Dragonstar - Player's Companion
Dragonstar - Player's Companion
Dragonstar - Player's Companion
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paign setting designed for the d20 System. The Player’s rules and to publish game products derived from and
Companion is a valuable resource for both players and compatible with those rules.
DMs and the perfect complement to the Starfarer’s In fact, all rules-related material is designated as Open
Handbook and Guide to the Galaxy. Game Content. You can use this material in your own
Player’s Companion is a compendium of new classes, works, as long as you follow the conditions of the Open
feats, spells, spellware, psionics rules, and more. Within Game License.
these pages, you’ll find prestige classes like the arcane Not everything in this book is open, however. All
commando and dragon slayer, feats like Expert Gunner game mechanics and rules-related material, and all
and Greater Dragonblood, and spellware enhancements game statistics derived fom the d20 System SRD, are
like golem arms and magic touch. designated as open game content. Background and set-
There are also several legendary ting information are designated as closed content.
classes, such as the machine man The following are designated as Product Identity
and the rebel. pursuant to section 1(e) of the Open Game
License, included in full at the end of this
How To Use This Book book: the Dragonstar name, logo, and
trademark, the graphic design
Player’s Companion is designed and trade dress of this book
for both players and DMs. The and all other products in the
book presents new options for Dragonstar line, all graphics,
both player characters and non- illustrations, and diagrams in
player characters, as well as this book, and the names
new rules a DM can incorpo- Mezzenbone, Khelorn,
rate into his campaign. To use Lazalius, Shul, Asamet, and
the book effectively, you’ll Qesemet.
need the d20 System core
rules and the Starfarer’s
Handbook. The Guide to the
INTRODUCTION
Galaxy will also be helpful for
background information and set-
ting context.
4 CHAPTER ONE
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CLASSES
CLASS SKILLS
Prestige Classes The adamantine infiltrator’s class skills (and the key
ability for each skill) are Bluff (Cha), Craft (Int),
This section presents a number of new prestige class-
Decipher Script (Int, exclusive skill), Diplomacy (Cha),
es for inclusion in your Dragonstar campaign. The
Disguise (Cha), Escape Artist (Dex), Forgery (Int),
names and game statistics of these classes are designat-
Gather Information (Cha), Hide (Dex), Innuendo (Wis),
ed as Open Game Content. Background information
Knowledge (all skills taken individually) (Int), Listen
and descriptive text are designated as closed content.
(Wis), Open Lock (Dex), Move Silently (Dex), Perform
(Cha), Profession (Wis), Read Lips (Int, exclusive skill),
Adamantine Infiltrator Search (Int), Sense Motive (Wis), Spot (Wis), and
Tumble (Dex).
The Adamantine Order’s covert mission requires Skill Points at Each Level: 4 + Int modifier.
CHAPTER ONE: CLASSES
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Charisma-based skill checks. The second, gained at 4th
level, grants a +2 bonus. The third, gained at 7th level,
grants a +1 bonus.
Extend Cover (Ex): An infiltrator survives in his
assumed identity by learning the ins and outs of the
organization he has inflitrated, including the names,
positions, and habits of others within that organization.
At 2nd level, his knowledge of these matters is suffi-
ciently complete that he can create a plausible tempo-
rary identity for one other character (who may or may
not be an infiltrator as well), who gains a +1 bonus on
all Charisma checks and Charisma-based skill checks
made while acting under that false identity. At 7th level,
the infiltrator may grant the bonus to a number of other
characters equal to half his class level.
Mimic Class Feature I (Ex): The infiltrator’s mimic-
ry of his assumed identities becomes so great that he
learns to imitate their class features in addition to their
appearance and mannerisms. While assuming the iden-
tity of another person, the infiltrator may use one of the
class features gained by that person’s class at 1st level as
if the infiltrator were also a member of that class. An
infiltrator imitating a fighter, for example, would gain a
bonus feat for as long as he maintained that identity,
while one imitating a monk would gain the Unarmed
assumed identity to which he does not know the answer, level. The infiltrator can imitate the class features of
he may make a check against his class level plus only a single class per adventure, so he could not fully
Intelligence modifier, if positive (DC 15). If successful, mimic the class features of a multiclass character,
the infiltrator makes up a plausible enough answer to although he may select a new class at the beginning of a
fool those who know the person he is impersonating. new adventure. In addition, the infiltrator is limited to
The infiltrator may only use this ability a number of class features available at one-half his class level
times per day equal to 1 + his Wisdom modifier. At 9th (rounded down). Therefore, a 9th-level infiltrator could
level, the number of uses per day increases by 2. imitate class features of 4th level or lower, while a 10th-
Self-Deception (Ex): At 5th level, the infiltrator has level infiltrator could imitate class features of 5th level
CHAPTER ONE: CLASSES
learned to compartmentalize his mind so that nothing or lower. Like mimic class features I, mimic class fea-
short of supernatural or magical examination will reveal tures II is usable for as long as the infiltrator maintains
his true identity. This is because the infiltrator has his identity. Once he reverts to his own identity (or
learned a form of self-hypnosis, by which he convinces assumes another), he loses use of the mimicked features.
