Chapter 4
Chapter 4
Chapter 4
Skill
s&
Fea
ts
Editors
Gabriel Sorrel
Sarah Wallen
Sarah Hood
Writers
Gabriel Sorrel
Christopher Smith Adair
Christopher Campbell
Sarah Hood
Julian Kuleck
David Spencer
Rob Scott
Layout
Sarah Hood
A brief blast of sound and rushing wind greeted Volund as he stepped into the room. The tiefling
girl turned towards him for a moment, her eyes wide with fear beneath the blazing Harmonium
sigil upon her forehead, before throwing herself through the open portal. Volund watched it close
impassively and then turned sharply back from where he came. In the main room heads turned
away, whether to some distant corner or down at what slop passed for food here, but everyone
watched him from the corners of their eyes. The fear was palpable, for the zenythri needed no
badge to be recognized. He was Harmonium, and though surrounded by at least a dozen men that
would eagerly sell his corpse to the Dustmen, his air of authority was uncontested. His comrades
might be waiting outside, and even if they werent, word would get back to his faction, and then
thered be real trouble. No, despite any advantages in numbers they might have, they were the
ones afraid.
Skill
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Volund took in the establishment with disdain. So accustomed to the perfection of Arcadia, the
Smoldering Corpse Bar was an ugly mesh of sharp angles, flickering shadows, and grayish-brown wood.
Fortunately he wouldnt have to remain long, and he made his way confidently towards the impish
barkeep currently doing his best to look busy as he wiped a mug with a soiled rag. Now everyone
stared in earnest, waiting to see if hed be hauling someone else in the tieflings place. Volund paid
them no mind and simply levied a stern gaze on the pathetic figure, who finally muttered, barely
above a whisper I did as ya said, gave de one with de Hardhead mark the key. Sent er where ya
asked, I did.
The zenythri leaned over the bar, subtly sliding a couple coins to the man while replying in a clear
voice so all could hear Dont let me catch you helping anymore runaways, Krish, or youll be taking
her place in the camps. The barkeep nodded several times, but Volund was already moving to exit
the bar content that another criminal had wound up on the prison plane of Carceri, just where her
kind belonged. Order was served, and next time the little thief would take a minute to verify where a
portal actually lead before making her getaway.
New Skills
Planars are a canny bunch, and most of them eventually train in the nature of the planes to improve
their chances of survival while traveling. The skills below represent common abilities planewalkers
develop as well as new uses for old skills on the planes. Anyone can pick up these techniques, so primes
can also use these skills without penalty.
Skill
Control (plane)
Knowledge
(factions and
guilds)
Planar Expertise
Bbn
Brd
Clr
Drd
Ftr
Mnk
Pal
Psi
Rgr
Rog
Sor
Wiz
Untrained
Key Ability
cc
cc
cc
cc
Yes
Wis
cc
cc
cc
cc
cc
cc
cc
cc
No
Int
cc
cc
cc
cc
cc
cc
cc
cc
cc
No
Wis
Check: As a standard action you roll a Control check against the appropriate DC for the effect you are
attempting to produce. Subsequent checks to maintain the effect may be repeated once per round as a
free action. Only one effect may be maintained by any one creature. Different planes have varying
ways in which they may be affected and suggestions for the most morphic planes are listed below.
Other effects than those listed below can be produced with permission from the DM, though unless
manipulating a highly morphic plane a great deal of research and ranks in the appropriate Knowledge
skills are likely necessary.
Skill
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Special: Spell-like effects created by Control checks are manifested instantly and have a duration of
one round unless the creature continues to maintain the effect. For every round the effect is
maintained the DC increases by +1. If the creature fails the Control check or ceases to maintain the
effect it fades in one round.
Control (Limbo)
The chaos matter that Limbo is composed of is easily manipulated by mental control. Most
planewalkers are capable of just enough control to make the place hospitable, but trained individuals
known as anarchs can build objects of extreme complexity, including entire cities.
DC
Task
Stabilize a portion of chaos matter. For every two point above the DC the area of control
16+
increases 5 ft. from the initial radius denoted by the creatures Wisdom score.
Wisdom Score: If the Control check is successful, reference the controlling creatures Wisdom score to
determine the size of the area of control.
Area of Control: None indicates that the creature cant gain control of its environment. The
increasing radii denote an area of control surrounding the controlling creature, so a creature with a 1foot radius area of control can create only a 1-foot buffer between itself and the environment.
Control (Ethereal)
The ethereal plane is composed of protomatter, a watery mixture of the elemental material that
eventually forms into demiplanes or becomes the Prime Material Plane. Protomatter can also be
controlled and altered to some degree by mental focus. An appropriate craft check is required to
determine the quality of any objects produced in this manner. Objects created in this fashion may only
sustain themselves on the Ethereal and vanish if taken off the plane.
DC
Task
Gather a clump of ethereal protomatter together in a radius of 1 ft. For every three points the
15+
check exceeds the DC the amount of protomatter increases 1 ft.
15
Produce the effects of the spell prestidigitation.
18
Produce the effects of the spell silent image.
20
20
21
28
30
Much as you convert the ether mists into breathable air, you can also draw nourishment from
the mists in place of real food. A successful Control check allows you to create one meals worth
of food. This does not create physical food; rather it absorbs essential nutrients from the ether
mists, so it cannot be used to feed someone else. Though it provides everything needed for
survival, the meals are tasteless and unsatisfying. Over time a persons body becomes tired of
these meals, and for every 3 meals substituted, you suffer a -2 to Control checks to create more
food.
Produce the effects of the spell minor creation on appropriate size clump of protomatter.
Produce the effects of the spell minor image.
Produce the effects of the spell major image.
Produce the effects of the spell major creation on appropriate size clump of protomatter.
Skill
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Control (Astral)
The astral plane is made up of ectoplasm, mental energy in physical form, which is often used by
psionic creatures for various effects but can also be manipulated by cruder methods. An appropriate
craft check is required to determine the quality of any objects produced in this manner. Objects
created in this fashion may only sustain themselves on the Astral and vanish if taken off the plane.
DC
Task
Gather a clump of astral ectoplasm together in a radius of 1-ft. For every five points the check
15+
exceeds the DC the amount of ectoplasm increases 1 ft.
17
Produce the effects of the power trinket with a clump of ectoplasm 1-ft in radius.
20
Produce the effects of the power minor creation with appropriate size clump of ectoplasm.
30
Produce the effects of the power major creation with appropriate size clump of ectoplasm.
Skill
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Fea
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Action: Usually none. In most cases, making a Knowledge check doesnt take an action---you simply
know the answer or you dont.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesnt
let you know something you never learned in the first place.
Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a
character only knows common knowledge.
portal, and can only determine whether there is a danger from natural conditions of the connecting
plane, not whether a creature or trap is waiting on the other side. It does not reveal what the danger
is, only that there is one.
Skill
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Fea
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Survival (Wis)
Though there are no cardinal directions on most planes, planewalkers make use of landmarks and other
planar features to find their way. You can use Survival to determine the general direction to a city or
other obvious landmark you are familiar with on the same layer of the plane you are on. This skill can
only be used to locate places you have already been to. If youre on a plane where positions of
landmarks are subjective, this skill can be used to reduce the amount of traveling time to a
destination.
Check: The DM makes a Survival check against base DC 20 for you to determine the direction to your
destination. If the check fails, you cannot determine the direction. When youre on a plane where
positions of landmarks are subjective, such as Limbo, every point by which the check exceeds 15
reduces the traveling time to your destination by ten minutes. On a natural roll of 1, you err and
mistakenly take a random direction.
Action: It takes one minute of surveying an area and attuning oneself to a plane to determine how to
reach a destination.
Try Again: You can attempt to find a location with Survival more than once per day. You may retry once
every hour to determine the direction to the same destination if previous checks failed. You may not
retry a check to decrease the amount of traveling time on a plane with subjective landmarks.
Special: Untrained characters cant intuitively determine the direction to a location or decrease
traveling time. This skill is used normally on the Prime Material Plane as described in the Players
Handbook.
New Feats
Skill
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Fea
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The feats below supplement those in the Players Handbook and follow all rules in that book for how
feats may be chosen and how often a character may do so. In addition, some of these new feats
possess an additional prerequisite: a character region or a faction. Character regions are discussed in
the Chapter 2. You only need be a member of one faction to qualify for a faction feat (in fact, you can
only be a member of one faction at a time). If a feat has both a region and faction requirement you
need only qualify for one; some planar residents can gain the benefits of faction ideals through the
conditions of their upbringing.
General Feats
GENERAL
Amoral
Arcane Dabbler
Planar Knack
Portal Sense
Skill
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Self-Reliance
Static Spell
Turn Immunity
Wild Magic
Amoral [General]
You are careful to keep your moral and ethical beliefs hidden from spells.
Prerequisite: Cha 13, base Will save +2 bonus.
Benefit: You gain the spell-like ability undetectable alignment usable on yourself at will as a cleric of
your character level.
bonus to hit stunned creatures. If the censuring character attacks the censured Outsider, the outsider
can act normally on its next turn.
Skill
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Special: You may take this feat multiple times, choosing a new alignment subtype with which you have
Outsider Turning each time.
Benefit: Spells with the "Lawful" designator cast by you have their saving throw DC increased by 2. You
gain a +2 to saves vs spells with the "Chaotic" designator.
Skill
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Special: Wizards my purchase this feat with one of their bonus feats.
10
Prerequisite: Wis 13, Planar Expertise 9 ranks, ability to see inactive portals.
Benefit: When you determine whether the destination of a portal is dangerous you also become aware
of the nature of the threat. You know what type of terrain the portal leads to and whether there is a
danger from natural hazards such as fire, extreme cold, poisons, magical effects, dangerous plant life,
and so on.
Skill
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Fea
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Self-Reliance [General]
Face it, the only way to survive in the multiverse is by being able to take care of yourself. Youve
realized that you can never truly depend on anyone else, so youve learned to be much more selfsufficient.
Benefit: You receive one extra skill point every level, starting with the level at which you take this
feat. You spend extra skill points in the same way as those received each level for your class, and may
not purchase more ranks in a skill than your normal maximum rank in that skill. You do not
retroactively gain skill points for previous levels.
Special: You can select this feat multiple times. Each time it is taken, you gain an extra skill point per
level.
Result
1.5
2.5
3.5
11
D8
D10
D12
D20
D100
Skill
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4.5
5.5
6.5
10.5
50.5
Special: This feat cannot be applied to spells with the chaotic descriptor.
Faction Feats
Some faction feats represent the training that comes from being in that faction, while others represent
the belief manifested by that factions principles. While most feats remain operational if a character
changes factions, those with the descriptor Faction-Dependent (representing powers granted by the
factions collective beliefs) cease to function if the character loses faith in the ideals of their faction or
chooses to leave the faction.
ATHAR
12
Condemnation
Blasphemous
Presence
Heretics Strike
Heretic's Fury
Skill
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Fea
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divine
against
Counter-Indoctrinate Diplomacy
9
ranks,Gradually convince someone
Knowledge (factions andthat theyre better off without
guilds) or (religion) 9 ranks their faction/religion
Slippery
Deny Edict
Become
immune
compulsion effects
to
Divine Resistance
Faithless Blessing
Faithless Miracle
Faithless
Blessing,Gain spell resistance against
character level 6th
divine magic
Access to a domain
Renewed Faith
Access to a domain
Harness Divinity
Wis 11
Gain cure or
wounds 1/day
Cleanse Impurity
Gain restoration
yourself 1/day
usable
on
Harness Divinity
Reincarnation
option
always
an
BELIEVERS OF THE
SOURCE
is
inflict
light
13
Skill
s&
Fea
ts
Sacred Form
Cumulative
Experience
Life
Previous
Experience
Disciple
Foundry
of
limited
to
some
shapechange
the
Imbue Equipment
Access to a domain
Renewed Faith
Access to a domain
BLEAK CABAL
Addled Mind
Already Mad
Insanity 1
14
Apathy
Skill
s&
Fea
ts
Gain DR
Detached
Wis 15
Helping Hand
Manic-Depressive
Gradually
insanity
move
closer
Hyperactive
Manic-Depressive,
Reflex save +4
Unhealthy Fixation
Insanity 1
to
DOOMGUARD
Annihilation Spell
to
Breath of Dust
Destruction Embraced
Steady Decay
Destruction
Embraced,Become immune to death and
character level 6th
negative energy effects
Entropic Blow
Str 13, Power Attack, base Make an attack once a day that
attack bonus +3
deals 1d3 Con damage
Improved
Blow
EntropicStr
13,
Power
Attack,Your entropic blow deals 2d3 of
Entropic Blow, base attackCon damage
15
Skill
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Fea
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bonus +8
Entropic
Understanding
Sift
Improved Sift
Sift
Sinker
Swordsmanship
Proficiency with simple andGain the benefits of a weaponmartial weapons, Weaponbased fighter feat for all
Focus, base attack bonusswords with which you meet
+9
the prerequisites
Sword Training
DUSTMEN
Breath of Dust
Dead Inside
Dead Truce
Dead
Truce,
levels 6th
characterIntelligent
harm you
undead
will
not
Death Focus
Death Wish
Death Focus
Force
people
to
commit
suicidal acts with compulsion
spells
16
Skill
s&
Fea
ts
Deathsense
Undead, petioner
Deathspeak
Final Blow
Prevent an opponent
being raised after death.
from
Numb
Iron Will
Vision of Death
Determine
others
Oblivion Awaits
Undead Visage
Non-undead
the
condition
of
gain
FATED
Borrow Style
Deal Maker
Get a discount
merchant
Extra Skills
Multiversal Socialite
Sticky Fingers
from
any
Grab Magic
17
Taker's Skills
Gain a +1 bonus to
pockets, bluff, diplomacy
Unwritten Destiny
pick
Skill
s&
Fea
ts
FRATERNITY OF
ORDER
Intuit Pattern
Int 11
Assemble Pattern
Int
15,
Intuit
Pattern,Gain minor creation or major
Knowledge (arcana) 6 ranks creation as a spell-like ability
3/day
Minor Loophole
Bookworm
Pocket of Order
Probability
Manipulation
Int 15
Able to add
anyones roll
Evaluating
Outcome
+2
or
any
-2
to
theInt
15,
ProbabilityAdd
or
subtract
your
Manipulation,
base
WillIntelligence modifier from an
save +5 bonus
action to change the result
Research Loophole
Structured Mind
FREE LEAGUE
Contacts in the Grand
Bazaar
Counter-Indoctrinate Diplomacy
Knowledge
18
Skill
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Fea
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Get a discount
merchant
Faction-Free
Free Willed
Slippery
Deny Edict
from
Become
immune
compulsion effects
any
to
Surprise Factioneers Wis 13, Cha 13, KnowledgeAble to shock faction members
(factions and guilds) 6with your statements
ranks
Insult Factioneers
Disenchant
Factioneers
The Chant
HARMONIUM
Authority
Cha
11,
Intimidate
Branding
Command
ranks
19
Skill
s&
Fea
ts
Dictate
Commanding
Spellcasting
Hardheaded
Joint Operation
Combat Expertise,
attack bonus +6
Lockdown
Seasoned Officer
Renowned
Commander
Cha
13,
Leadership,Suffer fewer penalties when
Seasoned Officer
attracting
cohorts
and
followers
Lead
other
Harmonium
members more effectively
Subdue Criminal
Team Player
Unit Tactics
MERCYKILLERS
Justice Blow
Deal extra
opponent.
