain twice its standard Hit Dice feathered tail. Its two legs end in hooves, and its arms in
and retain the same size category, and up to three times its humanlike hands.
standard Hit Dice with each additional size category. Arrowtaurs inhabit many of the blocks of elemental earth
Level Adjustment: In general, the level adjustment of an that soar through the elemental plane of air. There they dig
amalgam should be slightly lower than the combined level out rookeries and build labyrinthine nests in which to raise
adjustments of both base creatures. their young and plan assaults on the strongholds of other air
creatures.
Amalgam Characters Arrowtaurs speak Auran.
First, choose a favored class for the amalgam based on its abili-
ties and skills. Then use that information to design its culture. Combat
Arrowtaurs are fearsome fighters that enjoy melee. With
Sample Amalgam Creature: their greataxe, bite, and gore attacks, they can easily devas-
tate most foes.
Arrowtaur When confronted by an enemy too dangerous to engage
(Minotaur-Adult Arrowhawk Amalgam) in melee, an arrowtaur relies on its electricity rays and fly-by
Large Outsider (Air, Extraplanar) attacks.
Hit Dice: 7d8+14 (45 hp) Electricity Ray (Su): An arrowtaur can fire an electricity
Initiative: +2 ray from its tail once per round to a range of 50 feet.
Speed: 30 ft. (6 squares), fly 60 ft. (perfect) Powerful Charge (Ex): When an arrowtaur charges a foe,
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, it lowers its head for a gore attack. In addition to the normal
flat-footed 15 benefits and hazards of a charge, it gains a single gore attack
Base Attack/Grapple: +7/+16 (+6 melee) that deals 4d6+7 points of damage.
Bedlam
By Scott Greene; originally published in The Tome of Horrors II
by Necromancer Games.
Large Aberration (Chaotic)
Hit Dice: 13d8+26 (84 hp)
Initiative: +12
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 25 (–1 size, +8 Dex, +8 natural), touch 17,
flat-footed 17
Base Attack/Grapple: +9/+16
Attack: Slam +11 melee (2d4+3)
Full Attack: 2 slams +11 melee (2d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chaos burst, chaotic resonance
Special Qualities: Damage reduction 10/lawful, darkvision
60 ft., detect law, immunity to chaos, immunity to trans-
formation, resistance to law spells
Saves: Fort +8, Ref +12, Will +10
Abilities: Str 17, Dex 26, Con 15, Int 15, Wis 15, Cha 12
Skills: Hide +15*, Listen +14, Move Silently +21, Search +10,
Spot +14
Feats: Alertness, Blind-Fight, Dodge, Great Fortitude,
Improved Initiative never last long, as the bedlam is an unstable and erratic crea-
Environment: Underground ture, given to flights of fancy. A bedlam enjoys chaos and
Organization: Solitary seeks to spread it wherever it goes.
Challenge Rating: 9
Treasure: Standard Combat
Alignment: Always chaotic neutral Bedlams seek to induce chaos and destroy or weaken law
Advancement: 14-39 HD (Large) with every move. Since a bedlam detects law continuously, it
Level Adjustment: — uses this ability to discern whether those it encounters are of
This creature has no set form. Before your eyes it seems to shift a lawful nature or not. Nonlawful creatures are not left
from a vaguely humanoid form with yellow eyes and no other dis- unmolested, but are generally just subjected to one or two
cernible facial features to a swirling mass of grayish black, crack- chaotic bursts before the creature moves on. If lawful crea-
ling matter. In its latter form, blue-gray energy arcs and dances tures are present, the bedlam unleashes a chaotic burst and
through its form, making it resemble a thundercloud shot through moves to melee, forming two limbs from its chaotic mass
with lightning. Its seems to alter its form constantly, as if it has no which it uses to pound its opponents.
control over it. Chaos Burst (Su): Once per round as a standard action, a
A bedlam has no control over its form, but its ever-shifting bedlam can release a burst of crackling gray energy in a 20-
form does not hamper its abilities in combat. It is a semi- foot radius around itself. Lawful creatures caught in the area
amorphous, nearly vaporous creature composed of pure take 5d8 points of damage and are staggered for 1d6 rounds.
chaos that makes its lair in areas overrun or wrought with Nonlawful and nonchaotic creatures take 3d8 points of dam-
chaos (such as chaotic temples and churches or areas that age, but are not staggered. A Will save (DC 18) halves the
were once lawfully aligned but have been poisoned by the damage. Chaotic-aligned creatures are immune to this effect.
effects of chaos). Bedlams are sometimes employed by chaot- The save DC is Constitution based.
ic wizards or clerics to guard and keep safe a certain location. Chaotic Resonance (Su): A bedlam emanates an aura of
Being intelligent, the bedlam strikes a deal with said employ- pure chaos: an invisible and ever-changing ring of chaotic mat-
er so that it benefits from the bargain as well. Such deals ter. This aura disrupts spells and magic items (except those of a
chaotic nature) used within 20 feet of the bedlam. Spellcasters like an ape. Bipedal races often form stable societies, cul-
in the area must make a successful caster level check (DC 18) tures, and nations, even if the multilegged or legless crea-
each time they attempt to cast a spell. If the check fails, the tures they resemble are solitary beings or simple hunter-
spell fizzles away just as if it had been cast. Any magic item gatherers.
used within this area must succeed at a Fortitude save (DC 18)
or lose its magical properties for that round. A new save Creating a Bipedal Creature
must be made each round the item remains within the area. “Bipedal creature” is an inherited or created template that
The check and save DCs are Constitution based. you can add to any living creature that does not have a gen-
Spells with the “chaotic” descriptor that are cast within erally humanoid form (referred to hereafter as the base crea-
this area function as if they were empowered (as by the ture).
Empower Spell feat). Chaotically aligned weapons (anarchic A bipedal creature uses all the base creature’s statistics
weapons) deal an extra 1d6 points of damage while in this and special abilities except as noted here.
area (i.e., an anarchic weapon deals an extra 3d6 points of Shape: Two of the base creature’s limbs (usually the last
chaotic damage against lawful-aligned foes). Lawful-aligned pair) become legs, and any other limb except a head that has
weapons are unaffected a natural attack becomes an arm capable of either wielding a
by this aura. weapon or making a natural attack, as the creature chooses.
Not Your Typical Creature Detect Law (Su): A Arms need not be jointed limbs in the typical sense; ten-
Again, here’s a creature that’s going to bedlam can continuous- tacles or other limbs could also be capable of wielding
give you a very different, challenging
encounter than your run-of-the-mill crea- ly detect law as the spell weapons and objects. If these transformations do not grant
ture. With its 50-foot fly speed, the bed- (caster level 10th), the bipedal creature at least two arms and two legs, it either
lam is likely to always maneuver close though there is no converts limbs that do not have natural attacks or grows
enough to enemy casters to muck with
their spellcasting and items. Mostly, chance of it becoming limbs until it meets these minimum numbers.
though, I think the bedlam would be a stunned by overwhelm- If the base creature has wings or a tail that do not make
wonderful companion to a chaotic-aligned ing lawful auras. It can natural attacks, these limbs remain as they were, adjusting in
cleric with a lot of chaos spells prepared
who uses the chaotic resonance to suppress or resume this size to fit the bipedal creature’s body without dragging. Any
empower his own spells while it messes ability as a free action.
with his foes. Immunity to Chaos
(Ex): The bedlam can-
not be affected by any spell, spell-like ability, weapon, magic
item, or supernatural effect that has the chaotic descriptor.
Creatures with the chaotic subtype are unaffected by this
immunity and can attack the bedlam normally.
Immunity to Transformation (Ex): No mortal magic can
affect or fix a bedlam’s ever-shifting chaotic form. Effects
such as polymorphing or petrification force the creature into
its new shape for a moment, but it immediately returns to its
mutable form as a free action at the start of its next turn.
Resistance to Law Spells (Ex): The bedlam has SR 20
against spells, spell-like abilities, and supernatural effects
with the law descriptor. This spell resistance also applies to
spells of the law domain.
* Skills: A bedlam’s grayish coloration grants it a +8 racial
bonus to Hide checks when in areas of thick fog or smoke.
Bipedal Creature
Template
By Matthew Sernett; originally published in The Advanced Bestiary
by Green Ronin Publishing.
A bipedal creature possesses the body of a humanoid and
the features of some other creature. It has two legs and at
least two arms that are capable of wielding weapons and
manipulating tools, and it stands either erect or hunched
that it cannot truly be killed. But it does not take danger to Feats: Improved Critical (bite)B, Multiattack, Toughness
its true form lightly. When it encounters a foe in its real Environment: Any
form, it most often flees by flying away or becoming ethereal, Organization: Solitary or pack (3–7)
even if the foe seems to present little threat. Challenge Rating: 2
A bipedal nightmare’s natural weapons, and any weapons Treasure: None
it wields, are treated as evil-aligned for the purpose of over- Alignment: Usually neutral evil
coming damage reduction. Advancement: 4–10 HD (Medium); 11–17 HD (Large)
Flaming Hooves Separated from the natural world, not quite alive and
Cool Combinations (Su): A blow from a unable to die, carcaetans maintain their existence through
The bipedal creature is a useful template bipedal nightmare’s a diet of mortal flesh.
for when you need some abomination cre- hooklike hands sets Carcaetans vary dramatically in appearance. Some look
ated by a mad wizard or some mysterious combustible materials almost exactly as they did before their transformation, with
new race. It’s tempting to limit it to ani-
mals (crocodile man! owl man!), but don’t alight. only a slight pallor and lack of scent to differentiate them from
overlook the strange-but-cool combina- Smoke (Su): During the living. Others are clearly unnatural, shambling about with
tions like the bipedal basilisk, or the the excitement of battle, open scars, blackened limbs, and wounds that should be lethal.
bipedal hell hound.
a bipedal nightmare A few, who maintain some degree of sanity and adapt to their
snorts and neighs with new existence, learn to replace destroyed extremities with parts
rage, filling a 15-foot cone with hot, sulfurous smoke that from other creatures, rebuilding their bodies piece by piece.
chokes and blinds opponents. Anyone in this area must suc- A carcaetan is created by magic designed to remove a crea-
ceed at a Fortitude save (DC 16) or take a –2 penalty on all ture from the cycle of life. The ritual is sometimes used as a
attack and damage rolls until 1d6 minutes after leaving the punishment or a powerful curse, but some evil individuals
cone. The bipedal nightmare can use this attack once per undergo it intentionally. The carcaetan loses its ability to
round as a free action during its turn, and the smoke lasts grow, heal, reproduce, and die, and must steal energy from
for 1 round. The smoke does not obscure the bipedal night- the living to gain the strength to act. The blood and flesh of
mare’s vision at all, but it does grant the creature conceal- animals and humanoids provide the greatest amount of
ment against opponents 5 feet away and total concealment nourishment, but carcaetans can survive off grass and leaves
against opponents 10 feet or farther away. for days. A rat can keep a carcaetan energetic for hours, while
The save DC is Constitution based.
Astral Projection (Su): A bipedal nightmare can produce
an astral projection effect as the spell (caster level 20th) at will.
Etherealness (Su): A bipedal nightmare can produce an
etherealness effect as the spell (caster level 20th) at will.
Carcaetan
By Alex Freed and Robert J. Gallagher; originally published in
Denizens of Avadnu by The Inner Circle.