himself that he is in fact the person he is impersonating.
The infiltrator’s true personality is submerged within his
false persona but is nevertheless in control of his The Adamantine Order
actions. This ability applies to every assumed identity
the character currently possesses. If the infiltrator
acquires additional identities as he gains further levels,
PURPOSE
this ability affects those new identities as well. The Adamantine Order is the primary intelligence
Uncanny Resemblance (Ex): Over time, the infiltra- agency of the Kingdom of Asamet and the Dragon
tor spends more of his life pretending to be someone Empire—in that order.
else than he spends in his own identity. Consequently,
his mimicry continues to increase to unheard of levels. LEADER
At 6th level, the infiltrator gains a +3 bonus to all Lord Shul (NE half-dragon/half-blood yuan-ti male
Disguise and Perform checks made while in an assumed Rog10/Asn10)
identity. At 8th level, this bonus increases to +4. At 10th
level, the bonus increases to +5.
Mimic Class Features II (Ex): The infiltrator’s mim-
CURRENT ACTIVITIES
icry has now become expert enough to include addition- Originally founded as the intelligence arm of House
al class features of his assumed identity. At 9th level, the Noros, the Adamantine Order quickly became associat-
infiltrator gains the ability to acquire the class features
of the person he is currently impersonating beyond 1st
ed with the Kingdom of Asamet as a whole. Chromatic groups of enemies: dissident partisans within the
dragons of every house and their servants worked Kingdom of Asamet, the insurrection, and Outlanders.
together to undermine the rival Kingdom of Qesemet by
any means necessary. This included assassination, sabo-
The order has the most experience dealing with the first
of the three, since it has done so for untold millennia.
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tage, disinformation campaigns, blackmail, and much The insurrection is frequently aided by Qesemet, which
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more—no activity was too underhanded or dishonorable means that more delicate and deniable approaches to the
in pursuit of ultimate power in the galaxy. Under a suc- order’s objectives are often required. Against
cession of devious leaders, the order achieved many Outlanders, the order is frequently less successful, since
remarkable victories in the war against the Golden it rarely takes these primitive worlds seriously—a
Kingdom, but its operations were still limited in scope potentially fateful mistake, as the drow of the ISPD con-
by the inescapable reality that the emperor was not a stantly explain, much to Lord Shul’s chagrin.
chromatic but a metallic dragon.
That all changed when Mezzenbone ascended the CAMPAIGN INTEGRATION
imperial throne and the Red Age began. One of the Red
The Adamantine Order is, in some ways, a difficult
Dragon’s first acts was to universalize the activities of
organization to integrate into a Dragonstar campaign.
the Adamantine Order, making it the primary intelli-
Although it is obviously a potent antagonist, it is also
gence service of the entire empire. The emperor lav-
not as obviously evil as the ISPD, for example. It regu-
ished the order with funds, personnel, and magical and
larly places the interests of the Iron Kingdom ahead of
technological aid of all sorts. He expanded its mandate
those of the empire as a whole, yes, but it does genuine-
beyond the confines of the Kingdom of Asamet so that
ly wish to defend the empire, if only because it is now
it could find—and eliminate—enemies of the Dragon
controlled by the chromatic dragons. Consequently, the
Empire wherever they were found.
order sometimes acts nobly, even idealistically, despite
Needless to say, Mezzenbone’s directives met with
its morally dubious methods. This makes the order a
opposition in many quarters. The grand dukes of the
complex organization of villains. Agents of the
Golden Kingdom understandably questioned the ulti-
Adamantine Order are not traditional “black hats” who
mate loyalties of the Adamantine Order. They doubted
cackle maniacally and undertake mad quests for person-
whether they could truly serve the interests of the entire
al power no matter what the consequences. In some
empire and not just those of Asamet. This is a fair criti-
respects, this makes them perfectly suited to
cism and one that some within the order have attempted
Dragonstar campaigns that take its eschewing of sim-
to correct. Strange though it may seem, the organiza-
ple good versus evil plots to heart.