Know Lies
Lightning Justice
damage
to
an
MINDS EYE
20
Harness Divinity
Wis 11
Gain cure or
wounds 1/day
Cleanse Impurity
Gain restoration
yourself 1/day
Sacred Form
Illusion Perception
limited
Automatically
against illusions
inflict
on
some
shapechange
gain
Power of Denial
Renewed Faith
Access to a domain
light
usable
to
Skill
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Fea
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save
towards
REVOLUTIONARY
LEAGUE
Anarchist Craftsmen
Counter-Indoctrinate Diplomacy
9
ranks,Gradually convince someone
Knowledge (factions andthat theyre better off without
guilds) or (religion) 9 ranks their faction/religion
Mental Conditioning
Counter-Indoctrinate,
Embed secret commands in
Diplomacy
15
ranks,the subconscious of someone
Knowledge (factions andyouve
used
Counterguilds)
15
ranks,
anyIndoctrinate on
nongood alignment
Deception
Expert Infiltration
21
Infiltrator
Confidant
Point Finger
Bluff 4 ranks
Riot Leader
Scapegoat
Bluff 6 ranks
Slippery
Deny Edict
Skill
s&
Fea
ts
Become
immune
compulsion effects
to
RING GIVERS
Ascetic
Harmless
Wis 11
Punish the Oppressor Wis 11, Harmless, characterReflect damage back on your
level 9th
attacker
Helping Hand
Intrinsic Value
Substitute
components
materials
costly
spell
with
cheaper
22
Return of Favors
Oathbinder
Oathmaster
Skill
s&
Fea
ts
SIGN OF ONE
Dreamer
Illusion Perception
Automatically
against illusions
Power of Denial
Powers
Imagination
Greater Power of
imagination
gain
save
towards
are
more
SOCIETY OF
SENSATION
Bloodhound
Alertness,
ExtraordinaryGain the Scent extraordinary
Sense (Olfactory)
ability
Broad Experiences
Extraordinary Sense
Alertness,
EmpathicGain modified vision as a spellAwareness,
Extraordinarylike ability
Sense for two senses
23
Spectrum
Enhancement
Alertness,
ExtraordinaryGain a minor form of x-ray
Sense (Ocular), Spot 15vision
ranks
Sensorium Scholar
Skill
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Fea
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SODKILLERS
Eye for Injustice
Killing Blow
Kill Count
Natural Alpha
For Justice
Str 13, Cha 13, Eye for Make attack that deals double
Injustice, Natural Alpha,damage against a criminal;
base attack bonus +6
you take half damage
Strengthened
Transmutation
Wounding
Strike
for
on
24
Skill
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Fea
ts
SONS OF MERCY
Commanding
Spellcasting
Helping Hand
Joint Operation
Combat Expertise,
attack bonus +6
to
hear
guilty
Merciful Strike
Combat
Expertise,Knock
an
opponent
Improved
Disarm,
baseunconscious instantly with a
attack bonus +8, smitesmite attack
ability
Purity of Form
Purity of Spirit
Iron
Will,
alignment
Unit Tactics
any
TRANSCENDENT
ORDER
Cadence Whispers
Concentration 2 ranks
withoutCipher
Trance,Gain a +10 bonus to initiative
Concentration 2 ranks
roll by using one trance use
Cadence Strike
Cipher
Trance,
CombatOne attack becomes a critical
Reflexes, Concentration 5threat by using one trance use
25
Skill
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Fea
ts
CipherCipher
Trance,Trances last an additional 5
Concentration 2 ranks
rounds
Cipher
Trance,Gain
Concentration 2 ranks
uses
two
additional
trance
Greater Cipher Trance Wis 17, Cipher Trance,Gain additional trance use;
Combat Reflexes, Improvedtrance bonuses increase to +6
Cipher
Trance,Dexterity,
Wisdom,
and
Concentration 10 ranks,Charisma
permission from the DM
Master of the Heart
Gain initiative,
trace.
and
action
Renewed Faith
Access to a domain
Chaos Infused
Instant Chaos
Chaos
Infused,
CombatQuicken a chaotic spell without
Casting, Quicken Spell, anypreparation once a day
chaotic alignment
Divert Pattern
Cha 13
Disruptive Aura
Divert Attack
XAOSITECTS
26
level 6th
Finder
Great Finder
Induce Chaos
Riot Leader
Finder
Skill
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Fea
ts
checks,
Scramblespeak
Unlikely Event
27
Benefit: You are immune to all spells or effects that cause madness or confusion, such as Confusion,
Tasha's Hideous Laughter, Otto's Irresistible Dance, and Feeblemind.
Skill
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28
you make use of such an item, such as wearing expensive armor or attacking with an expensive
weapon, you lose use of your luck points for 24 hours after discarding the item.
Skill
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Fea
ts
Faction-Dependent]
By taking a stand and voicing your disdain for the powers you are capable of undermining the devotion
of divine servants.
Prerequisite: Membership in the Athar. Cha 15, Condemnation.
Benefit: By making a successful Intimidate check as a full round action you force any characters within
30 feet that receive power from a deity to focus on you instead of their spells. Targets that fail a Sense
Motive check against the DC of your Intimidate check must make a Concentration check (DC 10 + spell
29
level + your Charisma modifier) to cast a spell or use a spell-like ability. You may continue this
distraction for a number of rounds equal to 3 + your Charisma modifier, during which you can attack
and move normally but may not cast spells or activate magical items. This is a supernatural ability
usable once per day.
Skill
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Fea
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30
glow that can be seen through most clothing. It is about the size of a palm and is not written in any
known language. Read magic reveals the crime committed to earn the mark and in some cases how the
target can make amends in order to remove the brand. The brand is otherwise permanent and can only
be removed by the one who placed it or through powerful magic such as limited wish, miracle, or wish.
Spells such as disguise self and shapechange cannot hide the brand, but invisibility will. This is a
supernatural ability usable once per day. You may have a number of runes active equal to your
Charisma modifier.
Skill
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Fea
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Brand of Remorse: This brand can only be placed on evil creatures. Once a brand of remorse is placed,
the DM secretly rolls a d6. That many rounds later the brand appears wherever the target was touched
and the target is overcome with intense and painful visions, experiencing everything that their victims
have. Though not helpless, the target has a 50% chance each round to not perform any intended actions
aside from moving as the pain blots out anything else. Even if able to act, the target must make a
Concentration check against DC 20 (plus spell level, if applicable) to perform anything that requires
focus. The effect lasts for one minute per four character levels. Afterwards, the target is permanently
shaken until the brand is removed. Should the target ever commit a blatantly evil act the visions return
as before.
Brand of Tracking: By placing this mark on a target, you gain the ability to find them wherever they are
with a standard action as the spell locate person except there is no range limit so long as the target is
on the same plane of existence. Even should they escape to a different plane the branding will lead
you to the last area they were in.
Brand of Warning: By focusing for ten minutes you can imprint a symbol of warning on the forehead of
a target that you believe has committed an unethical deed. Though the brand does not cause any
direct harm, it tends to make the targets life miserable. Lawful creatures instinctively realize the
target is untrustworthy, and their attitudes move one step closer to
Hostile. Nonlawful creatures feel uneasy around the target, as if they will be punished for mere
association. The target suffers a -10 penalty to Charisma-based skill checks targetting lawful creatures
and -5 penalty towards nonlawful creatures. The symbol must be seen to have any effect, but the
difficulty to hide it ensues that it serves its function.
Special: You may take this feat multiple times. Each additional time you take this feat, you learn a
different brand symbol.
31
Benefit: The character can breathe normally on any Negative Quasi-Elemental Plane, or in ash, dust,
salt (not including salt water) or vacuum found elsewhere. This does not confer the ability to move,
resist damage, find sustenance, etc.
Skill
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32
Skill
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Fea
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33
Prerequisite: Membership in the Society of Sensation. Sensorium Scholar, character level 9 th.
Benefit: Once per day you may make an appropriate Knowledge check against DC 25 to gain some
hidden insight on a particular subject. If successful, you gain an insight bonus to ability and skill checks
when interacting with the subject of the check for the remainder of the day. The bonus gained depends
on how general the subject is; if the check was for a race or plane the bonus is +1, if the check was for
a subrace, a layer of a plane, or an organization, the bonus is +2, and if the check was for a realm or
specific person of status, the bonus is +3.
Skill
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34
Prerequisite: Membership in the Revolutionary League. Infiltrator, Bluff 18 ranks, Disguise 12 ranks,
Knowledge (factions and guilds) 12 ranks, instruction by someone with this feat.
Skill
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Fea
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Benefit: As a full-round action choose a creature within line of sight who has not noticed you and make
a Disguise check (DC 20 + targets base Will save). Within seconds and without supplies you become
convincingly disguised in the mind of the target as someone they know and trust, either a good friend
or a respected authority figure. So long as you maintain the faade the creature will react to you as if
affected by charm monster (creatures that would not be affected by charm monster do not see through
your deception and still treat you favorably, if not as much). Everyone else in the area continues to
perceive you as normal unless you use some other means to alter your appearance. The target
unconsciously overlooks anything within reason that you say or do out of character, though use of spells
or abilities that bypass illusions require a new Disguise check for the effect to be maintained. This is a
supernatural ability that can only be used on one person at a time.
35
Skill
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36
Skill
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37
Skill
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38
Skill
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Fea
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Hardheads are trained to magically enhance their voices so that others obey.
Prerequisite: Membership in the Harmonium. Command, base will save of 5+, base attack bonus of 5+
Benefit: You may use Dictate as a Cleric of the same level once per day for every five levels you
possess plus one.
39
Skill
s&
Fea
ts
Some wily Chaosmen learn to disrupt the patterns of combat training, fooling somebody into making a
major mistake or into accidentally striking a friend.
Prerequisite: Membership in the Xaositects. Dex 13, Cha 13, Divert Pattern, Dodge, character level 6 th.
Benefit: Once per round if an attacker you have applied the Dodge feat to misses you with an attack,
you may redirect that attack to a target within 5 feet of you and within the attacker's reach. The
attacker must then reroll the attack against the new target, retaining the effects of any feats or
abilities applied to the initial attack. This is a supernatural ability.
40
tactile ability may need to touch the subject, while someone with an improved ocular ability could
gradually perceive the color of the subjects aura visually. Make a Wisdom check against DC 13 to
perceive the aura. The DC increases by 1 for every 5 ranks of Bluff the target possesses. If you fail the
roll at any time you cannot use this ability on the same target for the rest of the day. The amount of
information you glean depends on how long you focus on the subject.
1st Round:
2nd Round:
3rd Round:
4th Round:
5th Round:
Skill
s&
Fea
ts
The mental state of the subject; whether they are angry, sad, excited, joyous,
distracted, and so on. This cannot be used to reveal if someone is lying.
The cause of the subjects primary emotion; if its in the area, you know the
exact source though not the reason, otherwise you know something elsewhere
has the targets attention.
Whether the subject is good or evil.
Whether the subject is lawful or chaotic.
Whether the subject is suffering from some form of insanity or under the
effects of an enchantment or illusion spell or effect.
You cannot do anything else while concentrating, and if your contact with the subject is broken, the
effect ends. This is a supernatural ability.
Special: Sensates do not have absolute control over this ability, and it has been known to flare up on
its own at times, especially around creatures with intense emotions. For instance, a Sensate might
suddenly get a glimpse of a murderers aura after bumping into them, perhaps even learning of the
killers target! The DM determines if and when it activates on its own.
41
Prerequisite: Membership in the Doomguard. Int 13, Power Attack, base attack bonus +5.
Benefit: Choose one creature type that is normally not subject to critical hits (such as constructs,
oozes, plants, or undead). You may now inflict critical hits on these types of creatures with your
attacks normally. This does not enable sneak attacks, favored enemy bonuses, or other abilities that
do not affect creatures not subject to critical hits.
Skill
s&
Fea
ts
Special: You can gain this feat multiple times. Each time you take this feat, it applies to another type
of creature.
42
Benefit: You gain a +4 bonus to Bluff, Disguise, Forgery and Innuendo checks when trying to convince
someone you belong to a particular faction.
Skill
s&
Fea
ts
43
Auditory:
Gustatory:
Tactile:
Ocular:
Olfactory:
Skill
s&
Fea
ts
Special: You may take this feat multiple times, choosing an additional extraordinary sense each time.
44
Benefit: You gain Spell Resistance 5 + your character level against divine magic. You cannot voluntarily
lower this spell resistance; even beneficial spells must overcome it.
Skill
s&
Fea
ts
45
Skill
s&
Fea
ts
The fact that most people are unable to steal magical effects from others only means that whoever
gains such an ability has every right to use it. Fortunately, your acceptance of this basic axiom has
given you a head start in developing this supernatural ability.
Prerequisite: Membership in the Fated. Sticky Fingers, Knowledge (arcana) 6 ranks, Spellcraft 6 ranks.
Benefit: By making a touch attack against a target creature, you may attempt to steal a spell effect
that is currently affecting the target, such as bulls strength or blur, so long as you have a Charisma
score high enough to cast a spell of that level. The target may resist with a Will save (DC 10 +
character level + Charisma modifier). If the save fails, the spell is transferred to you and the target is
no longer affected. If the target has several magical effects operating at once you may choose any one
of the spells that you are aware of. You can even take harmful effects if it suits you to do so, though
you may not make a saving throw to resist the spell and spell resistance does not apply. Instantaneous
and permanent effects, or those from geas/quest-like spells, cannot be stolen by this feat. This is a
supernatural ability.
Type of Treasure
Find Items
Find Goods
Find Coins
46
harming you, intelligent undead feel a subconscious affinity for you because of your belief and respect
for death itself, and choose not to hurt you.
Skill
s&
Fea
ts
47
Skill
s&
Fea
ts
In studying the doctrine of the Believers of Source you have come to recognize divine potential within
yourself, and have even begun to access your latent power. How you perceive it is up to you; many
view it as a spark of divine flame that can be channeled while others simply manifest their desires on
the multiverse through force of will.
Prerequisite: Membership in the Minds Eye or Believers of the Source. Wis 11.
Benefit: Choose either Cure Light Wounds or Inflict Light Wounds. You may cast the chosen spell once
per day for every four character levels you possess as a cleric of your character level. The save DC is
Wisdom-based.
48
Skill
s&
Fea
ts
Those that achieve the proper level of mania may be far from sane, but they can react with frightening
speed.
Prerequisite: Membership in the Bleak Cabal. Manic-Depressive, base Reflex save +4.
Benefit: Any day you are in a "manic state", you gain the benefits of haste for 10 rounds. These rounds
do not have to be consecutive. This is a supernatural ability that you may activate as a free action on
your turn.
49
Skill
s&
Fea
ts
The entropic blow, even with its devastating quality, can be refined further. Some have gone beyond
the simplest version of the technique, applying their own experience and knowledge to the strike.