Medium Undead
Hit Dice: 3d12+3 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural); touch 10; flat-footed 15
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3/19–20)
Full Attack: Bite +4 melee (1d6+3/19–20) and
2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feed
Special Qualities: Darkvision 60 ft., rejuvenation,
graft, undead traits
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 17, Dex 10, Con —, Int 11, Wis 10, Cha 13
Skills: Climb +5, Hide +6, Listen +4, Move Silently +4,
Search +2, Spot +6
Resistance to Energy: A carcaetan can gain one-half (maxi- Hit Dice: Change all racial Hit Dice to d10s. The creature
mum 20) of an energy-resistant creature’s resistance to one gains bonus hit points as a construct of its size category.
type of energy. If the creature is immune to the type of ener- Since it has no Constitution score, it does not gain bonus hit
gy instead, the carcaetan gains a resistance of 20. points based on high Constitution.
Spell-Like Abilities: Drinking a creature’s blood can give a Armor Class: The clockwork creature’s natural armor
carcaetan access to one of its spell-like abilities. The carcaetan bonus improves by +5 over that of the base creature.
can choose the ability from those available to the creature, but Special Qualities: The clockwork creature retains all the
the ability must emulate a spell of a level no higher than one- special qualities of the base creature and gains those
half the carcaetan’s HD. The carcaetan can use the ability once described here.
per day, or at the same frequency as the creature, whichever is Created Mind (Ex): Clockwork creatures know nothing
less frequent. The ability operates at a caster level equal to the when first created, but many are intelligent. On its first day,
carcaetan’s Hit Dice, and the save DC is Charisma based. a clockwork creature functions like any mindless construct,
Spell Resistance: As resistance to energy. but thereafter its native intelligence comes to the fore, allow-
Carcaetans may also be able to gain other abilities. ing it to reason and improvise. Creators can thus give their
clockwork constructs somewhat vague commands and allow
Adventure Ideas them to interpret and act on them, secure in the knowledge
Residents of a town have been turning up dead near a ruined that their servants will not act in a way contrary to their
tower. The player characters discover a trio of mad carcae- desires.
tans in a vault below the tower, but tracks suggest that a Despite a reasoning intelligence, the clockwork creature
fourth recently escaped. The carcaetans were apprentices to a remains wholly under the control of its creator and does
wizard decades ago, and were transformed and buried alive nothing against that individual’s will. Because of a special
as part of a plot by the wizard. The fourth carcaetan retains bond formed during its first day, the clockwork creature can
his sanity, and now that he is free seeks to learn why the wiz- instinctively detect the location of its creator, regardless of
ard betrayed him. magical and natural barriers, so long as the latter remains
within 100 feet. This ability prevents anyone from success-
Clockwork Creature fully impersonating the creator within that range. If some-
one resembling its creator issues an order from more than
Template 100 feet away, the clockwork creature might or might not
By Matthew Sernett; originally published in The Advanced Bestiary obey, depending on how suspicious it is of the command.
by Green Ronin Publishing. The creator can designate another creature or group of
The clockwork creature whirs to life at the whim of its creatures for the clockwork creature to obey, but the creator’s
master. Made of various metals and granted the soul of a commands always take precedence over those of other desig-
monster, this intelligent construct is designed to resemble a nated commanders. If the clockwork creature has an
living creature in both form and function. A clockwork crea- Intelligence score of 3 or higher, it continuously watches des-
ture serves as an intelligent aide, guardian, or even friend to ignated commanders for signs that they are commanding it
its creator, or to anyone its creator designates. against its creator’s intent. Should such a situation occur,
A clockwork creature’s body is a complicated construction the clockwork creature acts loyally instead.
of gears, wires, chains, and struts, often covered with rivet- A clockwork creature with an Intelligence of 12 or higher
ed metal plating to give it the form of the living creature it automatically knows when its creator is being forced to act
mimics. Magic and engineering give a clockwork creature against his own wishes through mental control or other
access to the powers of the creature it resembles, thus coercion, physical or mental. In such a case, the clockwork
enabling its creator to effectively gain the aid of any being creature improvises a way to attain its creator’s true goals
desired. without allowing harm to come to him. In the absence of any
commands from its creator, a clockwork creature follows the
Creating a Clockwork Creature last commands it received. If it knows its creator is dead, it
“Clockwork creature” is a created template that you can add attempts to achieve her goals to the best of its ability.
to any living, corporeal creature that is not an ooze (referred Hardness (Ex): A clockwork creature has a hardness of 10.
to hereafter as the base creature). A clockwork creature uses This quality functions like object hardness, even though a
all the base creature’s statistics and special abilities except as clockwork creature is not an object.
noted here. Metal Body (Ex): Beneath its skin, a clockwork creature is
Size and Type: The creature’s type changes to construct largely composed of metal. It counts as a ferrous creature for
with the appropriate augmented subtype. Do not recalculate the purpose of rusting grasp and other spells that have special
base attack bonuses or saves. Size is unchanged. effects on metal.
Combat
Corpsespinners hunt their prey on the astral plane, only
occasionally entering the material plane to look for food.
Once prey is sighted, the corpsespinner moves quickly to
encase it in its sticky webbing before attacking repeatedly
with its poisonous bite.
On the material plane it attacks a foe, shifts to the astral
plane, and shifts back again to finish the opponent off. If
forced to retreat, the corpsespinner shifts to the astral
plane and returns to its lair. A corpsespinner usually has
a gang of corpsespun with it (see the corpsespun tem-
plate on the next page for details). In such a case, the
corpsespinner attempts to web its foes and let the
corpsespun move in to soften them up. The corpsespinner
then charges in and bites its targets to finish them off.
Astral Jaunt (Ex): A corpsespinner can shift from the Armor Class: A corpsespun has a +4 natural armor bonus or
astral plane to the material plane as a free action, and then the base creature’s natural armor bonus, whichever is higher.
shift back again as a move action (or during a move Base Attack: A corpsespun has a base attack bonus equal
action). This special to one-half its Hit Dice.
Creep Out Your Players ability is otherwise iden- Attack: The corpsespun retains all the natural attacks and
I used the corpsespinner in a game, tical to the astral projec- weapon proficiencies of the base creature. A corpsespun also
mostly to give the players the creeps. I tion spell, except that gains a slam attack if it didn’t already have one.
played up the unnerving nature of this it transports only the Full Attack: Corpsespun creatures attack with weapons
thing, which mostly involved its move-
ment capabilities. It never stuck around corpsespinner. and natural attacks, using all at their disposal.
for more than a round in one place. After Astralsense (Su): A Damage: A slam attack deals damage depending on the
reading the corpsespun template, I also corpsespinner can auto- corpsespun creature’s size. Creatures with natural attacks
described the effects of the Intelligence
damaging poison to the players as feel- matically detect the loca- retain their old damage rating or use the values below,
ing as though the corpsespinner was lit- tion of anything within whichever is better.
erally injecting them with spiders that 200 feet of it on the
went into their skulls and ate at their Slam Slam
brains. Throw in some previous astral plane.
Size Damage Size Damage
corpsespun victims oozing spiders from Skills: A corpsespinner
their mouths and you’ve got a memo- Fine 1 Large 1d6
can always take 10 on a
rable encounter. Diminutive 1d2 Huge 2d6
Climb check, even if
Tiny 1d3 Gargantuan 2d8
rushed or threatened.
Small 1d4 Colossal 4d6
Medium 1d6
Corpsespun Creature
Special Attacks: A corpsespun loses any supernatural or
Template spell-like abilities of the base creature but retains all extra-
By Scott Greene; originally published in The Tome of Horrors II ordinary special attacks. Additionally, it gains those listed
by Necromancer Games. below. Saves have a DC of 10 + half the corpsespun’s HD +
Corpsespun are undead creatures formed when a living its Charisma modifier unless noted otherwise.
creature is slain by a corpsespinner (see the corpsespinner Special attacks that use the base creature’s Constitution
entry in this book). The poison of the corpsespinner inter- score now use its Charisma (it’s undead and has no Consti-
acts with the slain creature’s body and animates it as a tution score now).
corpsespun creature: a zombielike automaton sheathed in Spider Spray (Ex): Once every 1d4 rounds as a standard
webs whose insides have been replaced with thousands of action, a corpsespun can send a hail of spiders from its
tiny spiders. The creature retains no memories of its former mouth in a cone 20 feet long. Each creature in the area must
life and, while free willed, the corpsespun rarely wanders far make a Reflex save (DC of 10 + half the corpsespun’s HD +
from the corpsespinner that created it. its Charisma modifier) or be hit by 2d6 spiders. A successful
The creature appears as a zombie shrouded in thick webs save reduces the number of spiders that hit by half.
with hundreds of spiders (of all sizes, shapes, and colors) The spiders quickly spread across the foe’s body in the same
crawling over its body and into and out of its ears, eyes, and round they contact it. An foe can easily dispatch a number of
mouth. Corpsespun creatures do not understand or speak spiders equal to its Dexterity bonus (to a minimum of 1) on its
any languages they knew in life. turn as a full-round action. On the corpsespun’s next action,
all spiders automatically bite, delivering a highly debilitating
Creating a Corpsespun poison that deals 1d4 points of Strength damage if the oppo-
“Corpsespun” is an acquired template that can be added to nent fails a Fortitude save (DC of 10 + half the corpsespun’s
any corporeal creature slain by a corpsespinner (see the HD + its Charisma modifier, +1 for every three spiders that
corpsespinner’s entry in this book) and is hereafter referred bite). One minute later another Fortitude save (same DC)
to as the base creature. It uses all the base creature’s statistics must be made to avoid another 1d4 points of Strength dam-
except as noted here. age. (Only one attack roll is made, and a creature can take ini-
Size and Type: The base creature’s type changes to undead. tial and secondary damage only once per round, regardless
It retains any elemental type modifiers except “fire,” but loses of the number of spiders a creature actually has on it.)
any alignment or racial type modifiers. It also gains the aug- Spider Transfer (Ex): Whenever a corpsespun successfully
mented subtype. hits an opponent with a natural attack, 1d4 spiders are auto-
Hit Dice: Increase all current and future HD to d12s. matically transferred to the opponent. The spiders quickly
Speed: If the base creature can fly, reduce its maneuver- spread and bite a foe (as detailed in the spider spray ability
ability to clumsy. above). They are dispatched as above.
Combat
Undead Traits (Ex): Immune to mind-affecting
effects (charms, compulsions, phantasms, patterns, and
morale effects), poison, sleep, paralysis, stunning, disease,
and death effects. Not subject to critical hits, nonlethal dam-
age, ability damage, ability drain, energy drain, death from
massive damage, exhaustion, fatigue, or any effect that
requires a Fortitude save (unless the effect works on objects).
Cannot heal damage on its own if it has no Intelligence
score; can be healed by negative energy. Cannot be raised or
reincarnated, resurrection works if the creature is willing.
Ethereal Adder
By Alex Freed and Jeffrey J. Visgaitis; originally published in Denizens of
Avadnu by The Inner Circle.
Huge Magical Beast
Hit Dice: 7d10+35 (73 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 16 (–2 size, +3 Dex, +5 natural); touch 11;
flat-footed 13
Base Attack/Grapple: +7/+22
Attack: Bite +12 melee (2d6+10 plus ethereal bite)
Full Attack: Bite +12 melee (2d6+10 plus ethereal bite)
Space/Reach: 15 ft./10 ft.