Prerequisite: Membership in the Doomguard. Str 13, Power Attack, Entropic Blow, base attack bonus
+8.
Benefit: As per Entropic Blow, but you inflict 2d3 points of temporary Constitution damage in addition
to the normal damage. This ability supersedes the Entropic Blow feat.
50
Prerequisite: Membership in the Revolutionary League. Bluff 5 ranks, Disguise 5 ranks, Knowledge
(factions and guilds) 5 ranks.
Skill
s&
Fea
ts
Benefit: You may convincingly pose as a member of another faction or guild. While so disguised, you
receive a +5 bonus to Bluff and Disguise checks to convince others you are a member. In addition, you
receive a Will save against any spell that would expose you, even if that spell does not normally allow a
save. Apply your Charisma modifier to this save, in addition to your Wisdom modifier like a typical Will
save.
51
Benefit: As a full-round action, you can make a Knowledge (factions and guilds) check (DC 25) to come
up with a very insulting comment to one faction. Shouting the insult allows you to enrage any member
of that faction within 60 feet that can hear you into attacking you on their initiative. The targets may
make a Will saves (DC 10 + 1/3 character level + Wisdom modifier) to resist the effect. Targets who fail
their save go into a frenzy and go out of their way to attack you to the best of their ability until you
have fled or are unconscious or dead. Spellcasters may still use spells to attack you, and this ability
will not prevent someone from running for their life or defending themselves. You may use this ability
once a minute, and the same target can only be affected by it once a day, though a target that makes
their save may still be affected by another use of the ability..
Skill
s&
Fea
ts
52
Skill
s&
Fea
ts
Most Sodkillers measure their own worth by their prowess in combat, finding inner power when they
defeat a worthy opponent.
Prerequisite: Membership in the Sodkillers. Str 13, Cleave, Killing Blow, Power Attack.
Benefit: For every opponent on which you land a killing blow in combat with equal or higher Hit Dice
than you, you gain a +1 morale bonus to attack and damage rolls up to your Wisdom modifier (minimum
+1) for 24 hours or until you rest, whichever comes first.
53
Skill
s&
Fea
ts
The Mercykillers were fond of spells like shocking grasp and lightning bolt for dealing with criminals,
and the Sons of Mercy maintain the innovations the Mercykillers made with this type of magic.
Prerequisite: Membership in the Sons of Mercy. Empower Spell, Spellcraft 10 ranks.
Benefit: Add +1 to the DC for all saving throws against spells that deal electricity damage. In addition,
you may use the Empower Spell metamagic feat on one spell with the electricity descriptor once a day
without preparing it ahead of time, using a higher level spell slot, or increasing the casting time.
54
Prerequisite: Membership in the Sodkillers. Str 13, Cha 13, Power Attack, Weapon Focus, base attack
bonus +8.
Skill
s&
Fea
ts
Benefit: You gain the spell-like ability greater magic weapon 3/day as a sorcerer of your character
level and usable only on weapons with which you have Weapon Focus.
55
circumstance bonus on Will saving throws. On a roll of 19 or 20 you are manic, gaining a +2 morale
bonus to any attack rolls, a +2 bonus to caster level, and a -1 circumstance penalty on saving throws.
Skill
s&
Fea
ts
At the end of any day you are depressed or manic, you may attempt a Will save against DC 20 to return
to normal. If you fail, the state continues, but if you succeed, you need not roll for the next day. You
may choose to forgo this save and continue on with the state. If you ever suffer through three
consecutive days of madness (either a manic state or depression), you must make a Will save (DC 15) or
progress further into insanity. Every consecutive day of madness past the first three requires another
Will save with a cumulative +5 to the DC. A failed save means you gain an Insanity score (see below).
Special: Upon failing the Will save you gain an Insanity score equal to your character level. For
spellcasting purposes (determining bonus spells and DCs), you use your Wisdom score plus your Insanity
score in place of Wisdom alone. For all other purposes, such as skill checks and Will saves, use Wisdom
minus Insanity in place of Wisdom.
In addition, once per day you can see and act with the clarity of true madness. Use your Insanity score
as a positive rather than a negative modifier on a single roll involving Wisdom, such as Listen check or a
Will saving throw. You must choose to use this power before the roll is made.
Players are encouraged to work with the DM to develop an appropriate manner to role-play an Insanity
score. The type of mental derangements that characters develop differ widely, and only characters
with very high Insanity ratings should resemble the stereotypical frothing at the mouth madman.
Insanity is detrimental when interacting with other people, however, and the mechanical effects should
not be the only consequence.
Being treated for insanity requires a Bleaker with at least 8 ranks of Heal to treat the character,
making a Heal check at the end of each week of treatment (DC 15 + the patient's Will save bonus
without Insanity modifiers). Each consecutive successful weeks of treatment allows the patient to lose
one from their Insanity rating. A failed week of treatment results in temporary Wisdom damage equal
to the patient's Insanity rating. Treatment cannot be performed while the patient has Wisdom damage
of any sort.
Note: This feat continues to affect you after you gain an Insanity score. Each time you fail the Will
save, your Insanity score increases by your character level.
56
Special: The target does not remember much of their imprisonment and nothing of the conditioning
itself, and may truly wish to return to his faction or begin a new life elsewhere, at the Anarchist's
choosing. Regardless, a sharp mind can detect the subconscious impulses embedded if they are looking
for mental influences and make a successful Sense Motive check against DC 30. Being treated for
conditioning requires someone with at least 8 ranks of Heal who makes a Heal check at the end of each
week of treatment (DC 15 + the patient's Will save). Each successful week of treatment removes one
imbedded command from the target. A failed week of treatment results in either 1d4 temporary
Wisdom damage or premature activation of the commands, at the DMs option. Treatment cannot be
performed while the patient has Wisdom damage of any sort. If the individual treating the subject also
has Mental Conditioning they automatically succeed at removing one command per week of treatment.
Skill
s&
Fea
ts
57
Skill
s&
Fea
ts
Your physical strength combined with your self-confidence lends weight to your words, and it is clear to
all Sellswords that you were born to lead.
Prerequisite: Membership in the Sodkillers. Str 13, Cha 13.
Benefit: You add your Strength modifier to Intimidate checks along with your Charisma modifier. In
addition, you may add your Strength modifier to Diplomacy checks targeting other members of the
Sodkillers, along with your Charisma modifier as usual.
58
Benefit: As Oathbinder, except you suffer 4 points of temporary Constitution damage and the target is
affected by qeas/quest unless they succeed on a Will save (DC 16 + your Charisma modifier). The target
cannot be made to make the oath under duress; otherwise the feat functions as Oathbinder.
Skill
s&
Fea
ts
59
Visionaries and former Signers, you have begun to master the basic principles, and with concentration
can disbelieve an object long enough to pass through it.
Skill
s&
Fea
ts
Prerequisite: Membership in the Minds Eye or Sign of One. Illusion Perception, Control 6 ranks.
Benefit: By meditating for at least one minute and making a successful Control check (DC 10 + the
objects hardness) as a standard action you may ignore the existence of one object and be considered
insubstantial with regards to it. A check must be made for every 2 inches of thickness, or every 5 feet
for anything nonsolid; every successive roll increasing the DC by 1. If you have touched or otherwise
interacted with the object, you have greater difficulty disbelieving it, and the DC increases by 4. While
concentrating, you can only move at half speed, and anything that disrupts your concentration, such as
a loud noise or being hit by something else, ends the effect unless you make a successful Concentration
and Control checks against the same DC. You cannot use this ability to evade attacks of any sort, and
lead or magical wards (even those that prevent interplanar access) are impenetrable.
60
Normal: Priests may forsake their deity and worship the Great Unknown without taking this feat.
However, they may not choose new domains when they do this. Clerics that worship the Great Unknown
without ever having worshiped any previous powers gain access to the Knowledge domain as well as
those domains that match their alignment.
Skill
s&
Fea
ts
61
Benefit: You gain a +2 bonus on saving throws against the special abilities of evil outsiders and any evil
spells. These bonuses overlap (do not stack); for instance, you only gain a +2 bonus from this feat
against an unholy blight spell cast by a fiend.
Skill
s&
Fea
ts
62
Skill
s&
Fea
ts
The Ring-Givers dont make it through the multiverse merely on the good will of others, they have the
Unity of Rings on their side to ensure that even the most selfish individuals tend to feel that they owe
the Beggars for any favors given. Thus, whenever you give a gift or do a favor for someone else, they
have a chance of becoming bound to owe you a debt.
Prerequisite: Membership in the Ring Givers.
Benefit: You must make the recipient aware that you would appreciate or expect some sort of return
at the time the gift is given and the recipient cannot be forced to accept it. If the recipient accepts
the gift they make a Wisdom check (DC 10 + your Charisma modifier), whether they intended to make
it up to you or not. The recipient must make this check once a day for a number of days equal to your
character level. Should they fail the check at any point they are bound to owing you a favor in return.
The favor owed you is relative to the value of your gift or favor. For instance, giving a magical item
worth $20,000 gold to someone would cause them to owe you an item of similar value or obligate them
to perform some sort of service of equal value to you. Likewise, if you saved someones life they would
owe you a life debt of sorts, and would be required to save your life in order to settle their debt. You
may refuse to take the payment, in which case the debt is not absolved, though the DM may rule in
certain situations that the individual has made up for their debt.
Under some circumstances you may force someone who owes you a favor to pay up in some desired
fashion. You may only do so once per debt. Upon making the request make an opposed Charisma check.
If you succeed, the individual must do as you ask. If the request goes against the subjects nature or
requires them to give up something of large personal value they gain a +4 bonus to their check. If your
request is likely suicidal, directly or indirectly, they simply do not need to listen to you.
Example Circumstance
If current plane is strongly good-aligned
If current plane is mildly law-aligned
If current plane is strongly law-aligned
If current plane is strongly evil-aligned
If current plane is mildly chaos-aligned
If current plane is strongly chaos-aligned
63
Skill
s&
Fea
ts
Your body is a temple, a vessel of divine potential. Though the purpose of each life is to learn and
change through experience, there are certain aspects that must remain pure and unmolested if you are
to continue your ascension. Therefore, you have chosen to manifest your divine power to shelter
yourself from unwelcome alterations to your body.
Prerequisite: Membership in the Minds Eye or Believers of the Source. Wis 17, Cleanse Impurity,
Harness Divinity.
Benefit: You become immune to petrifaction and polymorph spells and effects that change your form
such as baleful polymorph, flesh to stone, and reduce person. This does not apply to transmutation
effects that do not cause a physical chance in form, such as slow, or to transmutation effects that
would destroy your form completely, such as disintegrate. Any abilities you possess to change form are
unhindered.
64
Skill
s&
Fea
ts
You have spent much of your life in the Society experiencing every sensorium made available. This
supplies you with a wealth of knowledge not your own, even things unknowingly recorded from the
original donors psyche.
Prerequisite: Membership in the Society of Sensation. Must have gone through every sensation
available at a sensorium.
Benefit: You are able to make all Knowledge checks as if you have ranks in them, enabling you to recall
more than common knowledge without training. You may still only roll a Knowledge check for a given
subject once, though if you spend a sufficient amount of time in a sensorium you may be able to try
again, at the DMs discretion. In addition, you gain a +1 bonus to all Knowledge checks.
Special: In order to maintain use of this feat you must experience every sensation available at a
different sensorium at least once a year. Failing to do so results in losing the benefits of this feat until
you fulfill this requirement.
65
Skill
s&
Fea
ts
Members of the Doomguard are well known for their love of swords, and every citadel trains in the
usage of myriad types of swords. Some of the best swordsmen in the multiverse hail from this faction,
and many learn how to use their techniques for a wide variety of blades.
Prerequisite: Membership in the Doomguard. Proficiency with simple and martial weapons, Weapon
Focus, base attack bonus +9.
Benefit: Choose one weapon-based fighter feat that you possess such as Improved Critical, Weapon
Focus, or Weapon Specialization. This feat now applies to all swords with which you meet the
prerequisites of the feat. Swords include bastard swords, falchions, fullblades, greatswords,
longswords, short swords, rapiers, scimitars, and any other weapons at the DMs discretion. For
instance, if you took this feat with Improved Critical then you would gain the benefits of that feat for
all swords, whereas if you took this feat with Weapon Specialization it would only apply to swords with
which you also had Weapon Focus. You are considered to actually have the feat for purposes of
prerequisites.
66
normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of
common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the
vision. You may activate this ability as a standard action. For every round that this ability is active you
suffer 10 points of nonlethal damage as the strain on your eyes and mind takes its toll.
Skill
s&
Fea
ts
67
Benefit: You gain a +2 bonus to grapple checks and receive only a -2 penalty when attempting to deal
subdual damage with normal weapons.
Skill
s&
Fea
ts
68
Benefit: Whenever you flank a creature, other characters that are also flanking the same creature gain
a +2 to their attack roll in addition to normal flanking modifiers.
Skill
s&
Fea
ts
69
Skill
s&
Fea
ts
70
Skill
s&
Fea
ts
Your belief that you are not bound by the chains of fate ensures that you are not bound by magical
contracts and that none can divine your future.
Prerequisite: Membership in the Fated. Iron Will, character level 9th.
Benefit: You are immune to geas/quest and lesser geas, as well as other spells and effects that would
force you into a magical contract, including the Ring-giver feat Return of Favors. Furthermore,
attempts to divine your future, such as through commune or contact other plane, always return
inconclusive answers.
71
Benefit: Each time you deal damage with the specified type of weapon, the wound it inflicts deals 1
point of damage per round thereafter in addition to the normal damage the weapon deals. Multiple
wounds from the weapon result in cumulative bleeding (two wounds for 2 points of damage per round
and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of
any cure or other healing spells.
Skill
s&
Fea
ts
Regional Feats
REGIONAL
Lessons of Acheron
War
Mind of
Conflict
Acheron
Gain immunity to
affecting emotions.
Faerie
Friend
Arborea
Conduit
Rider
Astral
spells
Human, elf, half-elf,Gain a +2 bonus to all charismabased skills when interacting with
Cha 13
good-aligned fey.
Honed
Spikes
Bladeling
Martial
WeaponYour bodys metallic blades
Proficiency
(armordeal
damage
with
a
spikes),
charactersuccessful grapple
level 3rd
Improved
Razor
Storm
Bladeling
Servant of Bladeling
the
Unnamed
Blessed
Smith
Bytopia
Bytopia
of
Devoted
Worker
Bytopia
Endurance
Reduce
fatigue
the
pentalties
Eye for
Treachery
Carceri
of
is
72
Twitch
Carceri,
Tiefling
Khaasta,Dex 15,
Initiative
ImprovedReact normally
surprise round
during
Swiftness
of Flames
Gain a moral
initiative.
bonus
Enhance
speed.
swimming
Observation for
benefits attack.