Special Attacks: Ethereal bite, confusion, constrict 2d8+10
Special Qualities: Darkvision 60 ft., low-light vision, see
invisibility
Saves: Fort +10, Ref +8, Will +2
Abilities: Str 25, Dex 16, Con 21, Int 3, Wis 6, Cha 8 lairs atop massive piles of gems and coins. No one knows
Skills: Balance +5, Listen +8*, Spot +8* what they eat, or if they produce offspring. Scholars hypothe-
Feats: Ability Focus (confusion), Alertness, Iron Will size that an adder’s collection of gems may somehow keep it
Environment: Underground nourished, but this is only speculation. Ethereal adders spend
Organization: Solitary most of their time sleeping and awaiting potential victims.
Challenge Rating: 7
Treasure: Standard coins; double goods (gems only); no items Combat
Alignment: Always neutral Ethereal adders often toy with their prey, first confusing
Advancement: 8–12 HD (Huge) then constricting their opponents. Once bored or seriously
Ethereal adders are serpents with poisonous bites that threatened, they bite their enemies. While an adder’s disease
make their victims fade. works on a creature, the creature fades into the ethereal
Commonly (and wrongly) believed to be natives of the plane, away from food, supplies, and allies.
ethereal plane, ethereal adders are beautiful, shimmering Ethereal Bite (Su): A creature struck by an ethereal adder’s
creatures. Capable of growing longer than 25 feet, they are bite must succeed at a Fortitude save (DC 18) or become ethe-
slow to move but highly nimble. Their scales glisten with real after 1d4 rounds. A dimensional anchor used on the creature
natural luminescence, shining with a dazzling array of col- during this time prevents this; otherwise, the creature remains
ors. Their heads are wide and flat with tiny black eyes, and ethereal for 1d3 days before returning to the material plane. If
their large fangs are kept the creature returns to the material plane for even a brief peri-
Where’d He Go? retracted against the od during this time (such as by using a blink or plane shift
I myself thought it would be cool to have roofs of their mouths spell), the etherealness effect of the ethereal bite is negated.
a character turned ethereal against his until needed. A creature that fails its Fortitude save is also infected with
will—so I was very happy to see the ethe-
real adder. It’s just what I wanted. I like Ethereal adders are the supernatural disease fading fever—Fortitude save, DC 18,
the idea of having to mount an expedition used by nagas as pets and incubation period one day, damage 2d6 Constitution. A
to rescue a victim lost in the ethereal after guards. In the wild, they creature reduced to Constitution 0 fades from existence,
an encounter with this creature.
are found in underground leaving no corpse. All save DCs are Constitution based.
Goldencrest
By Alex Freed and C.D. Bennett; originally published in Denizens of Avadnu
by The Inner Circle.
Large Ooze
Hit Dice: 8d10+32 (76 hp)
Initiative: +5 (Dex)
Speed: 60 ft. (12 squares), swim 70 ft.
Armor Class: 14 (–1 size, +5 Dex); touch 14; flat-footed 9
Base Attack/Grapple: +6/+11
Attack: Slam +6 melee (2d4+1 plus 2d6 positive energy)
Full Attack: Slam +6 melee (2d4+1 plus 2d6 positive energy)
Space/Reach: 10 ft./5 ft.
Special Attacks: Positive energy, trample 2d4+1 plus
10d6 positive energy
Special Qualities: Blindsight 100 ft., glare, ooze traits,
regeneration 8, turning
Saves: Fort +6, Ref +7, Will –3
Abilities: Str 12, Dex 20, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +9
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9–14 HD (Large); 15–25 HD (Huge)
Construction
A furnace golem’s body is constructed from 8,000 lbs. of
iron mixed with rare ingredients and chemicals totaling
12,000 gp. Creating the body requires a Craft (armor-
smithing or weaponsmithing) check (DC 20).
Caster level 16th; Craft Construct (see MM), fireball,
geas/quest, limited wish, polymorph any object, wall of fire, caster
must be at least 16th level; Price 180,000 gp; Cost 102,000 gp
+ 6,720 XP.
Hanged Man
By Scott Greene; originally published in The Tome of Horrors II
by Necromancer Games.
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11,
flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Rope +4 ranged touch (drag) or claw +4 melee
(1d4+2)
Full Attack: Rope +4 ranged touch (drag) or 2 claws
+4 melee (1d4+2)
Space/Reach: 5 ft./5 ft. (20 ft. with rope)
Special Attacks: Drag, rope
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 15, Dex 13, Con —, Int 9, Wis 11, Cha 13 one wrongfully accused of a crime and hanged. It is a malevo-
Skills: Climb +7* (+2 when climbing ropes), Hide +6, lent and vengeful creature that attacks living creatures on
Move Silently +6, Use Rope +13* sight.
Feats: Improved Initiative, Weapon Focus (rope) Hanged men are usually encountered near the area where
Environment: Any they were killed or in cemeteries, mausoleums, or graveyards
Organization: Solitary where their body was laid to rest. They prey on the living
Challenge Rating: 3 and are found near civilized areas where their food supply is
Treasure: 50% standard plentiful. Their lairs are either their final resting places or
Alignment: Always chaotic evil secluded and overgrown areas near the place of their death.
Advancement: 5–12 HD (Medium) The lairs are always scattered with the remains of its vic-
Level Adjustment: — tims, including any treasure a former meal happened to be
This creature has pale carrying.
Not Your Average Encounter skin pulled tight over its Hanged men do not speak, but they can utter choked
The hanged man provides a different
bones. Its head hangs at an gurgles, gasps, and strangled moans.
kind of encounter experience than a odd angle, seemingly
standard, straight-up fight. The hanged unsupported by a broken Combat
man’s rope draws a foe closer to it, and
puts the PCs in a quandary unlike the
neck. A rotted noose and A hanged man attacks primarily with its rope, which has
standard monster encounter, where the several feet of rope hang become imbued with negative energy and now acts as an
best thing is to just attack. I like the from its neck and trail off extension of the hanged man itself. It uses its rope to cap-
dynamic of a PC being dragged across
the battlefield while everyone else is
behind it. It eyes have no ture victims and draw them in, at which point it rips and
fighting or casting spells. The rope is pupils. tears them to shreds with its filthy claws.
really hard to sever (and rightfully so). A hanged man is the Drag (Ex): If a hanged man hits with its rope attack, the
I’d recommend using this creature as the
final encounter in an adventure for 1st-
restless corpse of an evil rope latches onto the opponent’s body. This deals no dam-
or 2nd-level characters. It would be humanoid that was age but drags the opponent 10 feet closer each subsequent
extremely challenging. hanged or the spirit of round (provoking no attack of opportunity) unless that
harm intentionally, inscribers can bring great misfortune to surfaces, and the text swirls through the air into the
populated areas due to the auras of confusion that sur- inscriber’s mouth. Affected objects are left blank, and the
round them. inscriber gains full knowledge of all the absorbed text.
Inscribers do not speak, but they understand Common Only text written with some form of liquid (whether ink,
and any languages they knew in life. An inscriber is exceed- dye, or blood) is affected. Objects the inscriber is unaware
ingly difficult to communicate with, but a creature who gets of (such as hidden objects and items inside containers) are
an inscriber’s attention by displaying knowledge of the unharmed, and attended or magical items can make Will
inscriber’s chosen field has a chance of getting through to saves (DC 14) to resist. The save DC is Charisma based. If
what remains of the scholar’s mind. When this happens, the the inscriber absorbs the text of a scroll, the inscriber gains
inscriber’s writing slows as it lets its focus slip. There are sto- the ability to cast the scroll’s spells once each as a spell-like
ries of inscribers who, reminded of their lives, chose to assist ability.
those who approached them by giving away some of their Spell-Like Abilities: At the start of any encounter, a given
knowledge. inscriber is assumed to have absorbed 1d4–1 scrolls. The
inscriber can cast each spell from a scroll once as a spell-like
Combat ability, at the scroll’s caster level. The contents of absorbed
Inscribers generally pursue their own tasks, ignoring others scrolls can be determined as if they were medium magic
and protected by their confusion auras. Inscribers who are items found in treasure. The inscriber can also convert (as a
attacked or who have their tomes stolen will use any appro- good cleric converts prepared spells to cure spells) spell-like
priate spell-like abilities abilities gained from scrolls into any of the following: discern
they have absorbed on location, find the path, illusory script (DC 15), legend lore, secret
Ouch! their opponents, and page, sepia snake sigil (DC 15). Caster level 7th. The save DCs
The inscriber is cool because of how well then, if brought into are Charisma based.
its powers play toward its theme. The use melee, daze and drain Inscribers activate their spell-like abilities by tearing off
of Intelligence damage and confusion
effects to portray its use of knowledge as their enemies. skin where mystic text is written and holding the scraps
a weapon is wonderful. Plus, imagine the Confusion Aura aloft. The skin cannot be used by creatures other than the
inscriber that absorbs the wizard player (Su): All intelligent inscriber.
character’s spellbook. Ouch.
creatures who come
within 40 feet of an Inscribers’ Tomes
inscriber have their A typical inscriber’s tome weighs about 4 lbs. and is slightly
minds flooded with images and words related to the smaller than a human torso. It has no inherent magical qual-
inscriber’s area of study. An affected creature must succeed ities, but may be warded with illusory script and sepia snake
at a Will save (DC 14) or be overwhelmed by the torrent of sigil. The text is written in the inscriber’s native language,
information and confused for 2d4 rounds. Creatures who and its style is confusing and opaque. Nonetheless, an
make successful saves cannot be affected again by that inscriber’s tome is an extremely comprehensive and valuable
inscriber’s aura for 24 hours. An inscriber’s confusion aura resource on a given subject. A creature using an inscriber’s
is a mind-affecting phantasm effect. The save DC is tome for research must make an appropriate Craft,
Charisma based. Knowledge, or Profession check in the inscriber’s area of
Mnemonic Exchange (Su): Intelligent creatures hit by an study to understand enough of the text to find useful infor-
inscriber’s slam attack are affected by one of two possible mation. The Difficulty Class for this check ranges from 15 for
effects (inscriber’s choice). The inscriber can either cause 1d6 relatively common information to 30 for extremely compli-
points of Intelligence damage to the creature, learning all the cated or obscure topics.
creature knows about the inscriber’s area of study in the Inscribers will fight to the death to protect their tomes
process, or infuse the creature with a portion of the and abandon their quests to recover them.
inscriber’s own knowledge. In the latter case, the creature
gains a +6 competence bonus on a Craft, Knowledge, or Adventure Ideas
Profession skill possessed by the inscriber for a number of Centuries ago, an immortal trickster convinced a young
days equal to the creature’s Intelligence modifier. It must man to devote his life to researching the gods. Now that
immediately succeed at a Will save (DC 16) or be dazed for young man is an ancient inscriber and has uncovered a ter-
2d12 rounds. This is a mind-affecting effect. The save DC is rible secret. The PCs must keep the trickster from finding
Intelligence based. and capturing the inscriber, while trying to learn where the
Absorb Text (Su): An inscriber can absorb the text of all former scholar is traveling to, and possibly gain his alle-
written materials within 15 feet as a standard action. By giance.
concentrating, the inscriber lifts all writing off nearby
Mind Switch (Su): Twice per day, a kei-ehri can swap the Kulumar
minds of any two living corporeal creatures (possibly includ- By Alex Freed, C.D. Bennett, Jason Rosenstock and Jeffrey J. Visgaitis; originally
ing itself) within 30 feet. This is similar to the power true published in Denizens of Avadnu by The Inner Circle.
mind switchP (or the spell magic jar), but neither creature can Large Aberration (Extraplanar)
voluntarily switch back Hit Dice: 7d8+21 (52 hp)
and there is no Hit Initiative: +3 (Dex)
A Compelling Creature Dice limit. Each crea- Speed: 40 ft. (8 squares), climb 30 ft.