Deep
Ethereal
Traveler
Elemental Plane of
Fire
Ethereal
your
to
round
SelfGehenna
Sufficiency
Between
the Lines
Subtly
secrets
Calculating Mechanus
Vigilance
Iron Will
Focus
ofMechanus, ModronInt 15, any
the Modron Outcast, Zenythri alignment
Modron Outcast
learn
someones
everything
Aversion
Barb
Your poison
aversion
Nathri
Skill
s&
Fea
ts
barb
inflicts
73
Natural
Nathri
Protomatte
r Secretion
Minor
Negative
Touched
Negativity Quasielemental
Planes
Crossroads Outlands
of
the
Planes
Minor
Positivity
Positive
Touched
Quasielemental
Planes
One
withThe Beastlands
the Wild
Primal
Energy
Any
Leadership
Skill
s&
Fea
ts
and
are
The Beastlands
74
Special: If you are not using the Expanded Psionic Handbook, treat infected creatures as if affected by
the spell sanctuary.
Skill
s&
Fea
ts
75
Region: Outlands
Prerequisite: Any neutral alignment, Leadership
Skill
s&
Fea
ts
Benefit: When recruiting cohorts of a different alignment, your Leadership Score does not suffer any
penalties.
Normal: When recruiting cohorts of a different alignment, you suffer a 1 penalty to your Leadership
Score.
76
Region: Arborea
Prerequisite: Human, Elf or Half-elf heritage, Cha 13+
Skill
s&
Fea
ts
Benefit: You gain a +2 bonus to all charisma-based skills when interacting with good-aligned fey.
77
Benefit: The damage dealt by your razor storm ability increases by 2d6 and the DC to avoid it increases
by 1.
Skill
s&
Fea
ts
Special: A character can gain this feat multiple times. Each time the character gains this feat, their
razor storm ability deals an additional 2d6 piercing damage and the DC increases by +1.
78
Skill
s&
Fea
ts
79
Benefit: Animals and plants recognize and trust you as a creature of the land, and will not attack you
unless you threaten them first. Even creatures summoned or dominated must make a Will save (DC 10 +
your character level + Charisma modifier) in order to harm you. You may grant this protection to a
number of people traveling with you equal to your Charisma modifier for 24 hours. If anyone violates
the truce it is broken for all members and cannot be reinitiated for another 24 hours.
Skill
s&
Fea
ts
80
Skill
s&
Fea
ts
You can unlock the primal urges that lurk in the depths of your mind, allowing you to keep standing in
battle.
Region: the Beastlands
Benefit: You are no longer considered disabled when your health is reduced to 0 hit points, although
when you possess 1 or less hit points you still count as dying.
Self-Sufficiency [General]
You have learned to support yourself, rarely needing to rely upon others.
Region: Gehenna
Benefit: When a character chooses to assist you in a skill check you may opt to decline their help. By
doing so you gain an automatic +1 circumstance bonus to the skill check in question. You may decline
help from multiple helpers during the same round, each providing a +1 circumstance bonus in the
process.
Scavenger [General]
You have spent a lot of your time on Thuldanin, second layer of Acheron, scavenging among the
wreckage and debris, making use of what you find.
Region: Acheron
Benefit: When using the craft skill to create a mundane item, you may choose to scavenge, lowering
the cost required to create the item, but increasing the time taken, to account for the time required
81
to find the correct parts. Each week you may opt not to not make a craft check, and instead scavenge
for parts, allowing you to reduce the cost to craft the item to 75% of its previous cost.
Skill
s&
Fea
ts
Windswept [General]
You have grown up on the Plane of Air, where a gentle breeze can become a roaring hurricane at a
moments notice.
Region: Elemental Plane of Air
Benefit: You gain a +4 bonus to all fortitude saves to resist the effects of high wind speed. See page 87
of the DMG for more details on wind hazards.
82
Abyssal Warrior
Skill
s&
Fea
ts
One of the few relatively reliable ways to actually survive in the Abyss is to become useful to the
tanar'ri. And to the tanar'ri, "useful" typically goes right along with "deadly". Though it may be
surprising to clueless, even fiends recruit mortals all the time, making use of their skills to try and gain
an edge in the Blood War. Even most mercenaries rarely participate in the conflict, only engaging in a
few skirmishes to help their reputation. After all, the survival rate for even powerful tanar'ri is low what chance does a mortal have?
Those rare few that survive for any length of time are survivors in the deepest sense, developing a
touch of the invulnerability normally only found in fiends. Wile and will are required as well, both in
dealing with one's baatezu foes and one's tanar'ri superiors. A warrior of the Abyss walks the razor's
edge, trying to demonstrate his usefulness while not risking too much in the endless battles. In
addition, he is forced to perform reprehensible acts for his superiors, murdering innocents caught in
the swath of the war without hesitation or regret. Most are so focused on the continuation of their
existence that all else - including morals, honor, and law - is lost in the endless wash of blood that drips
from their hands.
Most often, these warriors are humans or tieflings, but occasionally those of more cutthroat and evil
races will be recruited - khaasta, half-orcs, drow, etc. The tanar'ri will accept anyone they think might
be good with a blade. While they tend to distrust spellcasters because of their mysterious power,
mastery of direct violence is something they understand very well.
Hit Die: d10
To qualify to become an abyssal warrior, a character must fulfill the following criteria:
Alignment: Chaotic evil or chaotic neutral
Region: Abyss
Base Attack Bonus: +7
Base Fortitude Bonus: +5
Skills: Speak Language (abyssal)
Feats: Blind-Fight, Power Attack, Cleave, Toughness
Special: If the character has Darkvision, he may forgo the Blind-Fight feat requirement. To qualify for
this class, the character must be employed by the tanar'ri as a mercenary for at least a year.
Class Skills
The abyssal warriors class skills (and the key ability for each skill) are Hide (Dex), Intimidation (Cha),
Knowledge (local: abyss) (Int), Move Silently (Dex), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier
Level
1
2
3
4
BaB
+1
+2
+3
+4
Fort
+2
+3
+3
+4
Ref
+0
+0
+1
+1
Will
+0
+0
+1
+1
Special
Demonfriend, Survivor of the Infinite +1
Favored Enemy (Devils)
Damage Reduction 1/Darkfighting
83
5
6
7
8
9
10
+5
+6
+7
+8
+9
+10
+4
+5
+5
+6
+6
+7
+2
+2
+3
+3
+4
+4
+2
+2
+3
+3
+4
+4
Skill
s&
Fea
ts
Class Features
The following are features of the abyssal warrior prestige class.
Weapon and Armor Proficiencies: Abyssal warriors gain proficiency in all simple and martial weapons,
all armor, and all shields (except tower shields).
Demonfriend (Ex): An abyssal warrior gains a +2 circumstance bonus to any Charisma-based check when
interacting with demons, but a -2 circumstance penalty to any Charisma-based check when dealing
with devils.
Survivor of the Infinite (Ex): The abyssal warrior continues to develop his survival skills even away from
the plane, having been honed in one of the most hostile places in the multiverse. He gains a +1 bonus
on any saving throw where failure would result in damage of any type (normal, nonletheal, energy,
ability score, etc.). This bonus increases to +2 at 5th level, and +3 at 10th level.
Favored Enemy: Devil (Ex): At 2nd level, an abyssal warrior learns to battle the never-ending hordes of
devils that assault the Abyss. The abyssal warrior gains a +2 bonus on Bluff, Listen, Sense Motive, Spot,
and Survival checks when using these skills against devils. Likewise, he gets a +2 bonus on weapon
damage rolls against devils.
Damage Reduction (Ex): At 3rd level, the abyssal warrior becomes toughened and hardened, and gains
damage reduction of 1. This feature increases to damage reduction 2 at 6th level, and 3 at 9th level.
Reduce any damage taken by the abyssal warrior by his damage resistance. This can reduce damage to
0 but not below 0.
Darkfighting (Su): At 4th level, an abyssal warrior learns to turn the often lightless terrain of the abyss
to his advantage, drawing power from it. When in total darkness, he gains a +1 circumstance bonus to
hit and damage with a melee attack.
Painful Blow (Ex): Abyssal Warriors of 5th level learn to strike where it hurts, distracting their foes.
Whenever they inflict damage that causes a distraction for purposes of the Concentration skill, their
damage is considered doubled for the purpose of obtaining the DC of a Concentration check.
Favored Enemy (Ex): At 7th level, the abyssal warrior's favored enemy bonus for devils increases by 2
(to a total of +4), and he chooses a new favored enemy that he gains a +2 bonus against, just like
devils. This enemy must be chosen from the following choices: demodands, hordlings, or yugoloths.
Legion of the Damned (Ex): At 8th level, the abyssal warrior gains Leadership as a bonus feat. He may
attract a demon of the appropriate level as a special cohort, though it will have its own goals to fulfill,
just like that of any evil special cohort. His Leadership score is considered to be at +2 for the purpose
of attracting a demon as a special cohort.
Tough As Nails (Su): At 10th level, the warrior has been hardened to the point where he becomes
extremely hard to kill. Once per day when damage is inflicted upon him, he may make a Fortitude
saving throw against a DC equal to the amount of damage inflicted. Success means he takes no damage
whatsoever from the blow.
84
Acheronian Warmaster
Skill
s&
Fea
ts
The plane of Acheron is a world constantly locked in vicious conflict, where the cries of war never die
and everywhere is a battlefield. Yet rising above the endless bloodshed, leading the warriors of the
plane, are the Acheronian Warmasters, the generals of the infinite war. These mighty leaders carve a
bloody path of destruction wherever they go, mercilessly cutting down their foes as they devote their
entire existence to their bloodlust. The inhabitants of Acheron flock to these generals, following them
in their cause of battle, giving direction and focus to their lives. The greatest warmasters are a force
to be reckoned with, mighty warriors followed by retinues of their supporters.
Fighters undoubtedly make the best warmasters, as they are already devoted to the art of warfare,
though many barbarians also count themselves among their ranks, called by their bloodthirsty lifestyle.
Though few other classes regularly become warmasters, it is not unknown for clerics or even arcane
spellcasters to take a few levels in the class from time to time, finding its defensive and leadership
abilities useful for their own personal protection.
Hit Die: d10
To qualify to become an acheronian warmaster (Acw), a character must fulfill the following criteria:
Alignment: Any non-good
Skills: Intimidate 8 ranks, Knowledge (Acheron) 4 ranks.
Feats: Endurance, Leadership, Lessons of War
Special: You must prove that you have embraced the eternal conflict of Acheron unflinchingly. For
example: Command an army for a year in the Acheron conflicts.
Class Skills
The acheronian warmasters class skills (and the key ability for each skill) are Climb (Str), Intimidate
(Cha), Jump (Str), Knowledge (local, Acheron) (Int), Ride (Dex) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Level
1
2
3
4
5
BaB
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+2
+3
+3
+4
+4
Special
Eternal Warrior, Wartime Fighter
Hearten
Commanding Authority, Bonus Feat
Tireless General
Fused Armor, Bonus Feat
Class Features
The following are features of the acheronian warmaster prestige class.
Weapon and Armor Proficiency: Acheronian warmasters gain proficiency in all simple and martial
weapons, all types of armor, and all shields.
Eternal Warrior (Ex): An acheronian warmaster learns to live in her armor, rarely ever taking it off.
Sleeping in heavy armor no longer results in fatigue.
85
Wartime Fighter (Ex): The warmasters skill at large-scale combat becomes highly advanced. When
using the aid another action in combat, the warmaster uses her class level as the bonus when using the
aid another action, rather than the normal +2 bonus.
Skill
s&
Fea
ts
Hearten (Su): Just like the petitioner commanders of Acheron, the warmaster gains the ability to
inspire her followers. All allies and followers within a 100 ft. radius of her gain a +2 morale bonus on
saving throws against charm and fear, and a +1 morale bonus on attack and damage rolls.
Bonus Feat: Gain a bonus feat. This is chosen from either the fighter bonus feat list, or from the
Acheron regional feat list. The feats gained are in addition to those gained by a character every 3rd
level, and a character must still fulfill the prerequisites of the feat chosen.
Commanding Authority (Sp): An acheronian warmaster gains the ability to enforce their authority upon
others, causing them to follow commands. She gains command as a spell-like ability, usable a number
of times per day equal to her class levels in the acheronian warmaster prestige class. This spell-like
ability is cast as though she were a cleric of her character level, but requires eye contact with the
target to use.
Tireless General (Ex): The warmasters sheer devotion to war allows her to continue fighting without
tiring almost indefinitely. She can no longer be fatigued or exhausted as long as she is in a combat
situation. A combat situation is defined as either a situation in which the warmaster can see, or at least
knows that enemies are present, or one in which combat is occurring around the warmaster. The
warmaster can still be affected by fatigue or exhaustion out of a combat situation, in which the ability
and movement penalties apply as normal, though if combat arises during such a state, the effects are
negated for the duration of the combat.
Fused Armor: The warmasters armor permanently fuses with her body, sealing her within. This armor
can never be removed without killing the wearer, and so wearing another suit of armor becomes
possible, but as a result of this binding she gains a number of benefits. First of all, the armor check
penalty of her armor decreases by 4, though it may be reduced to no more than 0. Any movement
penalties that the armor causes are now negated permanently, and its Arcane Spell Failure falls by 10%.
Healing spells also now affect her armor, as it has become a part of her, though attacks directed
specifically at her armor now apply the same amount of damage to her. Her armor can still be
enchanted or psionically enhanced, though she must remain present throughout the imbuing process.
Astral Slider
Those with psionic talent are often closely tied to the Astral Plane, otherwise known as the Silvery
Void. A realm of mental energies, the Astral servers as a conduit for spiritual and psionic forces,
connecting the Outer Planes to one another and to the Prime Material. Few planewalkers learn
anymore than that, but a few gifted minds see the Astral for what it really is, and slowly begin to
unravel its secrets.
Astral sliders, as they are known, are rare psionic individuals that learn to become one with the void,
seamlessly moving in and out of the Astral Plane. Often loners, they spend much of their lives searching
for knowledge and methods to increase their power before eventually retiring to some pocket of the
Astral Plane. Existing in a realm beyond time, some are believed to possess knowledge of the past and
future, and may reemerge when they feel their presence is needed.
Hit Die: d4.
To become an astral slider, the character must fulfill the following criteria:
Manifesting: Able to manifest a 4th level power or higher.
86
Skills: Control 12 ranks, Knowledge (Astral Plane) 6 ranks, Knowledge (psionics) 12 ranks, Psicraft 12
ranks.
Feats: Combat Manifestation,
(psychoportation).
Greater
Psionic
Focus
(psychoportation),
and
Psionic
Skill
s&
Fea
ts
Focus
Special: Has spent at least one week on the Astral Plane. Cannot have the feat Conjunctive Mind.
Class Skills
The astral sliders class skills are Autohypnosis, Concentration, Control, Diplomacy, Intuit Direction,
Listen, Knowledge (Astral Plane), Knowledge (psionics), Psicraft, Remote View, Sense Motive, Spot, and
Stabilize Self.
Skill Points At Each Level: 4 + Int modifier.
Level
1
2
3
4
5
6
7
8
9
10
BaB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Astral step 30 ft. 1/day
Silver sight
Astral Step 40 ft. 2/day, Astral conduit
Beyond time
Astral Step 50 ft. 3/day, Astral stride
Silver pathway
Astral Step 70 ft. 4/day, Astral void
Demiplane seed
Astral Step 90 ft. 5/day, Beyond space
Astral projection
Powers
Discovered
+1 psion level
+1 psion level
+1 psion level
+1 psion level
+1 psion level
Class Features
All of the following are class features of the astral slider.