The kei-ehri’s mind switch ability is going ture must fail a Will Armor Class: 17 (–1 size, +3 Dex, +5 natural); touch 12,
to really throw its foes for a loop and save (DC 16) for the flat-footed 14
make for a memorable encounter. Plus,
its thoughts-as-electricity theme is switch to occur. The Base Attack/Grapple: +5/+12
compelling. effect is accompanied Attack: Claw +7 melee (1d6+3)
by a lightning bolt Full Attack: 2 claws +7 melee (1d6+3) and bite +5 melee
that travels between (1d6+1)
the creatures at the Space/Reach: 10 ft./10 ft.
moment of transfer. The death of the kei-ehri’s original body Special Attacks: Shadow rend
returns all switched minds to their proper places without Special Qualities: Shadow slave, blindsight 90 ft., hide in
harm, but also kills both the kei-ehri and any creature in the plain sight, shadow jump
kei-ehri’s body. The save DC is Charisma based and includes Saves: Fort +5, Ref +5, Will +5
the kei-ehri’s Ability Focus feat. Abilities: Str 16, Dex 16, Con 16, Int 13, Wis 11, Cha 14
Psi-Like Abilities: At will—brain lock (affects aberrations, Skills: Bluff +9, Climb +11, Hide +14*, Intimidate +9, Jump
animals, dragons, elementals, fey, giants, magical beasts, +10, Listen +2, Move Silently +14*, Tumble +10
monstrous humanoids, and outsiders, DC 13*)P (hold person Feats: Improved Grapple, Multiattack, Persuasive
[DC 14]), ego whip (2d4, DC 15*)P (touch of idiocy), energy stun Environment: Plane of Shadow
(electricity, manifester level 7th, 5d6, DC 17*)P (shocking Organization: Solitary
grasp), hypercognitionP (legend lore), mind probe (DC 16)P Challenge Rating: 6
(detect thoughts [DC 13]), thought shield (8 rounds, power Treasure: None
resistance 20*)P (nondetection); 3/day—energy current (elec- Alignment: Always lawful evil
tricity, manifester level 13th, two secondary targets, DC 18*)P Advancement: By character class
(chain lightning [DC 17]). Manifester level 10th. The save DCs Kulumars are eyeless predators with a mystical affinity for
are Charisma based. shadow.
Telepathy (Su): A kei-ehri can communicate telepathically Fast, muscular, and agile, kulumars stand 8 to 10 feet tall
with any intelligent creature within 100 feet that has a lan- and weigh an average of 400 lbs. Their hairless skin is an
guage. almost reflective blue, and their long limbs end in black
Skills: Kei-ehri have a +8 racial bonus on Perfect Recall claws useful for clinging to walls and ceilings. From the bot-
and PsicraftP checks. tom of kulumars’ wormlike heads grow stalks that allow
* Includes augmentation for the kei-ehri’s manifester level. them to sense their surroundings. Kulumars naturally cast
P
Abilities marked with P are from the Psionics Handbook. Suggested replace- no shadows but can steal shadows from other creatures.
ments appear in parentheses. Kulumars lurk in the deepest parts of the earth, wandering
alone through tunnels and caverns. Some collect arcana, while
Adventure Ideas others seem intent on destroying all intelligent creatures they
A psion studying the kei-ehri comes to the player characters find. They never associate with each other, but readily talk to
and begs for their help. He recently discovered a kei-ehri that those who question them—even during combat. They are
has gone mad and turned evil due to the presence of an abo- polite and articulate, occasionally helpful, but often difficult to
leth in a nearby lake. He asks the player characters to help understand. Questions about their nature, habits, and purpose
restrain the kei-ehri and bring it to a monastery where it can are answered with talk of penumbras, the “low world,” and the
recover. But the psion does not know the full story—the kei- “blue shadow.” Kulumars seem unable to define these terms
ehri gained the aboleth’s intelligence and switched minds without relating them to one another. But kulumars can dis-
with the creature. It hopes to use its new power to turn its cuss most other issues rationally and occasionally ally with
old body into a “lightning rod” for thought, controlling aboleths and dark elves, or perform services in return for
minds worldwide. knowledge or magic. They are treacherous and deceitful, but
generally twist words instead of lying outright. If kulumars
were slightly less belligerent and enigmatic, they would easi-
ly find friends among the underworld races.
Combat
Kulumars use hit-and-run tactics: striking, shadow jumping
to safety, hiding, and repeating the cycle as many times as
they can. If possible, they grapple lone opponents and shad-
ow jump with them. A kulumar who manages to steal an
opponent’s shadow usually flees; kulumars are generally will-
ing to wait a few days if it means they can kill their enemies
with minimal risk.
Shadow Rend (Su): A living creature hit by both of a
kulumar’s claw attacks or who is transported with the kulumar
during a shadow jump risks having its shadow stolen. The
creature must succeed at a Fortitude save (DC 15) or have its
shadow pulled through its body and ripped out by the
kulumar. The save DC is Charisma based. The kulumar then
casts the creature’s shadow, and the creature casts none. A
kulumar can cast any number of shadows at different angles.
For every day the creature goes without a shadow, it partly
fades into nonexistence, taking 1d4 points of Constitution
drain. When its Constitution reaches 0, it dies and disap-
pears, along with its shadow. If the creature rejoins with its sidered blinded. Kulumars are invulnerable to gaze attacks,
shadow by touching it (an unarmed melee touch attack visual effects of spells such as illusions, and other attack
against the kulumar, if the kulumar is casting the shadow, or forms that rely on sight.
against the shadow if it is detached from and controlled by Hide in Plain Sight (Su): Kulumars can use the Hide skill
the kulumar), it regains any Constitution lost. Only a miracle even while being observed. As long as they are within 10 feet
or wish spell can replace a living creature’s shadow, and this of some sort of shadow, kulumars can hide themselves from
does not restore lost Constitution. Returning from the dead view in the open without anything to actually hide behind.
rejoins a creature with its shadow and restores all lost Kulumars cannot hide in their own shadows.
Constitution. Shadow Jump (Su): A kulumar can travel between shad-
Shadow Slave (Su): A kulumar can detach from its body ows as if by means of a dimension door spell. Even unwilling
any shadows it has stolen as a free action. A shadow so creatures be can transported with the kulumar if they are
detached lifts off the ground and resembles a dark, transpar- restrained or grappled.
ent version of the creature it was originally connected to. The limitation is that
Treat the shadow as an unseen servant with an Armor Class of the magical transport Master of Shadows
13 that follows the kulumar’s verbal commands while within must begin and end in The kulumar is cool for its shadow rend and
120 feet. If the shadow leaves this range, or if the kulumar is an area with at least shadow slave abilities. DMs may want to
consider utilizing this creature along with
killed (which automatically detaches all the kulumar’s shad- some shadow. The the shadow stitch spell in Chapter Three.
ows), it immediately heads toward where it last saw its right- kulumar can jump up
ful owner, willingly rejoining if possible. If the shadow is to a total of 200 feet
destroyed, it cannot be rejoined with its owner. each day in this way.
Kulumars treat their shadows as slaves, sending them to This amount can be
open doors, carry their belongings, and fulfill the requests of split among many jumps, but each one, no matter how small,
guests. counts as at least a 10-foot increment.
Blindsight (Ex): A kulumar can sense all foes within 90 * Skills: Kulumars have a +8 racial bonus on Hide and
feet as a sighted creature would. Beyond that range, it is con- Move Silently checks.
Adventure Ideas
A shadowdancer asks the player characters to travel with him
underground to stop a dark elf priestess from cementing an
alliance with a kulumar. Although the shadowdancer claims
(truthfully) that this will give the priestess a dangerous
amount of power, the shadowdancer’s real goal is to have
the PCs help him find the kulumar. He hopes to convince
the kulumar to teach him its powers. When the PCs do find
the kulumar, however, it might have its own offer to make.
Madrir
By Alex Freed, C.D. Bennett and Michael A. Mumich; originally published in
Denizens of Avadnu by The Inner Circle.
Medium Outsider (Evil, Native)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural); touch 10; flat-footed 14
Base Attack/Grapple: +10/+10
Attack: Claw +10 melee (1d4)
Full Attack: 2 claws +10 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, steal spell
Special Qualities: Absorb spell, damage reduction 10/magic,
darkvision 60 ft., spell magnetism, spell resistance 25
Saves: Fort +9, Ref +7, Will +9
Abilities: Str 10, Dex 11, Con 14, Int 20, Wis 14, Cha 18
Skills: Appraise +13, Concentration +15, Craft (alchemy)
+15, Decipher Script +18, Hide +10, Intimidate +8,
Knowledge (any two) +15, Knowledge (arcana) +18,
Listen +14, Move Silently +10, Perfect Recall +18 (see page
69), Search +17, Spellcraft +20, Spot +14, Survival +8 bodies, chalky, blue-tinted skin, and flat, androgynous faces.
Feats: Ability Focus (steal spell), Combat Casting, Improved Their eye sockets are empty, save for flickering violet flames
Initiative, Improve Spell-Like Abilities (EmpowerB, where their pupils should be, and their mouths are small
EnlargeB, ExtendB, HeightenB, MaximizeB, QuickenB, slits. Madrir usually clothe themselves in long robes tattered
WidenB)*, Quicken Spell-Like Ability (dispel magic) and faded from centuries of use, and wear necklaces with
Environment: Any crystal pendants.
Organization: Solitary or circle (3–7) The term “madrir” originally referred to members of a
Challenge Rating: 9 secret society of arcane spellcasters. Long ago, the society
Treasure: Standard was made up of humans seeking to better their skills and
Alignment: Always neutral evil expand their knowledge. Their search brought them to a
Advancement: 11–14 HD (Medium) powerful sorcerer who promised them power beyond any-
* The feats Improve Spell-Like Abilities (Empower, Enlarge, Extend, Heighten, thing they had achieved. She gave each spellcaster a crystal,
Maximize, Quicken, Widen) all work like the metamagic feats of similar names in explaining that it was through the crystals that they would
the Player’s Handbook except that instead of increasing the spell’s level, they gain their power. She then withdrew into a hidden valley,
increase the time required to use the spell-like ability by 1, 2, or 3 rounds. performing a dark ritual which warped the spellcasters’ bod-
Madrir are evil spell- ies and minds. Their crystals did grant them power, however,
Turn the Tables! casters who bend and and in return, they declared the sorcerer their god.
I guess I just like foes that mess up spell- absorb magic. Over the centuries, the madrir became little more than the
casters, and that’s all there is to it. The Madrir stand rough- sorcerer’s mindless slaves. Their only desire appears to be to
madrir’s steal spell ability is going to turn
the tables on the player characters, using ly 7 feet tall, but weigh serve her, and her motives are unknown. Madrir have been
their favorite spells against them. Spell less than 120 lbs. They encountered guarding areas of magical power, gathering arti-
magnetism is really interesting as well. have wiry humanoid facts, and murdering powerful spellcasters, but they have
Adventure Ideas
An order of mages has recently claimed a relic of great
power. However, a madrir has been killing the order’s mem-
bers, apparently seeking out the item. A high-ranking mem-
ber of the order comes to the PCs for help and asks them to
go to the ruins from which the relic was recovered, and look
for clues as to what’s going on. Somewhere within the ruins
are inscriptions that detail the purpose of the madrir’s
search.
Nightmare Collector
By Alex Freed; originally published in Denizens of Avadnu by The Inner
Circle.
Huge Construct
Hit Dice: 21d10+40 (155 hp)
Initiative: +1 (Dex)
Speed: 40 ft. (can’t run) (8 squares)
Armor Class: 27 (–2 size, +1 Dex, +18 natural); touch 9;
flat-footed 26
Base Attack/Grapple: +15/+33
Attack: Claw +23 melee (2d6+10)
Full Attack: 2 claws +23 melee (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate objects, dark duplicate, death designs attracted the nightmares of dreamers, trapping the
throes, weird nightmares inside them and ensuring peaceful sleep for any-
Special Qualities: Construct traits, courage vulnerability, one nearby. But the nightmares never disappeared, and the
damage reduction 15/adamantine, darkvision 60 ft., devices became saturated in them. Combined with the devices’
dimension door, low-light vision, nightmare siphon, magic, the collected thoughts gave the constructs a semblance
resistance to cold 30, electricity 30, and fire 30 of life. Since then, evil spellcasters have created animate night-
Saves: Fort +7, Ref +8, Will +7 mare collectors knowingly to suit their own designs.
Abilities: Str 31, Dex 12, Con —, Int —, Wis 11, Cha 12 Nightmare collectors are mindless; the nightmares inside
Environment: Any them urge them to destroy living creatures, and their magic
Organization: Solitary attracts them to dreamers, but they have no real sentience.
Challenge Rating: 16 Left alone, most settle on the outskirts of cities, absorbing
Treasure: None nightmares and killing those who find them. More problem-
Alignment: Always neutral atic is when a nightmare collector falls into the hands of a
Advancement: 22–31 HD (Huge); 32–40 HD (Gargantuan) creature powerful enough to control it—some beings can
Originally built to siphon away nightmares and grant feed on or learn from the captured nightmares, while others
serene rest, nightmare collectors are constructs that have relish a collector’s sheer destructive force.
gained power and life from sleepers’ fears.
Nightmare collectors are huge, polished stone statues. Combat
Their designs vary, but most have several thick legs ending in Nightmare collectors, despite their violence, are poor tacti-
sharp points and attaching to a hollow cylinder of a body. cians. They readily use their supernatural abilities, but not
Both legs and body are often etched or paneled with strange always efficiently; while nightmare collectors know to use
designs or meaningless characters, and stone heads of their weird cones on groups rather than individuals, differen-
humanoids, beasts, or monsters line the cylinder’s side or tiating between spellcasters and melee combatants is more
hang from its lower edge. Above the cylinder boil over colored than they can handle. Therefore, most nightmare collectors
fumes that form images from the collector’s stored night- cycle through their abilities, occasionally striking with their
mares. Most nightmare collectors easily fill square rooms 20 claws at combatants who resist their magic, and using dimen-
feet wide and 20 feet high, and many stand in chambers sion door to chase fleeing opponents. Nightmare collectors
designed to house them, filled with ornate arches and pools. never retreat.
The first nightmare collectors were built in densely popu- A nightmare collector’s natural weapons are treated as magic
lated communities. Their magical endowments and horrific weapons for the purpose of overcoming damage reduction.
Combat
Time flayers fight with their greatswords in battle all the
while attempting to discern the most powerful foe in a
group. Once it has targeted such a foe, a time flayer uses its
temporal displacement ability to effectively remove that crea-
ture from combat for a few rounds. If faced with certain
extinction, a time flayer rips a hole in the time continuum
and slips away using its time jaunt ability.
Temporal Displacement (Su): By making a melee touch tions of the unmade creature exist anywhere in reality. Past
attack against a foe, a time flayer can send a creature into the events the creature was responsible for are now attributed to an
future if it fails a Fortitude save (DC 18). The save is unknown—even if they recently took place. For example, say a
Constitution based. On a failed save, the creature disappears great hero saved a kingdom from certain doom and then suffers
in a flash of white energy. For the next minute (10 rounds), the unmaking. The kingdom is still safe, but no one can quite
the displaced creature is recall who saved it. A creature that suffers the unmaking cannot
Time for a Challenge effectively nonexistent. No be raised, resurrected, or restored to life by any means—not
I like the time flayer’s suite of time-related form of magic, effect, or even a wish can restore an unmade creature. Only the direct
powers, but mainly I selected it for its tem- force can detect or aid such intervention of a deity can restore one who suffers this fate.
poral displacement ability. It’s the kind of
power that is going to be a real threat
a creature. A displaced crea- Foresight (Su): A time flayer can see a few seconds into
even to higher-level characters because ture can attempt a Wisdom the future. This ability prevents a time flayer from being sur-
it is so absolute, but at the same time a check (DC 22) on its turn prised, caught flat footed, or flanked. It also grants the time
character affected by it can still make
attempts to struggle back to his proper
to break the effects and end flayer an insight bonus on its Armor Class equal to its
time—the player can’t go off and play the displacement. The save Wisdom bonus. This ability can be negated, but the time
video games while everyone else finishes is Constitution based and flayer can restart it as a free action on its next turn.
the fight. Only the creature’s relatively low
hit point total and moderate offensive
includes a +4 racial bonus. Reality Bend (Su): As a free action, a time flayer can fold the
capabilities suggest that it’s appropriate After one minute, the dimensional space surrounding it, to make its true location
for its Challenge Rating. I suspect that creature reappears in the hard to discern. Attackers have a 20 percent miss chance each
even a 13th- or 14th-level group would
find a time flayer encounter to be tough.
same space it occupied time they attack with melee or ranged weapons. This is similar
before being displaced. If to the miss chance granted by a displacement spell. See invisibility
the space is occupied when does not reveal the creature’s location, but true seeing does.
the creature returns, it is Time Immunity (Ex): Time flayers are immune to all time-
shunted aside to the first open space and takes no damage. A related spells and effects (including time stop, temporal stasis,
time flayer can use this ability three times per day. and the like). Time flayers do not age and are not affected by
Unmaking (Su): A foe slain by a time flayer is unmade— any aging attack (such as that of a time elemental [see the
erased from the very fabric of time. No memories or recollec- Tome of Horrors for information on time elementals]).
Vacuous Engulfer
By Alex Freed and C.D. Bennett; originally published in Denizens of Avadnu
by The Inner Circle.
Large Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), swim 10 ft.
Armor Class: 16 (–1 size, +1 Dex, +6 natural); touch 10,
flat-footed 15
Base Attack/Grapple: +3/+9
Attack: Claw +4 melee (1d6+3)
Full Attack: Claw +4 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Vacuum pull
Special Qualities: All-around vision, darkvision 60 ft.,
pocket dimension
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 8, Cha 7
Skills: Climb +3, Listen +1, Search +2, Spot +6, Swim +10
Feats: Combat Reflexes, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Double standard
Alignment: Always neutral
Advancement: 6–9 HD (Large); 10–12 HD (Huge)
Vacuous engulfers are creatures created by the growth of life
around pinprick holes to pocket dimensions. These symmetri- Combat
cal, four-sided creatures stand about 8 feet tall. Four spiderlike Vacuous engulfers attack any Medium or smaller moving
legs tipped with sharp claws lead to a stalk of a torso, which in creatures that catch their attention, though creatures that
turn leads to the engulfer’s four mouths. Each mouth pro- stay perfectly still likely go unnoticed. Vacuous engulfers nor-
trudes from the torso in a mally devour opponents with their vacuum attack before
2-foot-long tube, ending they are close enough to use their claws; even then, they only
A New Adventure with a diamond-shaped use one claw at a time in order to keep their balance.
The vacuous engulfer makes for an inter- opening which is usually Vacuum Pull (Su): As a move action, a vacuous engulfer can
esting encounter. I particularly like its
use of the wind force rules and the fact tightly closed. These open any number of its mouths, creating a powerful suction
that engulfed creatures aren’t destroyed openings are incredibly that draws nearby objects and creatures inside. Each mouth
forever—in fact, their disappearances flexible, allowing the generates a 60-foot cone of suction equivalent to hurricane-
could lead to a new adventure.
engulfer to ingest crea- force winds. Any Medium or smaller creature blown far
tures far larger than enough to reach the engulfer’s space is pulled through a
would appear possible. mouth into the pocket dimension beyond. Due to the suction,
The torso-stalk ends 1 foot above the mouths, topped with a vacuous engulfer’s mouths are pulled closed as part of the
four bulging yellow eyes. The skin of a vacuous engulfer is col- action in which they open, immediately ending the winds.
ored a light green, splashed with yellow and speckled with All-Around Vision (Ex): Vacuous engulfers’ four eyes allow
black. Its texture is tough and slimy, and it tends to absorb the them to look in any direction, bestowing a +4 racial bonus on
smells of the environment around it. Spot and Search checks. Vacuous engulfers cannot be flanked.
Vacuous engulfers live out their lives wandering and Pocket Dimension: Objects and creatures pulled through a
devouring prey. They receive nourishment from the decom- vacuous engulfer’s mouths are transported to an endless black
position of their victims’ bodies inside their pocket dimen- void without air or gravity. All newly arrived creatures and
sions. They have no discernible food preferences, migratory objects appear at the same point, but there is no exit. Tele-
patterns, or relationships with other species. Equally at porting out is impossible, but plane shift and other methods of
home on land and at sea, they show no need for sleep. planar travel function normally. Creatures who need air risk
Occasionally, vacuous engulfers are captured and placed suffocation immediately. When a vacuous engulfer dies, the
as guardians over tombs and other abandoned places. contents of the pocket dimension appear inside its torso-stalk.
Iron: Blade barrier (DC 16), cloudkill (DC 15), scorching ray
(+17 ranged touch).
Spell Storing (Sp): A warding visage can store up to three
spells of 5th level or lower that are cast into it by its creator.
It “casts” these spells when commanded or when a predeter-
mined situation arises. Once a spell is used, it can store
another spell (or the same spell again). Each spell has a cast-
er level equal to the warding visage’s Hit Dice. The save DCs
are Charisma based.
Typical spells stored include lightning bolt, magic missile,
persistent image, ray of enfeeblement, sending, shout, stinking
cloud, summon monster I-V, and wall of force.
Hardness (Ex): A warding visage has the same hardness
as its base material.
Resistances (Ex): Warding visages take half damage from
electricity. Warding visages made of a material other than ice
take half damage from fire, and one-quarter damage from
cold. All resistances should be applied before hardness.
Cold Subtype: Ice warding visages have the cold subtype.
They have immunity to cold, and vulnerability to fire.
Hit Dice: A warding visage has 1 Hit Die per hit point per
inch of thickness of its base material.
Construction
A warding visage costs 5,000 gp per Hit Die to create. This
cost includes the warding visage’s body (30 gp per Hit Die),
but not the additional 100 gp for the key. The spellcaster or
another worker must construct the body and key; doing so
requires a successful Craft (sculpting) check (DC 15). A Craft
(blacksmithing) or Craft (stonemasonry) check can be sub- Key
stituted for iron and stone warding visages, respectively. A warding visage’s key can be of any design, but it must fit
After the body and key are fashioned, the visage must be ani- into a slot somewhere on the warding visage’s head—usually
mated through an extended magical ritual. If personally con- in the forehead or in the pupil of one eye. When the key is
structing the warding visage’s body, the creator can perform used (a move action), the warding visage is deactivated for
the building and ritual together. five minutes, or until commanded by its creator to awaken
The costs to create listed below include the cost of the phys- (whichever comes first). A deactivated warding visage takes
ical body and all the materials and spell components that are no actions and cannot react to stimuli. Destroying a warding
consumed or become a permanent part of the warding visage. visage’s key has no effect on the construct.