Weapon and Armor Proficiency: Astral sliders gain no proficiency in any weapon or armor.
Powers Discovered: At 2nd, 4th, 6th, 8th, and 10th levels, the astral slider discovers powers, gains
power points, and learns combat modes as though she gained a level of psion. Powers are chosen from
the psion power list, and her effective manifester level goes up by one.
Astral-Dependent Abilities: Some astral slider powers are qualified as astral-dependent abilities. These
do not function if the astral slider loses access to the astral plane, for whatever reason.
Astral Step (Sp): The astral slider is so familiar with astral barriers that she can step into the Astral
Plane for a brief moment and teleport a few feet away. This counts as a move-equivalent action that
does not provoke an attack of opportunity, and the range and uses per day are determined by level, as
listed on the table above. This ability is otherwise as the power dimensional slide. This is an astraldependent ability.
Silver Sight (Su): At 2nd level, the astral sliders senses have extended to perceive movement through
the Astral Plane. She immediately notices any teleportation effect used within 50 feet per astral slider
class level, even if she cannot see the effect directly. When the astral slider detects the teleportation,
she knows where the creature is using the power and the method used for the teleportation. This
ability may be suppressed and resumed at will.
87
Astral Conduit (Su): At 3rd level, the astral slider is considered to have access to the astral plane at all
times as if the plane he was on bordered it, though this does not apply to any plane that blocks
conventional planar travel in general (such as Sigil).
Skill
s&
Fea
ts
Beyond Time (Ex): At 4th level, the astral sliders mind and body has adapted such that she no longer
needs to fear time catching up with her after spending extensive time on the silvery void. When she
leaves the Astral Plane, her body is the same age as when she first entered.
Astral Stride (Sp): At 5th level, the astral slider has learned to bypass the concepts of conventional
space and time. Any use of astral step now functions like dimension door instead of dimension slide.
Silver Pathway (Su): At 6th level, the astral slider is capable of forming a bridge between two different
planes bordered by the Astral. Once per day she may open a portal to the Astral Plane or any plane the
Astral normally touches. The portal is a silvery hole up to 12 feet tall adjacent to the astral slider and
lasts 1d6+1 rounds before closing. This ability is otherwise as the plane shift spell. This is an astraldependent ability.
Astral Void (Su): At 7th level, the astral slider has gained mastery over astral connections that she can
completely suppress any access to or from the Astral Plane in a 300 ft. radius once per day as a full
round action. All teleportation and summoning effects, as well as any spells or power that rely on a
connection to the Astral Plane, are nullified as if in an anti-magic/psionic field. Color pools cease to
function, and anyone using astral projection or a similar effect is shunted onto the Astral Plane. Gates
and portals, such as those formed by the Silver Pathway ability, continue to function, though the astral
sliders other abilities are affected. This effect lasts 10 rounds.
Demiplane Seed (Sp): At 8th level, the astral slider is able to create a demiplane of her own on the
Astral Plane. She can use this ability only when on the Astral Plane, and only once a month. Use of this
power requires a week of manifestation time. This ability is otherwise as the power genesis.
Beyond Space (Ex): At 9th level, the astral sliders body is no longer completely physical, and has
merged with the Astral so that her body is now partially formed of the mental energies there. At any
one time she may exist as part of the Astral Plane, and thus physical attacks and targeted spells have a
20% miss chance that cannot be circumvented by the Blind-Fight feat. In addition, the astral slider has
the evasion ability for purposes of area effect spells. This is an astral-dependent ability.
Astral Projection (Sp): At 10th level, the astral slider is able to extend her mind and those of her
companions onto the Astral Plane once per day. This ability is as the power astral projection.
Cogmind
The Guild of Reason in Automata is a secretive yet powerful organization. By some accounts they are
one of the pre-faction Guilds of Sigil, though many, including the members of the Guild of Reason
themselves, dismiss this as historical confusion. Regardless of their origins the members of the Guild
are a potent force throughout the modern Outlands, and are frequently found as behind-the-scenes
players on various Outer Planes.
The philosophy of the Guild of Reason is Order. Not universal lawfulness like the inevitables, nor the
forced regime of the Harmonium. The Guild preaches internal Order, a structuring of the mind that
empties it of careless thoughts and allows the brain to reach its full potential. Cogminds, as the Guilds
students are called by those outside of the Guild, seem cold and removed to others, though this is far
from the truth. A cogmind is a buzzing hive of activity, thinking and observing far more than a normal
person. The order of the Guilds teachings is the focus of all these buzzing thoughts. Not a single notion
in the cogminds head is without purpose, his entire mind is processing one topic or another.
Hit dice: d6
88
Skill
s&
Fea
ts
BaB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Minutiae Cognizance +2, Mind of Metal
Fortress of Reason
Labyrinthine Logic
Mnemonic Insight, Instant Assessment
Minutiae Cognizance +5
Conceal Thoughts
Collective Consciousness
Minutiae Cognizance +10
Linked Mind
Reasoned Metasense
Class Features
Weapons and Armor Proficiency Cogminds gain no additional proficiency in any weapons or armors.
Minutiae Cognizance (Ex) Cogminds are first trained to notice the little things about people. The
way they carry themselves, the brief pauses in their speech, the rhythm of their breathing. All of these
details add up to a complete caricature of the subject, allowing the cogmind to accurately interpret
their thoughts and emotions. Cogminds gain a +2 to Spot, Listen and Sense Motive. At 5th level this
increases to +5, and at 8th level to +10.
Mind of Metal (Ex) - People and animals no longer empathize with a cogminds alien intellect, nor can
he fully understand their motives. As cogminds progress in their studies they forget more and more of
their emotions before the Guild. A cogmind recieves a penalty equal to half his level in cogmind to
Animal Empathy, Innuendo, and Charisma checks to affect people.
Additionally, cogminds find these emotions extremely hard to cope with when they are forced to
experience them. When influenced by emotion-affecting spells and powers like confusion, emotion,
bane, attraction, demoralize, and fear they are affected for one round longer than normal when they
fail these saves. Many mind-affecting spells and powers, though, have no bearing on emotion
specifically, like charm person: a cogmind can logically conclude that a stranger is trustworthy enough
to confide in without getting sappy. In the case of emotion, this means one round after the caster stops
concentrating. In the case of beneficial emotion-affecting spells (such as bless or a bards songs), the
cogmind must make a saving throw against DC 15 to successfully integrate the surge of emotion into his
mind. Failure means the spell fails to affect the cogmind. In all other respects, though, cogminds react
89
normally to these spells and powers: they gain their normal bonuses, and are afforded saving throws
whenever a non-cogmind would.
Skill
s&
Fea
ts
Fortress of Reason (Ex) Once the cogmind has reached 2nd level he has mastered the first lesson of
the Guild of Reason: an ordered mind offers no entry. The cogmind recieves a +2 to all mind-affecting
spells and powers. This bonus stacks with all others.
Labyrinthine Logic (Ex) Upon reaching 3rd level a cogmind becomes adept at always knowing where
he is. His never-resting mind is always absorbing the surroundings and creating a mental map of the
area. He recieves a +10 to Intuit Direction, and is immune to maze spells.
Mnemonic Insight (Ex) A cogminds mind is never at rest; it constantly interprets and reinterprets data
to reach the most accurate conclusion possible. Often, a cogmind will have an epiphany from clues he
didnt even realize he had absorbed. Upon reaching 4th level a cogmind may once a week realize a
clue that he missed before. The player can ask the DM to hint at any one thing thats important, or
even if theres any hint that could help at the moment. The player cannot request specific information
about a certain topic, such an action is more appropriate to an Intelligence check, rather the DM will
let the player know if theres something he should follow up. This clue does not need to be concerning
the main focus of the current adventure, the DM might, for instance, reveal to you that a ornamented
sword that you picked up has magic runes on it that you recognize as ancient and powerful characters
from a lost empire on Mithardir.
If the DM does not want to reveal anything in particular (and he is purely within his rights to) the use
for that week is not used up and the cogmind may try again later.
Instant Assessment (Ex) Cogminds at 4th level are able to instantaneously interpret small clues in an
opponents stance and expression to allow them a seconds warning before the individual acts. This
gives them a +1 to AC and a +2 to attack against the individual the cogmind chooses, though only one
individual a round may be chosen. Concentrating this much in combat takes much concentration,
however, and a cogmind can only maintain it for a number of rounds equal to his level of cogmind every
day, though these rounds need not be consecutive.
Conceal Thoughts (Ex) Upon reaching 6th level the cogmind gains the ability to structure his thoughts
into a bewildering maze, providing bonus against spells and powers which read thoughts. He
permanently gains a +10 circumstance bonus on Bluff checks and also gains a +4 bonus on your saving
throw against any spell or power used to read your mind (such as detect thoughts or mind probe).
Collective Consciousness (Su) Cogminds who reach 7th level have tapped into an ancient mental root
that connects their minds with those of all other conscious minds in the multiverse. This collective
conscious gives cogminds a store of knowledge, allowing them to know things that theyve never even
heard of. Once they receive this power they are considered Trained with any Knowledge skill and with
Decipher Script. These all are considered cross-class skills for the cogmind unless he would receive
them as a class skill from something else.
Linked Minds (Su) When a cogmind reaches 9th level he unlocks previously unknown potential in his
own mind, allowing his regimented consciousness to extend beyond his own head. The cogmind gains
an empathetic link with all other lawfully structured minds (including those of cogminds, inevitables,
modrons and creatures with the axiomatic template) within 300 feet affording him a prescient
awareness of his situation. The cogmind is aware of any dangers that the minds he is connected to are
aware of. As long as any one creature in the group is not flat-footed, the cogmind is not as well.
Likewise, the cogmind is not flanked unless all friendly creatures to which he is linked are flanked.
Minds who are resisting the cogminds link are afforded a Willpower save against the cogminds level
plus 10. A failed check cannot be tried again for 5d4 rounds.
90
Reasoned Metasense (Su) The most powerful of cogminds, those who reach 10th level, develop an
ability known by the Guild as metasense. At this level the cogminds prescience has advanced to such a
level that his mind is no longer bounded by his physical brain. He gains blindsight in a 30 foot radius,
and is able to communicate telepathically with any creature able to speak a language in the same
radius.
Skill
s&
Fea
ts
Ethereal Raider
The ethereal plane is know for its traveling nomadic tribes, beings usually regarded as barbaric and
feral by those outside their society. Primarily Xill or Nathri, these wandering nomads pillage and raid
the demiplanes that fill the ethereal plane, using the resources found within to eek out an existence.
Although many would shun such beings, they have actually developed a number of impressive abilities
to aid them in their struggle for survival, such as surviving without physical food or an uncanny knack
of tracking through the ethereal mists.
Most ethereal raiders are barbarians, as few who have grown up in a civilized environment would
actively choose to turn to such a difficult, nomadic lifestyle. Those who are not barbarians are
occasionally rogues, though almost no other classes ever become ethereal raiders. The one main
exception to this rule are the nathri, whose natural psionic abilities occasionally lead them down the
path of the psion or psychic warrior. Although, due to the background of most ethereal raiders, the
selection of classes which regularly become one is very limited, there have been cases of other classes
taking on the lifestyle of the ethereal raider from time to time.
Hit Die: d6
To qualify to become an ethereal raider (Etr), a character must fulfill the following criteria:
Skills: Control 6 ranks, Intuit Direction 6 ranks, Knowledge (Ethereal) 4 ranks.
Feats: Alertness, Deep Ethereal Traveler, Track
Class Skills
The ethereal raiders class skills (and the key ability for each skill) are Craft (Int), Control (Wis), Escape
Artist (Dex), Hide (Dex), Intuit Direction (Wis), Knowledge (Ethereal) (Int), Planar Expertise (Wis),
Search (Int), Spot (Wis) and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Level
1
2
3
4
5
BaB
+0
+1
+2
+3
+3
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+0
+0
+1
+1
+1
Special
Ethereal Nomad
Ethervision
Constant Vigilance
Ethereal Tracking
Open Demiplane
Class Features
The following are features of the ethereal raider prestige class.
Weapon and Armor Proficiency: Ethereal Raiders gain proficiency in all simple weapons.
91
Ethereal Nomad (Ex): The raider learns the basic skills of ethereal survival. When using the control skill
to manipulate protomater to nourish himself, he gains a competence bonus equal to his total levels in
the ethereal raider prestige class.
Skill
s&
Fea
ts
Ethervision (Su): A raider can see more easily through the ethereal mists, a skill which is greatly valued
by lookouts in raiding parties. His visual range is doubled while traversing the deep ethereal.
Constant Vigilance (Ex): Time spent raiding demiplanes has made the raider exceptionally wary, helping
him tell when danger is near. When an enemy surprises him in combat, he is not considered flat-footed,
even though he does not gain a partial action during the surprise round.
Ethereal Tracking (Ex): A raiders talent as an ethereal guide is incredible, as he can track targets by
the disturbances their passage leaves in the ethereal protomater of the plane. It is now possible for
him to use the Track feat while in the ethereal plane. His surroundings are treated as a soft surface in
regards to determining the DC of the check, but the fog conditional modifier always applies. This
ability has no affect on tracking when not on the ethereal plane.
Open Demiplane (Su): A raider learns the trick of opening self-contained demiplanes for a short time,
allowing him and his companions to enter as needed. This ability takes a full round action, and opens a
portal large enough for himself and any companions to enter. The portal only lasts for 1d6 rounds, after
which it collapses in on itself. The portal created needs no key to be opened. This ability is usable
twice per day, once to get in, and once to get out.
Note: Under no conditions does Open Demiplane work on a Maze of the Lady of Pain, as they are
sealed shut by the powers far beyond that of the Ethereal Raider.
Etherfarer Scout
Based out of Freehold City in the Ethereal Plane, the Etherfarer society works to explore the Ethereal,
as well as maintain communication and supply between its various outposts. The Etherfarers are full of
curiosity regarding the endless mists, and are always happy to gain another body willing to help them
out. Most new members are sent to deliver a package or message to one of their outposts in the Deep
Ethereal. Needless to say, these trips are rarely without incident. Some say the Etherfarers deliberately
choose troublesome routes in order to test their would-be members, while others believe that such
problems are simply inevitable in the Deep Ethereal. Rarely is a failure permitted to undertake the
test, but especially promising candidates are allowed to try again after six months. Etherfarers obtain,
upon joining, a special tattoo that marks them as a member. This tattoo is invisible normally, but on
the Ethereal it appears as a bright splash of color.
Some who pass the test, however, go on the make exploration and deliveries the whole of their
existence. The scouts of the Etherfarer society eventually develop a powerful attunement for the
plane, able to travel through even the Deep Ethereal with surprising haste and stealth. They often
serve as guides to those new to the plane as well, using their skills to keep an eye out for the plane's
more subtle and potent dangers. Though typically not warriors, they can be devastating foes in their
home environment despite the "scout" appellation, able to use the mists for ambushes and quick raids.