Caster level 10th; Craft Construct, arcane lock, fabricate, magic A creature unfamiliar with a given warding visage must
mouth, passwall, caster must be at least 10th level; Price 5,135 gp succeed at a Search check (DC 15) to find its keyhole. An
(glass), 15,135 gp (ice), 75,135 gp (stone), 150,135 gp (iron); Open Lock check (DC 30) allows a creature to deactivate the
Cost 2,650 gp + 198 XP (glass), 7,680 gp + 596 XP (ice), warding visage without the key.
37,860 gp + 2,982 XP (stone), 75,585 gp + 5,964 XP (iron).
Adventure Ideas
ATTRIBUTES BY CONSTRUCTION MATERIAL An ancient wizard has disappeared, and influential persons
Breath Breath are interested in the contents of his tower. The player char-
Material HD hp Hardness Damage Save DC CR acters are hired to go inside, where they find hundreds of
Glass 1 25 1 1d6 10 2 doors, all protected by different varieties of warding visages.
Ice 3 36 0 3d6* 11 4 One warding visage was granted true intelligence by its mas-
Stone 15 102 8 15d6 17 10 ter, and it cautiously offers to advise the PCs if they will help
Iron 30 185 10 30d6 25 14 it find the wizard.
* Half the damage from an ice warding visage’s shards is cold damage.
Material Component: Rare unguents and dark alchemical Any creature inside the hut must make a Fortitude save every
concoctions worth 5,000 gp. 10 minutes or suffer the effects of severe heat (as described
XP Component: 1,000 XP. under “Heat Dangers” in the Glossary of the DMG).
Backlash: The caster is knocked unconscious and trans- Just as the tale of Hrothgar approaches its conclusion
ported to Dis (no save). (near the end of the casting time), the bonfire’s flames light
Extra Casters: Six required; they chant choruses and sup- the hut on fire, which creates a great deal of smoke but no
plications to various dark deities throughout the incanta- additional heat or damage. If the final skill check succeeds,
tion. the flames consume the hut’s roof and walls, revealing the
Campaign Use: Obviously, the backlash component is sig- plain of Ida on the plane of Ysgard (see Chapter Five:
nificant enough that most player characters will not serious- Campaigns in the DMG).
ly consider casting this incantation. But even a low- to mid- Material Component: A windowless, thatched hut in a
level character has a decent chance of making all the skill forest.
checks without failing twice in a row, so the incantation Backlash: Severe heat.
could show up in a campaign in a number of different cir- Extra Casters: Four required; they provide the dialogue for
cumstances. For instance, the PCs may be tipped off that other characters in the epic of Hrothgar.
suicidal cultists are trying to bring the fires of Dis to their Campaign Use: Hrothgar’s journey is well within the reach
city, and they have to disrupt the incantation. The fires of Dis of mid-level player characters, especially bards. Of all the
might also have a place in a mystery adventure, where the outer planes, Ysgard is perhaps the most hospitable to PCs
player characters must discover who stole rare alchemical and the easiest to work into an ongoing campaign, so the
compounds. A routine investigation takes on new urgency incantation may be a good way to whet the players’ appetite
when the player characters find out that the missing vials for planar travel without opening up the entire cosmology. In
can be the material component for a fires of Dis incantation. the hands of NPCs, Hrothgar’s journey can be an escape route
for the barbarian raiders the characters have been chasing
Hrothgar’s Journey for months. Or a mischievous NPC bard can beckon the PCs
Conjuration (Teleportation) into a warm hut on a cold winter’s night, promising them a
Effective Level: 6th wondrous reward if they just listen to a tale….
Skill Check: Knowledge (arcana) DC 20, two successes;
Perform (oratory) DC 20, four successes Creating New Incantations
Failure: 5d6 points of fire damage to caster Making new incantations for your campaign is a tricky bal-
Components: V, S, M, SC, B ancing act. Incantations are intentionally constructed to be
Casting Time: 60 minutes much more idiosyncratic than spells are. And because
Range: Touch incantations hinge on skill checks, it’s possible for a player
Target or Targets: Caster plus 4–12 other creatures character to get access to powerful magic before she—or the
Duration: Instantaneous campaign—is ready for it. The following guidelines will
Saving Throw: Will negates (harmless) (DC 16 + caster’s help you balance the benefit of an incantation with its neg-
Charisma modifier) ative aspects, and also determine how difficult the incanta-
Spell Resistance: Yes (harmless) tion is to cast.
Hrothgar’s journey is an incantation based on the tale of 1. Determine School: When you design an incantation,
Hrothgar, a powerful barbarian hero from ages past. When first decide which school or schools the incantation would
the poetic epic of Hrothgar is recited in the stifling heat of a fit into if it were a spell. Each school has a specific Difficulty
sweat lodge during the winter solstice, the orator and his lis- Class which serves as the base skill check DC for the incan-
teners receive the same final reward that Hrothgar did: a tation you’re designing. Consult the descriptions of the
one-way trip to Ysgard’s plain of Ida, where they can drink schools of magic in Chapter Ten of the Player’s Handbook if
and make merry with the greatest warriors of myth. you aren’t sure which school an incantation should belong
To cast the incantation, the caster must construct a small, to. If you’re designing an incantation that could belong to
windowless hut in the middle of the forest, then build a bon- more than one school, choose the most important one to
fire in the hut’s center. At least four and up to 12 others provide the base Difficulty Class. Other schools add one-
accompany the caster into the hut. Then the flames are lit third their DC to the total. For example, the fires of Dis
and the telling of the tale of Hrothgar begins. incantation has conjuration as its most important school
Because the bonfire is large and the hut is small, the (because of the pit fiend it calls) and evocation as a second
atmosphere inside quickly gets stiflingly hot. This is the school (because of the fiery burst it creates). Thus, the fires of
incantation’s backlash; unlike most backlash components, it Dis incantation has a base Difficulty Class of 41 (30 + 11) for
affects the incantation’s other targets as well as the caster. all skill checks made during its casting.
last 12 minutes if it’s effectively a 6th-level spell. The same Children produced by a male fiend are always male.
incantation with a range of medium can affect a target up to Female cambions, sometimes called alu-demons, are born
220 feet away. from a female evil outsider, such as a succubus, and a human
male. Unlike other cambions, these children are rarely con-
Planetouched Ancestry ceived in violence; the demoness seduces the male to gain his
seed. As the male donor loses value after the act, like a black
Magic widow, the demoness typically destroys her lover.
By Robert J. Schwalb; originally published in Aasimar & Tiefling: For simplicity, all half-fiends henceforward are referred to
A Guidebook to the Planetouched by Green Ronin Publishing. as cambions.
As described in Chapter Two: Feats and Skills, many plane-
touched characters can draw upon their outsider ancestry to Personality
fuel very specific feats. If planetouched characters are able to All cambions hate the material plane and its inhabitants.
draw upon their own reserves to unleash aspects of their They exploit or destroy everyone they meet. Alliances are for
ancestry, by extension, these characters can also enhance their utility, to advance their own position or to achieve some
magical prowess through the same sacrifices. As an optional short-term goal. The personality traits of their outsider
rule, planetouched char- parentage surface early, such that they define their perspective
acters selecting the and social skills. Female cambions are seductive and promis-
Ancestry Magic Awaken Ancestry feat, cuous. Balor-created cambions are frighteningly destructive
This is yet another variant on the way but who have not yet forces, while the osyluth’s offspring are sneaky and manipula-
metamagic is handled (see also “Spon-
taneous Metamagic” on page 91). I like it selected an Ancestor feat, tive. Though the creatures are almost universally evil, the
mostly for the flavor of the caster burning may draw upon their out- particular motives vary, just as any other race’s does.
away his own life energy in order to sider reserves to fuel
power his spells.
metamagic spells. Physical Description
Essentially, plane- Cambions have varied appearance, often inheriting the fea-
touched characters who meet the criteria can use their bodies tures of their fiendish parent. Female cambions are comely
to cover the level increase of metamagic feats. A caster must and have small black leathery wings and small horns. Male
actually have the metamagic feat to use this option, but does cambions are large and imposing, often with scaly skin, sleek
not need to prepare it ahead of time. Characters using this hair, burning eyes, and a lingering odor of brimstone.
option suffer 2 points of Constitution damage for each level Cambions age as humans and have the same range of col-
increase they would remove from the metamagic feat. Take oration, height, and build. All cambions have bat wings.
Widen Spell, for example. A spell affected by this feat normal-
ly uses up a slot three levels higher than the spell’s normal Relations
one. A widened fireball functions as a 6th-level spell. For every Cambions view all creatures less powerful than themselves
2 points of Constitution damage the character spends, she as chattel or tools to be used. Above all, they hate other out-
reduces the slot increase by one. If the spell with a metamagic siders, even other fiends. Among the humanoids, they
feat would be higher than the character can ordinarily cast, despise elves the most, and some of the more depraved
the planetouched character may still use this option, but at a delight in collecting elf scalps or polluting their race
cost of an additional 2 points of Constitution damage. It is through rapine. They see dwarves as nuisances and the
entirely possible for characters to commit suicide with this dwarves’ commitment to honor and loyalty laughable; their
option if they are not careful. derro kin strike cambions as more acceptable, but only as
sniveling slaves. Gnomes are only irritating mosquitoes.
Race: Cambions Halflings taste good. Orcs and goblinoids make good ser-
By Robert J. Schwalb; originally published in Aasimar & Tiefling: vants, their souls suitably darkened by corruption. Of all
A Guidebook to the Planetouched by Green Ronin Publishing. the races, cambions find humans the most interesting, per-
Cambions are the fiendish offspring of a fiend and a haps due to their own human heritage, and some even seek
human. Most are born from brutal rapes, which are just as human company. Of course, cambions quickly grow frus-
likely to kill the mother as they are to conceive a child. The trated when shunned, and when frustrated, they generally
victims of such rapes generally abort or abandon their off- resort to violence.
spring; those who keep them come to revile them, for they are
reminders of great horror and suffering. Some outsider par- Alignment
ents steal the children they produce—sometimes directly from Almost all cambions are evil. In fact, only a rare few can
the mother’s womb—and bring them to their home plane, restrain their fiendish blood. Even in these unique instances,
where they train them to command their personal legions. such cambions tend towards neutrality, with virtually none
Lands
Cambions do not have lands of their own.
About half live on the plane of their outsider
parent. The rest find homes on the material
plane, where they live on the fringe of civi-
lization or use magic to hide their true
nature, thereby insinuating themselves in
urban centers to corrupt and destroy their
hated enemies from within.
Religion
Cambions, being thoroughly evil, favor evil
gods representing slaughter, death, or dark
magic. Some cambions worship devils and
demons, becoming foul leaders of subversive
cults. In these cases, they corrupt mortals and
draw them into their vile religions.
Language
All cambions speak Common. Additionally,
devil-descended cambions speak Infernal,
while demon-descended ones speak
Abyssal. Cambions of daemon descent may
speak either Infernal or Abyssal.