Hit Die: d6
To qualify to become a etherfarer scout, a character must fulfill the following criteria:
Skills: Knowledge (ethereal plane) 8 ranks, Spot 3 ranks, Survival 3 ranks
Special: To become an etherfarer requires membership in the Etherfarer society. To become a member
requires a test wherein the potential member must deliver a message or package into an outpost of the
Etherfarers in the Deep Ethereal.
92
Class Skills
The etherfarers class skills (and the key ability for each skill) are Escape Artist (Dex), Hide (Dex),
Knowledge (local, ethereal plane) (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill
s&
Fea
ts
BaB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
Special
Ethersight, Expert of the Ethereal
Ethersprint
Hide in Mists
Uncanny Dodge
Ethereal Jaunt 1/day
Cyclone Slingshot
Ethereal Jaunt 3/day
Improved Uncanny Dodge
Ethereal Jaunt (at will)
Etherealness
Class Features
The following are features of the etherfarer scout prestige class.
Weapon and Armor Proficiencies: Etherfarer scouts gain no proficiency in weapons or armor.
Ethersight (Su): An etherfarer scout can peer into the ethereal plane from any plane that borders it.
She may view up to 60 feet into the ethereal at will, viewing creatures present and nearby as ghostly
images of their actual selves.
Expert of the Ethereal (Ex): The etherfarer scout gains a +5 competence bonus on any Survival check
performed while on the Ethereal Plane.
Ethersprint (Ex): When traveling on the ethereal plane at 2nd level, the etherfarer scout adds 10 feet
to her movement rate. In addition, she rolls 1d6 rather than 1d10 when determining the time needed
to travel to a specific point in the Deep Ethereal.
Hide in Mists (Sp): The etherfarer scout, at 3rd level, gains the ability to use the spell-like ability
invisibility three times per day as a sorcerer of her character level. However, this ability only functions
on the ethereal plane.
Uncanny Dodge (Ex): Starting at 4th level, a etherfarer scout can react to danger before her senses
would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught
flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if
immobilized. If an etherfarer scout already has uncanny dodge from a different class she automatically
gains improved uncanny dodge (see below) instead.
Ethereal Jaunt (Sp): At 5th level, the etherfarer scout gains the ability to use ethereal jaunt once a day
as a sorcerer of her character level. At 7th level, you can use this three times a day, and a 9th level, it
becomes usable at will.
Cyclone Slingshot (Ex): An etherfarer scout, at 6th level, learns how to use the cyclones upon the
ethereal plane to "slingshot" herself where she wants to go. When caught in a ether cyclone, she may
make a Reflex save against a DC of the effect she desires from the list below. If she succeeds, the
normal effect of the cyclone is negated and she can use the effect listed below. If she fails, the normal
effect of the Cyclone takes place.
93
Skill
s&
Fea
ts
esired Effect
DC
ove 1d10 miles in a chosen direction
20
alve the time required to travel to a point in the 25
eep Ethereal
aunch oneself into a random ethereal curtain
25
aunch oneself into a specific ethereal curtain
30
Improved Uncanny Dodge (Ex): An etherfarer scout of 8th level or higher can no longer be flanked. This
defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker
has at least four more rogue levels than the target does. If a character already has improved uncanny
dodge from a second class, the character automatically gains improved uncanny dodge instead, and the
levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required
to flank the character.
Etherealness (Sp): At 10th level, the etherfarer scout may use etherealness once a day as a sorcerer of
her character level.
Hinterlands Bandit
The bandits of the Hinterlands (the edge of the Outlands) are not so much roving gangs but a nomadic
people, relying on their raids and thefts for survival more often than riches. They're well-known for
their skill with mounts, riding in with shocking speed and striking merchants before their guards can
even react. Typically, their mounts are horses or ponies, though some khassta bandits have been known
to use dinosaurs and giant lizards of various sorts. Some of the more fearsome gangs even have a truly
monstrous mount or two, such as a wyvern or bulette.
Most such bandits maintain small communities deep in the Hinterlands, traveling out long distances to
strike at the caravans that travel from gate-burg to gate-burg. Those that travel on the Great Ring
dread them, though not all such bandits are sinister sorts. While some seek to rob every berk blind in
the hope of retiring with their riches early in some gate-burg, some have been known to ride up, take
only what they need, and then offer their protection as compensation! While the tradition varies from
race to race, the tradition and culture of the bandits is one that has lasted largely unchanged for
centuries - perhaps even millennia.
Hit Die: d8
To qualify to become a hinterlands bandit (hba), a character must fulfill the following criteria:
Alignment: Any nonlawful
Base Attack Bonus: +4
Base Fortitude Save: +2
Base Reflex Save: +2
Skills: Handle Animal 4 ranks, Ride 8 ranks
Feats: Mounted Combat, Mounted Archery
Class Skills
94
The hinterland bandits class skills (and the key ability for each skill) are Handle Animal (Cha),
Intimidate (Cha), Knowledge (nature, Int), Knowledge (local, outlands) (Int), Ride (Dex), Spot (Wis),
and Survival (Wis).
Skill
s&
Fea
ts
BaB
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+2
+3
+3
+4
+4
Will
+0
+0
+1
+1
+2
Special
Expert Trainer, Saddlehome
Outdoors Combat
Improved Mounted Combat
Improved Mounted Archery
Encircle
Class Features
The following are features of the hinterlands bandit prestige class.
Weapon and Armor Proficiencies: Hinterlands bandits gain no proficiency in all simple and martial
weapons, and light and medium armor.
Saddlehome (Ex): The hinterlands bandit adds his class level as a competence bonus to all Ride checks.
Expert Trainer (Ex): When using the Handle Animal skill to train a creature, the hinterlands bandit may
teach it a trick in only two days rather than one week. Furthermore, he may teach it two more tricks
than it normally would be able to learn.
Outdoors Combat (Ex): The hinterlands bandit, at 2nd level, gains a bonus when in the open terrain
advantageous to his fighting style. He gains a +1 bonus to hit and damage when in desert, hills, plains,
sky, or comparably open terrain.
Improved Mounted Combat (Ex): At 3rd level, a hinterlands bandit can use his Mounted Combat feat
twice per round rather than only once.
Improved Mounted Archery (Ex): At 4th level, a hinterlands bandit may fire ranged weapon from the
back of a mount with no penalities unless the mount is moving at a sprint. If the creature is moving at
a sprint, he suffers a -2 penalty to hit with a ranged weapon.
Encircle (Ex): The greatest hinterlands bandits use their startling speed to take their opponents by
surprise. If a hinterlands bandit of 5th level moves at least ninety degrees around his opponent in a
single round, he is considered to be flanking his target for that round. He must at least move around
his opponent so he is at the opposite side of the opponent from where he started the round at some
point during his movement. This does not allow any other attacker to flank your opponent, and is
otherwise subject to all the normal rules of flanking (for example, it only grants a bonus with a melee
attack).
Howler
The tunnels and caverns of Pandemonium contain enough evils to drive even the strongest mind insane,
given enough time. Winds race along the rock walls creating moaning cacophonies that seep into the
bones of travelers and dissolve their sanity. The inhabitants of this plane are among the most
precarious of creatures in the multiverse, constantly teetering on the border of madness, and fighting
off the shadowy denizens of the plane. Many, like the Banished, have no choice but to live in the dark
caverns of Pandemonium, but they struggle to survive regardless. A body learns soon that any who
95
resist the winds are quickly broken, one needs to bend to them and live with the madness. Resistance
only leads to failure, but slow acceptance can keep you alive, if a bit altered.
Skill
s&
Fea
ts
At the pinnacle of this belief are those called the Howlers. Dangerous and unpredictable, the howlers
open themselves to the encroaching darkness and use it to make themselves unstoppable weapons.
Members of this caste put one in the mind of feral predators, and starved ones at that. They move with
dangerous grace, flowing across the ground and unconsciously staying to the shadows. There is a
dangerous glint in the eye of a howler, and usually a chilling smile on his face. They as hazardous and
uncontrollable as the winds they try to emulate.
Most howlers were fighters, barbarians or rouges before sinking into madness. Rangers, paladins, and
druids usually resist the winds to the bitter end, a tactic which any Pandemonium native can tell you
leads to the hardest fall when it does come. Despite both classes' reliance on unarmed fighting, monks
almost never become howlers. The lawful monks resist Pandemonium's madness and instinctively resist
the level of perversion one's mind must attain before becoming a howler. Howlers are self-taught
martial artists, acting on instinct rather than training. Clerics serving gods of madness are sometimes
drawn to the wild abandon with which howlers live, as are the most wild of bards. Wizards and
sorcerers are the rarest to follow this path since it means a severe handicap on their spellcasting
abilities.
Hit Die: d8
To become a howler, the character must fulfill the following criteria:
Alignment: non-lawful, non-good
Skills: Tumble 4 ranks, Climb 3 ranks, Hide 3 ranks, Balance 3 ranks.
Feats: Improved Unarmed Strike, Stunning Fist, Dodge.
Special: Must have spent at least a year living in Pandemonium.
Class Skills
The monks class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex),
Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis) and Tumble (Dex).
Skill Points Each Level: 2 + Int.
Level
1
BaB
+1
Fort
+2
Ref
+2
Will
+0
Unarmed
BaB
+0
Unarmed
Damage
1d6
2
3
+2
+3
+3
+3
+3
+3
+0
+1
+1
+2
1d6
1d6
4
5
6
7
+4
+5
+6
+7
+4
+4
+5
+5
+4
+4
+5
+5
+1
+1
+2
+2
+3
+3/+1
+4/+2
+5/+3
1d8
1d8
1d8
1d10
+8
+6
+6
+2
+6/+3/+1
1d10
9
10
+9
+10
+6
+7
+6
+7
+3
+3
+7/+4/+2
+8/+5/+3
1d12
1d12
Special
Darkness of Mind, Deafening Howl,
Unarmed Strike
Speed of a Gale 30 ft.
Whispers from the Depths 1/day,
Riotous Thoughts
Piercing Shriek 1d8
Speed of a Gale 40 ft., Anathema
Path of Shadows
Whispers from the Depths 2/day,
Devastating Howl
Speed of a Gale 50 ft., Piercing
Shriek 2d8
Creature of the Deep
Speed of a Gale 60 ft.
96
Class Features
Weapons and Armor Howlers gain no proficiencies for weapons all armor, in fact they find such items
constrictive and dislike using them. A howler looses all his bonus abilities (but not Darkness of Mind,
Anathema, or Creature of the Deep) when wearing armor. Instead of armor, howlers rely on the
palpable force of their madness to deflect incoming blows. They may add their Charisma modifier to
their AC, as well as a third of their howler levels rounded up. Howlers may carry weapons freely, but
lose there Unarmed Strike ability when doing so.
Skill
s&
Fea
ts
Darkness of Mind (Su) Howlers are inexorably twisted by the horrors of Pandemonium. Their minds are
constantly filled with the shrieking winds and scuttling shadows of those terrible burrows. Despite their
actual alignment, they are affected by the Alignment of planes as if they were Chaotic Evil. If they are
either of chaotic or evil already they receive an extra -1 from planes of different alignments for each.
Deafening Howl (Su) Once per day per level, a howler may release an anguished howl, which affects
those in the immediate area. A number of individuals up to the howler's Charisma modifier are affected
by the howl and must make a Willpower save (10 + one-half howler levels + Cha modifier) or are
deafened for 3 rounds. All targets must be within 20 feet. A deafened character cannot hear, suffers a
-4 penalty to initiative checks, and has a 20% chance of spell failure when casting spells with verbal
components, and cannot make Listen skill checks. Deaf creatures, constructs, oozes, plants, undead,
incorporeal creatures, and creatures immune to critical hits are not affected by a Deafening Howl.
Unarmed Strike Howlers dislike the weight and formality of weapons and armor, preferring to use
their own body to fight. All howlers are considered to have the Improved Unarmed Strike feat, so that
they do not incur an attack of opportunity for making an unarmed attack against an armed opponent. If
they are medium sized, they use the increased unarmed damage listed on the chart. Small howlers use
one dice lower, while Large howlers use the die above. When attacking unarmed, a howler does not
have an off-hand with regards to two-weapon fighting. Like a monk, howlers can choose to deal normal
or subdual damage with their unarmed attack without penalty.
Speed of a Gale (Ex) Once a howler reaches 2nd level he can channel the manic strength of the winds
into his muscles, increasing his base speed by 10 ft. This bonus increases to 20 ft. at 5th level, 30 ft. at
8th level, and 40 ft. at 10th level. The chart above lists speeds for a standard medium-sized howler.
This is the howlers new base speed, not a bonus, so that it stacks with other modifiers.
Riotous Thoughts (Su) A howlers mind is such a seething cauldron of lunacy that spellcasters and
psionicists often have trouble holding on to them. Starting at 3rd level, howlers receive a +2 save vs.
mind-affecting spells and powers.
Whispers from the Depths (Su) Upon reaching 3rd level, howlers are able to maintain a litany of inane
babbling once per day that festers in the mind of all who hear it. This distracts spellcasters, requiring
them to make a Concentration check at a DC of 5 plus the spell level to continue casting. The howler
can maintain the Whispers for a number of rounds equal to his howler levels, and may take actions
normally, although he suffers -2 to attack. Once the Whispers are done the howler is dazed for one
round. A dazed character takes no actions but defends himself normally. At 7th level the howler is able
to use the Whispers twice per day.
Piercing Shriek (Su) At 4th level, a howler is able to achieve a more concentrated yell, directing
intense sonic waves at any opponent within 10 feet. Usable once per day, this Piercing Shriek physically
rips through the targets body dealing 1d8 damage plus the howlers Charisma modifier. At 8th level the
damage increases to 2d8, though the modifier addition is added the same way. Targets of Piercing
Shriek can make a Fortitude save (DC 15) for half damage.
Anathema (Ex) At 5th level, the howler has slipped far enough into madness that he is very unsettling
to those he meets. Unable to make himself appear sincere, howler suffers a -2 penalty to Charisma
97
checks to influence NPCs, and Diplomacy, Gather Information, and Animal Empathy checks. This
penalty does not apply to Pandemonium natives, whose sympathy balances suspicion.
Skill
s&
Fea
ts
Path of Shadows (Sp) With an intimate knowledge of shadows, a howler is unhindered by temporary
barriers like walls after reaching 6th level. Once per day he may travel between two shadows as the
spell dimension door cast by a sorcerer of one-half the howlers character levels.
Devastating Howl (Sp) Once a howler reaches 7th level he is able to channel more of the power of
Pandemonium into his body. This moaning wail is filled with such tragic cries that it can warp the
thoughts of all in the area. All those within 20 feet who can hear the howler must succeed in a
Willpower save (DC 15) or be confused as per the spell for 1d4 rounds plus the howlers Charisma score.
For all purposes (besides the DC and range) this ability is treated as if cast by a sorcerer of the same
level as the howler. The characteristic Deafening Howl power is used interchangeably with the new
Devastating Howl ability. Each of these is combined for the total once per day per level that the howler
may use them. Thus a 7th level howler may not exceed 7 uses of Deafening Howl and Devastating Howl
combined.