Names
If the cambion grows up around humanoids, he assumes some other sinful manifestation of the circle. (For more
a name common to that society. If raised in the lower details on the lower planes, consult the Book of the Fiends
planes, a fiend of power owns the cambion, and the cam- from Green Ronin Publishing.)
bion’s name usually reflects this ownership, as well as the
plane. The prefix, or a suffix depending on the plane, Adventurers
implies the ownership, while the name itself denotes to Base impulses such as lust, greed, and pride drive the cam-
whom the cambion calls master. For the Abyss, the name bion. Cambions plunder tombs, raze temples, and embroil
gains -aeum as a suffix, while in Hell, the cambion gains themselves in huge intrigues to fulfill their base impulses.
nef- as a prefix. For example, a cambion in service to Iblis Thus, the adventurer’s life appeals to them.
in Hell is named Nef’Iblis. Alternatively, a cambion in
service to Abaddon in the Abyss would be named Cambion Racial Traits
Abaddonaeum. +4 Strength, +4 Dexterity, +2 Constitution, +4 Intelli-
In cases where the demon or devil owns more than one gence, +2 Charisma: Cambions are powerful outsiders,
cambion, they gain a ranking prefix: Un- (first), Du- (sec- strong, fast and tough. Complementing their physical
ond), Tre- (third), Qua- (fourth), Qui- (fifth), Sex- prowess are their cunning intelligence and intense per-
(sixth), Sept- (seventh) and so on. Therefore, the second sonalities.
cambion in service to Iblis is named Du’Nef’Iblis, while Cambions start with 2d8 racial Hit Dice in addition to the
the third cambion in service to Abaddon is named Hit Dice granted by their class levels.
Tre’Abaddonaeum. In Gehenna, half-daemons take names Medium: As Medium creatures, cambions gain no special
incorporating a particular sin in the language of the mor- bonuses or penalties due to size.
tal parent. For example, a cambion of human stock born Cambion base speed is 30 feet. All cambions can fly at a
from a daemon of lust might be called Rape, Fetish, or speed of 30 feet with an average maneuverability.
Nephilim Racial Traits Favored Class: Any. When determining whether a multi-
+4 Strength, +2 Dexterity, +4 Constitution, +2 Intelli- class nephilim suffers an XP penalty, her highest-level class
gence, +4 Wisdom, +4 Charisma: Nephilim have all the best does not count (for details, see the multiclassing rules in the
features of humanity, but are superior in almost every way. Player’s Handbook).
Nephilim start with 2d8 racial Hit Dice in addition to the Level Adjustment +4: Nephilim more powerful than the
Hit Dice granted by their class levels. standard Player’s Handbook races. See Chapter Six:
Medium: As Medium creatures, nephilim gain no special Characters in the DMG for details on playing level-adjusted
bonuses or penalties due to their size. characters. For purposes of ECL, remember to count the
Nephilim base speed is 30 feet. A nephilim has feathered nephilim’s two racial Hit Dice.
wings and can fly at a speed of 60 feet (good maneuver-
ability). Nephilim
Darkvision: Nephilim can see in the dark up to 60 feet. Level Spell-Like Ability
Darkvision is black and white only, but it is otherwise like 1–2 Protection from evil 3/day, bless
normal sight, and nephilim can function just fine with no 3–4 Aid, detect evil
light at all. 5–6 Cure serious wounds, neutralize poison
Nephilim have a +1 natural armor bonus. 7–8 Holy smite, remove disease
Nephilim are immune to disease. 9–10 Dispel evil
Nephilim have a +4 racial bonus to saves against poison. 11–12 Holy word
Resistances: Acid 10, cold 10, and electricity 10. 13–14 Holy aura 3/day, hallow
Damage Reduction: Nephilim have damage reduction 15–16 Mass charm monster
5/magic. At 12th level, their damage reduction increases to 17–18 Summon monster IX (celestials only)
10/magic. 19+ Resurrection
Nephilim have spell resistance of 10 + their Hit Dice (to a
maximum 35). Reserve Points
Nephilim inherit the versatility of their human parent, Designed by Jonathan Tweet and developed by Andy Collins from Unearthed
gaining 4 extra skill points at 1st level and an additional skill Arcana by Wizards of the Coast. (Originally published in Dungeon/Polyhedron
point every level thereafter. magazine.)
Nephilim gain a bonus feat at 1st level. This is in addition This variant gives each character a capacity to recover
to the normal feats gained at 1st level, and they may select quickly from injury. This capacity, measured as reserve
any feat for which they qualify. points, replenishes lost hit points quickly after a fight. Thus,
Outsider: As native outsiders, nephilim may be raised, characters may be wounded and near death by the end of a
reincarnated, or resurrected as any other living creature. fight but then recover to full strength (or nearly full
Nephilim can use daylight at will. strength) before the next fight begins.
Smite Evil (Su): Once per day, a nephilim may attempt a Reserve points work particularly well in low-magic cam-
normal attack to deal extra damage equal to her Hit Dice paigns or in any game where healing is rare, expensive, or
(maximum of +20) against an evil foe. The character must otherwise hard to get.
declare this attack prior to the roll.
Nephilim gain several Using Reserve Points
Reserve Points spell-like abilities as A character’s quantity of reserve points equals his full hit
This is probably my favorite thing in this they advance in level. point total.
book, and certainly falls into the category Provided the nephilim After a character becomes injured (by losing hit points),
of “I wish I’d done this.” Its brilliance is has an Intelligence or reserve points begin automatically converting to hit points at
that it does nothing to make the PCs
tougher in any given encounter, but it Wisdom score of 8 or a rate of 1 per minute of non-strenuous activity (such as rest-
allows them to have more encounters in a higher, she gains the ing or hiking, but not climbing, swimming, or fighting).
given day (and having encounters is fun). spell-like abilities from Thus, for each minute of non-strenuous activity, the charac-
It also makes a party without a cleric pret-
ty viable. the nephilim spell-like ter regains 1 hit point and loses 1 reserve point.
abilities table that fol- For example, say a fighter has 22 hit points, so he also
lows, using her actual has 22 reserve points. In a battle with orcs, he takes 6
level as the caster level. Unless otherwise specified in the points of damage, dropping his hit points to 16. After the
table, the nephilim may use the ability once per day. fight, the character’s reserve points begin to “convert” to hit
Automatic Languages: Common and Celestial. Bonus points. Over the course of the next six minutes, his reserve
Languages: Any (other than secret languages, such as point total drops by 6 and his hit point total increases by 6,
Druidic). up to his maximum of 22. During the next fight, this fighter
Constitution Changes
If a character’s Constitution modifier goes up or down, his
reserve points go up or down just as his hit points do. If a
decrease in Constitution would drop a character’s reserve
points below 0, any excess reduction is deducted from his
current hit points.
Skill-Based
Spellcasting
By Patrick O’Duffy; originally published in
Advanced Player’s Guide by Sword & Sorcery.
The skill-based spellcasting system
does away with spell slots. Instead,
spellcasting characters use a new
skill—Spellcasting—to cast their
spells. While it possesses some spe-
cial rules, Spellcasting works much as
a normal ability; spellcasters can
attempt to cast spells many times
over the course of a day, just as
rogues can attempt to pick multiple
locks and fighters can swing their
swords over and over again.
sorcerers and wizards. Characters who gain bonus spells a cross-class skill. They cannot actually cast spells using the
from Charisma (such as bards and sorcerers) use Charisma skill until they gain one or more levels in a spellcasting class,
as the key ability for Spellcasting checks; characters who gain however. They must also define whether the skill covers
bonus spells from Intelligence (such as wizards) use arcane or divine spellcasting.
Intelligence as the key ability for Spellcasting checks. The Spellcasting skill is available only in campaigns that
The DC of a Spellcasting check depends on the level of the use the skill-based spellcasting system.
spell being cast. Divine spells are slightly more difficult to
cast than arcane spells, but divine spellcasters have access to Core Spells
more extensive spell lists A spellcasting character can attempt to cast any spell that she
Skill-Based Spellcasting than arcane spellcasters. knows or has access to. Arcane spellcasting is demanding in a
If the Spellcasting way than mundane skills are not, however, and even the most
Although I like the standard spellcasting
system just fine, this is a good, well- check fails, the charac- skilled wizard will eventually tire. After a character casts a cer-
thought-out alternative for people who ter has not managed to tain number of spells, it becomes more difficult for her to
would rather use something different. It’s cast the spell. She still keep doing so; her control over magical forces begins to weak-
likely that this option will make spellcast-
ers more potent, and certainly provides expends any material en, and she must rest to refresh her magical abilities. Divine
opportunity for power gamers to create components required by spellcasters also have limits on their daily spellcasting; once a
characters that can cast many more spells the spell in the attempt; cleric casts a certain number of spells, her god becomes
than the core rules would provide, usually
at the cost of being good at other things. similarly, if the spell increasingly reluctant to continue granting divine favor.
Smart DMs will severely limit magic effects requires spending expe- Under the standard d20 System, each class has a number
that add to a character’s spellcasting skill rience points, she pays of spells per day a character can cast. In the Spellcasting skill
bonus.
the XP cost even if the system, this number (plus any bonus spells) becomes the
check fails. number of spells a character can cast per day easily. These are
referred to as her core spells.
Spell Arcane Divine Once a spellcasting character casts her core spells for the
Level Spellcasting DC Spellcasting DC day, any Spellcasting checks to cast further spells of that
0 10 12 level suffer a cumulative increase to the Difficulty Class. The
1 15 17 Spellcasting DC increases by a cumulative +2 each time a
2 18 20 character successfully casts a spell beyond her core spell
3 20 22 amount.
4 23 25 Such modifiers to the Spellcasting DC go away after the
5 25 27 character rests, meditates, or prepares (as in the spell slot
6 28 30 system).
7 30 32 Example: As a 4th-level bard with a high Charisma, Lelia
8 33 35 Kyvinycz can cast four o-level spells, three 1st-level spells, and one
9 35 37 2nd-level spell each day without difficulty. In a battle with the
prince’s ghoulish servants, Lelia casts cure light wounds twice
Retry: Yes. If a character fails to cast a spell, she may try to and protection from evil once, using up her core 1st-level spells.
cast it again when she next has an action. If she later wants to cast hypnotism to distract a pair of sentries,
Example: Lelia Kyvinycz is a 4th-level bard. She gains bonus she must make a Spellcasting check (DC 17). If she casts hypno-
spells based on Charisma, so her Spellcasting skill is likewise based tism successfully, the next 1st-level spell she wants to cast is made
on her Charisma modifier. She has 5 ranks in Spellcasting and a at DC 19. The Difficulty Classes for casting cantrips and 2nd-level
Charisma of 16, for a total bonus of +8. Lelia tries to cast the 1st- spells are not affected, however. Once Lelia rests for eight hours
level spell hypnotism, which has a DC of 15. On her first attempt, and spends 15 minutes readying her magical abilities, she can cast
Lelia gets a total of 13 and fails to cast the spell. On the second 1st-level spells at the normal Difficulty Class again.
attempt, Lelia gets a total of 17 and successfully casts hypnotism.
A character can cast only a certain number of spells per Optional Rule: Physical Fatigue
day before her magical abilities start to wane; after that The Spellcasting skill system’s main point of game balance is
point, Spellcasting DCs steadily increase. See “Core Spells,” the increasing DC of Spellcasting checks. Characters can
below, for more details. cast a lot of spells in this system, but eventually the
Special: You may not take 10 or take 20 on Spellcasting Difficulty Class to cast a spell will reach the point where it
checks. becomes impossible to achieve. Even before that point, DCs
Characters with no knowledge of or access to magic, such can quickly become high enough that casting spells in com-
as fighters and monks, may still take ranks in Spellcasting as bat can be dangerously slow and unreliable.
total spell level adjustment for Empower Spell and Enlarge class as the spell to be modified. A 7th-level cleric/4th-level
Spell is 3). If a feat may be applied more than once to the wizard who wants to cast a maximized cure moderate wounds
same spell, each application counts as one of the caster’s can’t spend any of her wizard spell slots—they all must be
three daily uses. from her cleric spellcasting ability.