Creature of the Deep (Ex) At 9th level, howlers have grown more accustomed to darkness than light.
He gains darkvision up to 60 ft (if the howler already has darkvision it is increased by 20 ft.), but in
conditions of bright light he suffers a -2 to all attacks.
Planar Detective
Normal investigations are often rendered pointless by the abilities of planar creatures - tracking a
being that can teleport, turn invisible, or change shape can quickly becomes an exercise in futility.
Therefore, many trackers and investigators have developed special skills that can be used against
exemplars, elementals, and other planar creatures.
Often, these detectives were part of Sigil's establishment working with the Mercykillers and the
Harmonium to bring escaped criminals to justice, but that time has since passed. Nowadays, they often
work for hire, serving private interests or the government of a gate-burg. More rarely, they seek out
cases and perform their own investigations, trying to bring justice and truth to the planes. In the
Harmonium, they're often used to discover wrongdoing in Arcadia or to find those that have harmed the
Harmonium.
Hit Die: d6
To qualify to become a planar detective, a character must fulfill the following criteria:
Base Attack Bonus: +4
Skills: Gather Information 8 ranks, Search 4 ranks
Feats: Improved Subdual, Track
Class Skills
The planar detectives class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha),
Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Gather Information
(Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all types, taken separately), Listen (Wis),
Perform (Cha) Profession (Wis), Search (Int), Sense Motive (Cha), Spellcraft (Int), Spot (Wis), and
Survival (Wis).
Skill Points at Each Level: 6 + Int modifier
98
Level
1
2
3
4
5
BaB
+0
+1
+2
+3
+3
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+0
+0
+1
+1
+1
Special
Sense Invisibility
Bonus Feat
Track Teleport
Bonus Feat
Follow Teleport
Spells
1 2 3
1 - 1 - 2 1 2 1 3 2 1
4
-
Skill
s&
Fea
ts
Class Features
The following are features of the planar detective prestige class.
Weapon and Armor Proficiency: Planar detectives gain no proficiency with any type of armor or
weapons.
Spells: Beginning at 1st level, the planar detective gains the ability to cast a small number of arcane
spells. To cast a spell, the planar detective must have an Intelligence score of at least 10 + the spell's
level, so a planar detective with a Intelligence of 10 or lower cannot cast these spells. Planar detective
bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell
level + the detective's Intelligence modifier. When the planar detective gets 0 spells of a given level,
such as 0 1st-level spells at 1st level, he gets only bonus spells. A planar detective without a bonus
spell of that level cannot yet cast a spell of that level. The planar detectiv's spell list appears below.
The planar detective must prepare his spells like a wizard, but he needs no spellbook and
automatically knows all of the spells listed below. Furthermore, the planar detective does not suffer
from arcane spell failure for the purposes of these arcane spells (and these arcane spells only).
Sense Invisibility: Whenever an invisible creature is within 30 feet, she automatically gains a Listen
check to notice the invisible creature. This ability is opposed by the Move Silently check of the invisible
creature. This does not pinpoint the exact location of the creature, but it alerts the planar detective
that such a being is nearby.
Bonus Feats: At 2nd and 4th level, the planar detective gains a bonus feat. This may be any of the
following feats: Greater Spell Penetration, Skill Focus (for any Charisma-based, Intelligence-based, or
Wisdom-based skill only), or Spell Penetration. The champion must still meet all prerequisites of a feat
to take it.
Track Teleport (su): A planar detective, at 3rd level, may sense the location another creature
teleported to within the last 24 hours. To do so, the Planar Detective must spend a full round
concentrating within 10 feet of where the creature teleported from, and make a Spellcraft check. The
DC of this check is 10 + the level of the spell used. If successful, he immediately becomes aware of the
destination, including plane, though finding it may require a Intuit Direction check if the planar
detective is not familiar with the destination point. This power works with all forms of instantaneous
travel across space or planes, including Dimension Door, Plane Shift, Refuge, Teleport, Teleport Without
Error, Teleportation Circle, etc.
Follow Teleport (su): At 5th level, the planar detective gains the ability to follow a suspect that has
teleported away. Whenever a creature teleports, the planar detective may choose to be automatically
teleport along with the caster so long as the planar detective is within 10' of the teleporter. This power
works with all forms of instantaneous travel as detailed under Track Teleport, above. He arrives with
the same orientation to the creature that he had before the effect. If this would place him inside an
object, he is stunted to the nearest free space.
Planar Detective Spell List:
Planar Detective Spell List
99
1st - detect thoughts, locate object, see invisibility, comprehend languages, command, detect magic,
read magic.
Skill
s&
Fea
ts
2nd - speak with dead, locate creature, hold person, find traps, tongues.
3rd - hold monster, dimensional anchor, invisibility purge, dispel magic, dictate.
Plane Runner
The plane runner is a specialist in traversing the planes. They are consummate guides, explorers and
survivalists. Some plane runners learn the back roads of the planes for their own benefit, while others
share their expertise with others. Some hire themselves out as guides or bodyguards, while others take
up the adventuring path.
Rangers make excellent plane runners, taking their skills and extending them to the planes at large.
Barbarians make credible editions to the class, and some enjoy pitting their wills against the harshness
of the planes. Bards who enjoy traveling throughout the vistas of the planes are attracted to the class,
and less sedentary rogues can be well served by the plane hoppers skills. Wizards and sorcerers who
study planar secrets or spend time on the transitive or Inner Planes sometimes join the ranks, although
they find it difficult. Some fighters become plane runners in order to serve as skilled caravan guards,
while wandering monks occasionally learn these skills in their quest for enlightenment. Clerics and
druids rarely take this class, usually only doing so if their religions stress travel or the nature of the
planes.
Hit Die: d8
To qualify to become a plane runner, a character must fulfill all the following criteria.
Skills: Knowledge (the planes, any two) 5 ranks, Survival 8 ranks.
Feats: Endurance, Planar Knack, Track.
Class Skills
The plane runners class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Control
(Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move
Silently (Dex), Planar Expertise (Wis), Search (Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Level
1
2
3
4
5
6
7
8
9
10
BaB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Planar expert
Bonus Feat
Planar survival
Planar companion
Planar expert
Bonus Feat
Grant planar survival, plane shift 1/day
Planar expert
Plane shift 2/day, bonus feat
Planar guide
Class Features
10
All the following are class features of the plane runner prestige class.
Weapon and Armor Proficiency: A plane runner is proficient with all simple weapons and light armor.
Skill
s&
Fea
ts
Planar Expert: At 1st, 3rd, 5th, 8th, and 10th level, a plane runner can select a specific plane and gain
a competence bonus equal to his class level to all Intuit Direction, Listen, Search, Spot, and Wilderness
Lore (and Survival) checks on that plane.
Bonus Feat: At 2nd, 6th level, and 9th level, the plane runner may take a bonus feat. These feats must
be region-based feats for the planes the plane runner has selected under Planar Expert. The plane
runner must still fulfill the basic requirements of any feat taken in this fashion.
Planar Survival (Ex): When on a plane selected with the Planar Experience class ability (see above), the
plane runner functions as if under the permanent effects of an avoid planar effects or attunement
spell.
Planar Companion: Beginning at 4th level, a plane runner becomes so attuned to the planes that she
attracts a native of the multiverse. This works just as the druid animal companion class feature, except
as follows: the planar companion can be an animal that has the anarchic, axiomatic, celestial,
element, fiendish, or shadow template. The plane runner counts his class level 3 for purposes of this
ability. Therefore, it would take a 10th level plane runner to have a fiendish giant alligator as a
companion, for example.
Grant Planar Survival (Su): A plane runner of 7th level or higher can extend the planar survival ability
by touch to a number of others equal to his plane runner level. Once granted, the survival ability lasts
for 24 hours. Should the plane runners companions wind up on a different plane than the plane runner,
their protection fades immediately.
Plane Shift (Sp): At 7th level, a plane runner may move from plane to plane once per day as a spell-like
ability. This functions as the plane shift spell cast by a sorcerer of a level equal to the plane runners
character level. At 9th level, this ability is usable twice a day.
Planar Stalker
Few creatures possess as much innate power as the exemplars found on the Outer Planes. Often far
older than any mortal can comprehend, these magical creatures are accustomed to being either feared
or revered by lesser beings. Despite this, there are some cutters skilled enough, or just plain barmy
enough, to make a profession of killing exemplars. Some are praised as heroes, while others are hated
as monsters, often depending on their choice of prey. Whether for wealth or fame, vengeance or duty,
planar stalkers represent the elite hunters of the Outer Planes.
While many call Sigil home, most are accustomed to hunting alone for days or weeks on the infinite
planes, returning to civilized land every so often to rest or sell the spoils of the kill. A few well-known
planar stalkers may be hired as guards through contested land or hired killers for particularly powerful
exemplar. They serve equally well as guides, and many specialize in the features of one or two planes,
but their prices are typically much higher than the average tout.
Hit Die: d10.
To become a planar stalker, the character must fulfill the following criteria:
Base Attack Bonus: +5.
Favored Enemy: At least one exemplar as a favored enemy.
10
Skill
s&
Fea
ts
Skills: Knowledge (The planes) 4 ranks, Wilderness Lore (or Survival) 8 ranks.
Feats: Skill Focus (Planar Expertise), Track
Class Skills
The planar stalkers class skills are Climb, Concentration, Control, Craft, Hide, Intuit Direction, Jump,
Knowledge (The planes), Listen, Move Silently, Planar Expertise, Profession, Search, Spot, Swim, Use
Rope, and Wilderness Lore.
Skill Points At Each Level: 4 + Int modifier.
Level
1
2
3
4
5
6
7
8
9
10
BaB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
Special
Portal Sense
Resist exemplar
Planar survival
Ward circumvention
Favored enemy
Strike exemplar
Banishment immunity
Planar Sense
Enchant exemplar
Favored enemy
Spells
1 2
0 1 1 0
1 1
1 1
1 1
2 1
2 1
2 2
2 2
3
0
1
1
1
1
2
4
0
1
1
1
Class Features
All of the following are class features of the planar stalker.
Weapon and Armor Proficiency: Planar stalkers are proficient with all simple and martial weapons, light
armor, medium armor, and shields.
Spells per Day: A planar stalker has the ability to cast a small number of divine spells. To cast a spell,
the planar stalker must have a Wisdom score of at least 10 + the spell's level. Planar stalker bonus
spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell
level + Wisdom modifier. When the planar stalker gets 0 spells of a given level, such as 0 1st-level
spells at 1st level, the planar stalker gets only bonus spells. (A planar stalker without a bonus spell for
that level cannot yet cast a spell of that level.) The planar stalkers spell list appears below. A planar
stalker prepares and casts spells just as a cleric does (though the planar stalker cannot use spontaneous
casting to lose a spell and cast a cure or inflict spell in its place).
Portal Sense: At 1st level, the planar stalker gains Portal Sense as a bonus feat.
Resist Exemplar (Ex): At 2nd level, the planar stalker gains a bonus to saves versus the spell-like
abilities of any exemplars he has as a favored enemy equal to his planar stalker class level.
Planar Survival (Ex): At 3rd level, a planar stalker becomes attuned to the planes he visits and
personally immune to natural planar effects. Any effect that would be negated by the avoid planar
effects spell is negated by the planar survival ability as well.
Ward Circumvention (Ex): At 4th level, a planar stalker is able to move through areas warded against
his alignment-type or race by spells or effects such as magic circle against evil or forbiddance. The
planar stalker is still subject to any other effects of the spell while in the area.
10
Favored Enemy: At 5th and 10th level, the planestalker chooses another favored enemy and may
increase the bonuses for any one of his favored enemies by 2, just as a Ranger does.
Skill
s&
Fea
ts
Strike Exemplar (Ex): At 6th level, the planar stalker has trained himself in striking his chosen
exemplars with deadly accuracy. Use the characters bonus against his favored enemy for bypassing the
damage reduction of that type of exemplar. For instance, a planar stalker with favored enemy
(baatezu) at +3 would successfully damage any baatezu with damage reduction lower than +4 whether
the planar stalkers weapon was sufficiently magical or not. If the same planar stalker also had favored
enemy (modron) at +2 his weapons would only be affective against modron with damage reduction
lower than +3. This ability overlaps (does not stack) with the enhancements of the weapon, but can be
improved by other modifiers such as the planar feat Pierce Damage Reduction.
3.5 Version
At 6th level, the planestalker has trained himself in striking his chosen outsiders with deadly accuracy.
When attacking an outsider he has a favored enemy, his weapon can simulate properties for purposes of
bypassing damage reduction, as listed below.
Weapon Type
s Simulated
Magic
Cold
Iron,
Silver
Chaos, Evil,
Good, Law
Adamantine
Epic
Banishment Immunity (Ex): At 7th level, a planar stalker cannot be banished from a plane against his
will by spells such as banishment, plane shift, and teleport unless by a caster four levels higher than
the planar stalkers class level.
Planar Sense (Sp): At 8th level, a planar stalkers senses extend to coexistant planes and he gains the
ability to use extradimensional awareness as a spell-like ability. He may use this ability 3 times per day.
This ability otherwise functions as the spell cast by a sorcerer of the planar stalkers character level.
Enchant Exemplar (Su): At 9th level, a planar stalker is so experienced in overcoming the spell
resistance of exemplars he has as favored enemies he uses his character level for caster level when
penetrating the spell resistance of those types of exemplars.
Planar Stalker Spell List
1st alarm, comprehend, languages, cure light wounds, delay poison, detect secret doors, expeditious
retreat, message, read magic, resist elements, portal beacon, protection from, chaos/evil/good/law
2nd cure moderate wounds, detect chaos/evil/good/law, detect thoughts, interplanar message, portal
alarm*, protection from elements, snare, tongues, undetectable alignment
3rd avoid planar effects, cure serious wounds, foe sight, hold person, improved alarm, neutralize
poison, phantom steed, remove disease
4th attune form, cure critical wounds, dimension door, dimensional anchor, improved portal alarm,
inverted magic, locate creature, foebane, hold m onster, nondetection
Spell List
10
Skill
s&
Fea
ts
2nd detect chaos, detect evil, detect good, detect law, interplanar message, portal alarm, protection
from elements, snare, tongues
3rd avoid planar effects, cure serious wounds, hold person, improved alarm, neutralize poison,
phantom steed, remove disease
4th attune form, cure critical wounds, dimension door, dimensional anchor, improved portal alarm,
locate creature, hold monster, nondetection
Sky Mage
Also known as floating sorcerers or wind wizards, sky mages make up a tradition of arcane spellcasters
that have adapted their skills to the unique environment of the Elemental Plane of Air. It's said that the
group originates from a Prime wizard that was obsessed with trying to develop a non-magical flying
device, and that eventually found his inspiration on the elemental planes. If so, that was millennia ago.
Now, it seems that gliders and balloons are mandatory for spellcasters of the Elemental Plane of Air,
and one is respected as much for one's skill with a glider as for one's spell-slinging capability.
A fair number of air genasi become sky mages, though the tradition is largely human. Very recently, a
group of gnomes have also come to join the tradition, with dreams of building large "air ships" in order
to facilitate travel across the planes. While the idea seems barmy, the gnomes seem perfectly serious
about the endeavor. But then, it could be said that a touch of enthusiastic madness can be found in all
sky mages.
Hit Die: d4
To qualify to become a sky mage (skm), a character must fulfill the following criteria:
Skills: Craft (any two) 2 ranks, Knowledge (elemental plane of air) 3 ranks, Ride 5 ranks
Feats: Craft Wondrous Item
Spells: Ability to cast 3rd-level arcane spells, including feather fall, levitate, and fly.
Special: If your region is Elemental Plane of Air, you may bypass the Knowledge requirement.
Class Skills
The sky mages class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft
(alchemy) Int), Jump (Str), Knowledge (local, Elemental Plane of Air) (Int), Ride (Dex), Spellcraft (Int),
and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier
Level
1
2
3
BaB
+0
+1
+1
Fort
+0
+0
+1
Ref
+2
+3
+3
Will
+2
+3
+3
Special
Glider Pilot, Expert Flier
Flying Master
10
4
5
+2
+2
+1
+2
+4
+4
+4
+4
+1spellcasting level
Wondrous Flying Device
Skill
s&
Fea
ts
Class Features
The following are features of the sky mage prestige class.
Weapon and Armor Proficiencies: Sky mages gain no proficiency in weapons or armor.
Spells per Day: At 2nd and 4th level of the air mage class, the character gains new spells per day as if
she had also gained a level in whatever arcane spellcasting class she belonged to before she added the
prestige class. She does not, however, gain any other benefit a character of that class would have
gained. This essentially means that she adds the level of air mage to the level of whatever other
arcane spellcasting class the character has, then determines spells per day and caster level
accordingly. If a character had more than one arcane spellcasting class before she became an air mage,
she must decide to which class she adds each applicable level of air mage for the purpose of
determining spells per day.
Glider Pilot: When using a sky glider or balloon sling (see new equipment), the sky mage may use her
Ride skill and treat the device as if it were a mount for purposes of feats. She gains a +2 bonus to Ride
checks when doing so.
Expert Flyer: When using magic to fly, a sky mage's maneuverability class (see the Dungeon Masters'
Guide, page 69) is considered to be one higher for every level of Expert Flyer than it would normally
be, so a sky mage using fly has perfect maneuverability rather than good maneuverability. In addition,
the sky mage gains her expert flyer bonus as a dodge bonus to AC and a circumstance bonus to any
Dexterity-based skill check while flying under her own power. These bonuses do not imply if the sky
mage is riding a vehicle (such as the sky glider) or a creature - she must fly under her own power rather
than that of another. The sky mage's expert flyer bonus is equal to her class level.
Flying Magic Mastery: At 3rd level, when using a metamagic feat to modify feather fall, levitate, or fly,
the sky mage may reduce the level of the spell slot by one (not to be lower than the base level of the
spell slot). Only a single usage of a single metamagic feat per spell can be modified in such a fashion.
Wondrous Flying Device: At 5th level, when creating a magic item, the sky mage may install feather
fall, levitate, or fly for 50% less GP than the normal cost to do so (reducing the base GP and XP base
creation costs accordingly). This only applies to the additional cost of the three spells mentioned; the
rest of the item is created normally.
Whirling Dervish
Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their
movement, and speed, rather than on raw damage. For those interested in following this school of
thought, the Whirling Dervishes are an excellent choice. Though the Dervishs' ranks are composed
mainly of Ciphers, they do not bar other factions from joining, with these non-Ciphers making up about
one fifth of the order's numbers.
Hit Die: d6
To qualify to become a whirling dervish, a character must fulfill the following criteria.
Skills: Tumble 10, Move Silently 8, Hide 8
Feats: Dodge, Mobility
10
Skill
s&
Fea
ts
BaB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Increased Movement
Improved Evasion, Minor Skill Mastery
Cartwheel Charge, Sneak Attack +1d6
Critical Sense, Up the Walls
Distance Tumbling
Whirl of Blades, Sneak Attack +2d6
Minor Skill Mastery
Defensive Roll
Excellent Balance, Sneak Attack +3d6
Minor Teleportation
Class Features
All of the following are class features of the Whirling Dervish
Weapon and Armor Proficiency: Whirling Dervishes gain no new weapon or armor proficiencies.
Increased Movement: At first level the Whirling Dervish gains the ability to move farther than normal,
gaining an additional ten feet to their base movement distance rate.
Minor Skill Mastery: As Skill Mastery except the character may choose a number of skills equal to 3+Int
Modifier divided by 2 (rounded down) at 2nd level. At 7th level this ability is gained again.
Improved Evasion: The Whirling Dervish gains Improved Evasion at 2nd level
Sneak Attack: The Whirling Dervish gains the ability to sneak attack at 3rd level if they do not already
have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 6th level and 3d6 at
9th level. If she already has the sneak attack ability from a previous class, the damage bonuses stack.
Cartwheel Charge: At 3rd level the Whirling Dervish gains the Cartwheel Charge ability. (See Cartwheel
Charge in the Song and Silence)
Critical Sense: At 4th level the Whirling Dervish gains the ability to know how best to attack. By
sacrificing one sneak attack bonus dice, if the attack succeeds it is considered an automatic critical
threat. The sneak attack die must be sacrificed before the attack is made. The character can do this
once every three levels of Whirling Dervish. This is an extraordinary ability.
Up the Walls (Ex): Upon gaining 4th level, the Whirling Dervish is able to use their Tumble skill to climb
walls as long as she has two walls to use. If the walls are parallel they must be within 10 feet of each
other. If not then the walls must be touching (for instance, at a corner in a room) and at least at a 135
degree angle of each other. The Climb DC does not change, but the Whirling Dervish may use their
Tumble skill instead of their Climb skill.
10
Distance Tumbling: At 5th level the Whirling Dervish gains the ability to move farther than normal while
tumbling, gaining an additional five feet to their tumbling distance.
Skill
s&
Fea
ts
Whirl of Blades: At 6th level, the Whirling Dervish may attack as if she had the Whirlwind Attack feat a
number of times per day equal to the Whirling Dervishs Constitution modifier. She may only do this if
she is wearing light armor or no armor.
Superior Skill Focus: The Whirling Dervish is able to choose focused skill and an additional bonus again.(
i.e. character gains +2 with Skill focus and an additional +2 to a skill focused skill making the focused
skill have a total of +4)
Defensive Roll: At 8th level, the Whirling Dervish gains the special ability of Defensive Roll. (see the
rogue section of the PHB) if she doesnt already have it.
Excellent Balance (Ex): At ninth level the whirling Dervish can fight normally even while climbing or
balancing on something. This means, for example, a Whirling Dervish could climb a few steps up a
nearby wall to earn the attack bonus for higher ground while engaged in melee. She may also move at
her normal movement rate when climbing or balancing, and may even run (as long as she does so in a
straight line). She must, however, keep at lest one hand free to climb.
Minor Teleportation (Su): At tenth level, the Whirling Dervish gains the supernatural ability to disappear
from sight and travel a distance of their base movement rate in any direction as long as she could have
moved there by means of climbing or running. The Whirling Dervish may do this a number of times per
day equal to two plus their charisma bonus.
Zerth
Those who say that githzerai culture has no structure know about as much as a lemures. Not only is the
society of Zerthimons gith very well organized, it has distinct rules of conduct to follow. However,
there is no denying that githzerai are very independent, and the structure of their culture is unlike that
of any other.
Githzerai tradition is centered upon one tenet: the People come above all. The preservation of the
githzerai is just as important today as in Zerthimons time, and the responsibility for this preservation
falls to a special caste of society known as the zerth. Almost a priesthood, the zerth see themselves as
the heirs of Zerthimon and thus the chosen few who strive to carry on his role as the Savior of the
People.
Zerth philosophy is as curious as the rest of githzerai culture. They strive to achieve mental
enlightenment to aid their physical prowess. They utilize intimate understanding of arcane forces to
guide their trusted karach blades in deadly combat. They think of themselves as a close-knit
brotherhood yet most often work alone, even when pursuing the same end as others in the order.
Perhaps most curious of all is the swordplay philosophy which underlies all the orders teachings. Zerth
warriors strive to be the Eye of the Storm, a tightly focused funnel of chaos. This puts them apart
from monastic orders which try to order their minds to focus their bodies; zerth embrace the chaos
that surrounds them and channel it toward their goal, as aqueduct walls channel bubbling water. In this
manner they are always ready to act, yet they remain unpredictable to their calculating enemies. Also,
zerth have an easy time identifying with foes such as slaadi, who frequently threaten githzerai cities,
allowing the protectors to anticipate and counter these creatures.
To qualify to become a zerth, a character must fulfill the following criteria.
Race: Githzerai
Alignment: any non-lawful
10
Base Attack: +5
Skills: Concentration 4 ranks, Craft (Weaponsmith) 3 ranks, Knowledge (arcana) 4 ranks, Knowledge
(githzerai history) 3 ranks
Skill
s&
Fea
ts
Feats: Combat Casting, Expertise, Weapon Focus (any sword), Dodge, Power Attack
Spells: Ability to cast 2nd level arcane spells.
Special: Must be proficient in at least one type of sword.
Class Skills
The following are the class skills of the Zerth prestige class (and the key attribute for each): Balance
(Dex), Climb (Str), Concentration (Con), Craft (Weaponsmithing) (Int), Intimidate (Cha), Jump (Str),
Listen (Wis), Move Silently (Dex)
Skill Points at Each Level: 2 + Int modifier.
Level
1
2
3
4
5
6
7
8
9
10
BaB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Forge karach, Eye of the Storm
Zerth blade
Channel the Maelstrom I
The Karach Sings True
Channel the Maelstrom II
Chain blade
Channel the Maelstrom III
The Karach Sings True
Channel the Maelstrom IV
Singing blade
Spells
1 2
1 1 1 1
2 1
2 1
2 2
3 2
3 2
3 3
4 3
3
1
1
1
2
2
2
3
4
1
1
1
2
2
2
Class Features
Weapon and Armor Proficiency: Zerth do not gain proficiency in any new weapons, but they do gain
proficiency in light armor.
Forge karach (Su): The symbol of the zerth order is the distinctive karach blade, which initiates must
forge as their first test. When a githzerai first becomes a zerth he learns how to siphon away a tiny
part of the Chaos Soup from the githzerai home plane to forge into a deadly, flexible weapon. Forging a
karach blade takes the same amount of time as a greatsword, although you do not need to pay material
costs. A karach blade never takes a definite form, it always seems to shimmer as if behind a heat haze.
The blade can superficially look like many weapons, however, although with concerted effort by the
zerth. In order to form the karach blade into a coherent weapon, the zerth must make a Concentration
check at a DC equal to the weapons max damage plus 10. Forming a shortsword, for instance, would
require a DC of 16 while a longsword requires an 18. The blade, being made of chaostuff, is extremely
temporal and rapidly melts if the zerth is not focused on it (i.e. not in battle) for more than 5 rounds
or is unconscious.
Zerth blades are extensions of the zerths mind, and the blades easily reflect the zerths mind. The
blade will turn cruel and black with anger, shining and cold with righteousness, and calm blue for
smugness. A zerth with his karach blade formed is at a disadvantage, though, when trying to conceal
his emotions. Bluff checks and Innuendos made while the blade is out receive a -2 penalty.
10
Eye of the Storm (Su): The focus exercises of the zerth order allow exceptional concentration in hectic
situations. A zerth envisions himself as the focused eye of a raging tempest, a seemingly benign center
that could turn violent at any moment. A zerth receives his Dex bonus to AC when flat-footed, and also
a bonus to reflex saves against traps or other surprises equal to his zerth level.
Skill
s&
Fea
ts
Zerth Blade (Su): Upon reaching 2nd level, the zerth has begun to exude the force of his will into his
karach blade. Regardless of the shape that the blade currently has, it is considered a +2 weapon, but
only with regard to meeting a creatures damage reduction. When used against lawful planeborne this
bonus increases to +3.
Channel the Maelstrom (Sp): At 3rd level the zerth has achieved a special harmony with his karach
blade that allows him to store arcane energy in it. The zerth may store a magic spell or psionic power
within the chaostuff which makes up the blade freeing up a slot. The spell or power stored must have
as its target a specific creature or object, not an area or individuals within an area, and they may not
affect the zerth. For example, shocking grasp would be acceptable since its target reads creature or
object touched, but shout is not acceptable since it affects a cone. The spell or power, once
activated, originates from the karach blade not the character, so that any cones are fixed upon it, and
any touch spells require that the subject is touched by the blade. At 5th level the zerth may store 2
spells at a time, and at 7th and 9th the maximum changes to three and four respectively. Each of the
spell slots within the blade may only be used once every 24 hours. Should the blade leave the zerths
possession for more than 1 minute, it immediately melts, releasing all stored spells and powers
directed at random targets.
For example, a zerth could memorize hold person and then store it in his blade. For all intents and
purposes he has cast the spell and may memorize new spells, or even hold person again, normally.
However, the spells effects do not manifest until the zerth desires, when they are channeled through
the blade itself.
The Karach Sings True (Ex): When the zerth reaches 4th level, his blade becomes more deadly,
extending its critical range downward by one. At 8th level the critical range is extended downwards by
another one, increasing the total adjustment to two.
Chained Blade (Su): At 6th level the zerth has extremely fine control over his karach blade, allowing
him to loosen his command over the chaostuff without losing complete control. The blade now seems
to bend and whirl in combat, though it remains as tangible as before when parrying or pinning.
However, when the zerth makes an attack, the karach tries to whip back at the opponent, slashing
independently of its masters movements. As long as the zerth hits by more than three, the karach
blade will whip like a chain, dealing another dice of damage. This happens every attack so that a zerth
attacking someone twice in a round with karach resembling a longsword could conceivably deal 2d8 per
attack for a total of 4d8.
Singing blade (Su): At 10th level the zerth has achieved such harmony with his blade, that his willpower
fills the air with a haunting cacophony of ghostly tones. Witnesses have described the noise as
reminiscent of a high wind through the eaves of a house, though the accounts vary widely. When the
zerth wields his weapon in combat, all enemies within 20 feet of the blade must make a Willpower
check (DC equal to the zerths total levels) or suffer a -2 to both attack and armor class. Allies of the
zerth are heartened by the tones and feel themselves goaded into fighting with wild abandon,
receiving a +2 to their attacks. The zerth himself flows along with the swirling chaostuff in his weapon,
a spinning dance which makes him hard to strike and increases his armor class by 2. He is not inspired
by the blades song ... any more than a torch illuminates itself, and thus does not receive the attack
bonus.
Zerth Spell List
10
1st expeditious retreat, color spray, mage armor, magic weapon, protection from law, shield, true
strike
Skill
s&
Fea
ts
2nd alter self, blur, bulls strength, cats grace, detect law, detect, chaos, mirror image, protection
from arrows, shatter, shield other
3rd displacement, greater magic weapon, haste, keen edge, magic circle against law, magic vestment
4th chaos hammer, dimension door, fire shield, improved invisibility, stoneskin
11
Skill
s&
Fea
ts
11