Each time a caster selects a metamagic feat, she gains A character may expend only bonus spells from school
three daily uses of that feat. Multiple selections of the same specialization on spells of that school (so an evoker could
feat are cumulative. For instance, if a caster selects Empower spend her bonus 3rd-level evocation spell to pay for a meta-
Spell twice, she may use the feat six times per day rather magic feat applied to another evocation spell, but not to a
than three. spell of any other school). She can’t expend domain spells to
In this variant system, the Heighten Spell feat functions pay for a metamagic feat’s added spell slot cost, even if the
slightly differently from other metamagic feats. You may use spell is a domain spell.
the Heighten Spell feat to increase a spell’s effective level (for In the case of the Heighten Spell feat, a caster expends
purposes of such factors as save DCs and so on) up to the one additional spell slot for each effective level she wishes to
maximum spell level you are capable of casting. For instance, add to the spell. To heighten a fireball to the equivalent of a
a 3rd-level cleric could heighten a 0- or 1st-level spell to 2nd 5th-level spell, a caster must expend two extra spell slots of
level, while a 17th-level druid could heighten a 0- through 3rd level or higher.
8th-level spell to 9th level. The spell is treated as a spell of A caster can apply more than one metamagic feat to a
that level for purposes of save DC and similar effects, but spell, or even the same metamagic effect more than once (if
doesn’t require a higher-level spell slot. allowed by the feat’s description). She must simply pay the
additional cost in spell slots. For instance, a wizard casting a
Extra Spell Slots stilled and silent invisibility spell would spend two spell slots
With this variant, a caster must expend extra spell slots in in addition to the invisibility spell: one for Still Spell and a
order to apply the effects of a metamagic feat. These spell second for Silent Spell.
slots must be of a level equal to or higher than that of the If a caster doesn’t have enough remaining spell slots to
spell being modified by the metamagic feat. In essence, the cast the metamagic spell, she can’t apply that metamagic
character pays for the metamagic effect by “using up” other effect to the spell.
spells of the same or higher level. The caster need not pre-
pare the metamagic version of the spell ahead of time, and Combining the Variants
the spell’s actual level and casting time are unchanged from You could combine the two metamagic variants presented
normal. above. Using a combined system, a metamagic-enhanced
The number of extra spell slots required is equal to the spell would cost additional slots (as noted in the second
spell level adjustment of the feat. For example, a wizard who variant), but the caster would have a maximum spell level to
wants to cast a quickened magic missile would expend the which she could apply her metamagic feats (as in the first
magic missile spell, plus four additional spells of 1st level or variant). This combined approach limits the immediate
higher. effect of metamagic feats in the game (because of the spell
If the caster has more than one spellcasting class, all extra level limit) while simultaneously assigning a very real cost to
spell slots expended must come from the same spellcasting their use (additional spell slots).
that you Use. No terms may be added to or sub- 11. USE OF CONTRIBUTOR CREDITS: You may not mar-
Open Game License, Version 1.0a
tracted from this License except as described by ket or advertise the Open Game Content using
The following text is the property of Wizards of
the License itself. No other terms or conditions the name of any Contributor unless You have
the Coast, Inc., and is Copyright 2000 Wizards of
may be applied to any Open Game Content dis- written permission from the Contributor to do
the Coast, Inc. (“Wizards"). All Rights Reserved.
tributed using this License. so.
1. DEFINITIONS: (a)“Contributors" means the copy-
3. OFFER AND ACCEPTANCE: By Using the Open 12. INABILITY TO COMPLY: If it is impossible for You
right and/or trademark owners who have con-
Game Content You indicate Your acceptance of to comply with any of the terms of this License
tributed Open Game Content; (b)“Derivative
the terms of this License. with respect to some or all of the Open Game
Material" means copyrighted material including
4. GRANT AND CONSIDERATION: In consideration for Content due to statute, judicial order, or govern-
derivative works and translations (including into
agreeing to use this License, the Contributors mental regulation then You may not Use any
other computer languages), potation, modifica-
grant You a perpetual, worldwide, royalty-free, Open Game Material so affected.
tion, correction, addition, extension, upgrade,
non-exclusive license with the exact terms of this 13. TERMINATION: This License will terminate auto-
improvement, compilation, abridgment or other
License to Use the Open Game Content. matically if You fail to comply with all terms here-
form in which an existing work may be recast,
5. REPRESENTATION OF AUTHORITY TO CONTRIBUTE: If in and fail to cure such breach within 30 days of
transformed or adapted; (c) “Distribute" means
You are contributing original material as Open becoming aware of the breach. All sublicenses
to reproduce, license, rent, lease, sell, broadcast,
Game Content, You represent that Your shall survive the termination of this License.
publicly display, transmit or otherwise distribute;
Contributions are Your original creation and/or 14. REFORMATION: If any provision of this License
(d) “Open Game Content" means the game
You have sufficient rights to grant the rights con- is held to be unenforceable, such provision shall
mechanic and includes the methods, procedures,
veyed by this License. be reformed only to the extent necessary to make
processes and routines to the extent such content
6. NOTICE OF LICENSE COPYRIGHT: You must update it enforceable.
does not embody the Product Identity and is an
the COPYRIGHT NOTICE portion of this 15. COPYRIGHT NOTICE
enhancement over the prior art and any addition-
License to include the exact text of the COPY- Open Game License v 1.0a Copyright
al content clearly identified as Open Game
RIGHT NOTICE of any Open Game Content 2000–2005, Wizards of the Coast, Inc.
Content by the Contributor, and means any work
You are copying, modifying or distributing, and d20 System Reference Document Copyright
covered by this License, including translations
You must add the title, the copyright date, and 2000–2005, Wizards of the Coast, Inc.; authors
and derivative works under copyright law, but
the copyright holder's name to the COPYRIGHT Jonathan Tweet, Monte Cook, Skip Williams,
specifically excludes Product Identity; (e)
NOTICE of any original Open Game Content Rich Baker, Andy Collins, David Noonan, Rich
“Product Identity" means product and product
you Distribute. Redman, and Bruce R. Cordell, based on original
line names, logos and identifying marks includ-
7. USE OF PRODUCT IDENTITY: You agree not to Use material by E. Gary Gygax and Dave Arneson.
ing trade dress; artifacts, creatures, characters, sto-
any Product Identity, including as an indication The Year’s Best d20, Vol. 1 ©2005 Monte J.
ries, storylines, plots, thematic elements, dia-
as to compatibility, except as expressly licensed Cook.
logue, incidents, language, artwork, symbols,
in another, independent Agreement with the Advanced Player's Guide, Player's Guide to Monks
designs, depictions, likenesses, formats, poses,
owner of each element of Product Identity. You and Paladins, Relics & Rituals: Excalibur, Relics &
concepts, themes, and graphic, photographic, and
agree not to indicate compatibility or co-adapt- Rituals: Olympus, and Strange Lands: Lost Tribes of
other visual or audio representations; names and
ability with any Trademark or Registered the Scarred Lands all ©2004 White Wolf Inc.
descriptions of characters, spells, enchantments,
Trademark in conjunction with a work contain- Advanced Bestiary and Aasimar and Tiefling: A
personalities, teams, personas, likenesses, and
ing Open Game Content except as expressly Guidebook to the Planetouched ©2004 Green
special abilities; places, locations, environments,
licensed in another, independent Agreement with Ronin Publishing, LLC.
creatures, equipment, magical, or supernatural
the owner of such Trademark or Registered Love and War ©2004 Trident, Inc. d/b/a Atlas
abilities or effects, logos, symbols, or graphic
Trademark. The use of any Product Identity in Games.
designs; and any other trademark or registered
Open Game Content does not constitute a chal- Ancient Kingdoms: Mesopotamia and The Tome of
trademark clearly identified as Product Identity
lenge to the ownership of that Product Identity. Horrors II ©2004 Necromancer Games.
by the owner of the Product Identity, and which
The owner of any Product Identity used in Open Pantheon and Pagan Faiths ©2004 Mystic Eye
specifically excludes the Open Game Content; (f)
Game Content shall retain all rights, title, and Games.
“Trademark" means the logos, names, mark, sign,
interest in and to that Product Identity. Poisoncraft: The Dark Art ©2004 Justin D.
motto, designs that are used by a Contributor to
8. IDENTIFICATION: If you distribute Open Game Jacobson.
identify itself or its products or the associated
Content You must clearly indicate which por- Modern Magic ©2004 The Game Mechanics,
products contributed to the Open Game License
tions of the work that you are distributing are Inc.
by the Contributor; (g) “Use," “Used," or “Using"
Open Game Content. Libem Liborium: The Complete Guide to d20 Books
means to use, Distribute, copy, edit, format, mod-
9. UPDATING THE LICENSE: Wizards or its designated ©2004 Silven Publishing.
ify, translate, and otherwise create Derivative
Agents may publish updated versions of this Metablades (Expanded Edition) ©2004
Material of Open Game Content; (h) “You" or
License. You may use any authorized version of Genjitsu Games.
“Your" means the licensee in terms of this agree-
this License to copy, modify, and distribute any Denizens of Avadnu ©2004 The Inner Circle.
ment.
Open Game Content originally distributed under The Complete Guide to Rakshasas ©2004
2. THE LICENSE: This License applies to any Open
any version of this License. Goodman Games.
Game Content that contains a notice indicating
10. COPY OF THIS LICENSE: You MUST include a Unearthed Arcana ©2004 Wizards of the
that the Open Game Content may only be Used
copy of this License with every copy of the Open Coast, Inc., a subsidiary of Hasbro, Inc.
under and in terms of this License. You must
Game Content You Distribute. All rights reserved.
affix such a notice to any Open Game Content
HUGE CAMPAIGN.
HUGE BOOK.
Evil schemes are afoot in Cauldron, a metropolis of
merchants built into the caldera of a long-dormant volcano.
Driven by the dreams of an insane demon prince, bizarre
cultists known as the Cagewrights scheme from ancient
tunnels beneath the volcano, stoking it once more to terrible
life. To prevent their agenda, your band of adventurers must
brave haunted jungle ruins, slay mighty dragons, and bind
themselves to a layer of the infinite Abyss. Will their swords
and spells be enough to save the Shackled City?
I C I
F F A
O L
L
C
I
C
E U
N D
S E
D P R O
©2005 Wizards. Dungeons & Dragons, and DUNGEON, are registered trademarks of Wizards of the Coast Inc., a subsidiary of Hasbro Inc., and are used by Paizo Publishing under license.
magical talismans and spells. Daring action and clever tactics win battles and earn you acclaim.
Discover the Iron Heroes roleplaying product line from Malhavoc Press, the team that brought you Arcana Unearthed
and Arcana Evolved. With its all-new combat-oriented rules, Iron Heroes is high-octane action fantasy at its best!
1
1 MONTE COOK PRESENTS: IRON HEROES
A VARIANT PLAYER’S HANDBOOK
ISBN 1-58846-796-1 WW16154 256 pages, hardcover $37.99 U.S.
Iron Heroes is an exciting new game of heroic combat action for skilled heroes who
have no need for magic swords and arcane trinkets. Armed with their cunning, talent,
and unmatched bravery, they wade sword-first into a savage world of high adventure.
Uses standard OGL rules with modifications to enhance combat in d20 games.
By Mike Mearls. Available now!
If you buy only one game product this year, make sure it’s the best!
Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to
publishing unusual magic, monsters, and evocative game elements that go beyond
traditional fantasy. Malhavoc Press products exhibit a mastery of the d20 System rules
that only one of the 3rd Edition Dungeons & Dragons® designers can offer you.
PDF Version 1
August 2005