Arcane Commando
The arcane commando is an armored spell-
caster who combines magical abilities with
potent combat training. Arcane commandos are
masters of stealthy combat, moving quickly
and silently into a situation, where they elim-
inate their targets in the most direct—and
often brutal—fashion available. While
arcane commandos rely heavily on their
arcane spells, they are equally dependent
upon striking opponents when they are at a disad-
vantage. They employ sneak attacks and ambushes
to achieve their ends with a proficiency that is sec-
ond only to those solely dedicated to them.
Fortunately, arcane commandos can hold their
own in direct confrontations as well. More fight-
ers than spellcasters, they are among the most
feared combatants in the Dragon Empire and
with good reason.
Hit Die: d6.
REQUIREMENTS
To become an arcane commando, a character
must meet all of the following criteria.
CHAPTER ONE: CLASSES
CLASS SKILLS
The arcane commando’s class skills (and the key
ability for each skill) are Climb (Str), Concentration
(Con), Craft (Int), Demolitions (Int), Freefall (Dex)
Jump (Str), Hide (Dex), Listen (Wis), Move Silently
(Dex), Profession (Wis), Spellcraft (Int), and Spot
(Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
The following are features of the arcane commando.
Weapons and Armor Proficiency: An arcane com-
mando is proficient with all simple weapons and martial
weapons and light, medium, and heavy armor. Note that
TABLE 1-2: THE ARCANE COMMANDO 9
Base
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Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1st +0 +2 +2 +0 Armored caster
2nd +1 +3 +3 +0 Sneak attack +1d6 +1 level of existing class
3rd +2 +3 +3 +1 Improved combat casting
4th +3 +4 +4 +1 Sneak attack +2d6 +1 level of existing class
5th +3 +4 +4 +1 Perfect aim
6th +4 +5 +5 +2 Sneak attack +3d6 +1 level of existing class
7th +5 +5 +5 +2 Armored caster
8th +6 +6 +6 +2 Perfect aim,
sneak attack +4d6 +1 level of existing class
9th +6 +6 +6 +3 Perfect aim
10th +7 +7 +7 +3 Sneak attack +5d6 +1 level of existing class
armor check penalties for armor heavier than leather level, +3d6 at 6th level, and so on). Should the com-
apply to the skills Balance, Climb, Escape Artist, Hide, mando score a critical hit with a sneak attack, this extra
Jump, Move Silently, Pick Pocket and Tumble. Also, damage is not multiplied.
Swim checks suffer a –1 penalty for every 5 pounds of It takes precision and penetration to hit a vital spot, so
armor and equipment carried. ranged attacks can only count as sneak attacks if the tar-
Spells per Day: An arcane commando continues his get is within 30 feet.
training in arcane magic. Thus, when an arcane com- With a sap or an unarmed strike, the arcane comman-
mando gains an even-numbered level, the character do can make a sneak attack that deals subdual damage
gains new spells per day as if he had also gained a level instead of normal damage. He cannot use a weapon that
in an arcane spellcasting class he belonged to before he deals normal damage to deal subdual damage in a sneak
The Shadow Guards two things. The first is their use of unprepared spells. All
Guards are sorcerers of varying degrees of power. They
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who fled their former patrons and now have taught their
program the Guards follow is brutal and extremely techniques to outsiders. Others claim that it is fear of the
demanding. Only the best are capable of surviving, let Guards’ effectiveness that drives the appearance of these
alone completing it. That is exactly as House Noros new units. With Mezzenbone’s ascendancy, conflict
wishes it. For while many houses employ conventional between Asamet and Qesemet may become more com-
training programs that deviate little from accepted wis- mon. It only makes sense for Qesemet to create its own
dom in these matters, the black dragons, under their commandos to counter the Shadow Guards.
grand duchess Ivaldor, have come to see that magical
ability is as important an attribute as any other. Indeed,
the Black Mother personally asked that her military CAMPAIGN INTEGRATION
commanders create a unit of magical soldiers, who com- The Shadow Guards work best as adversaries in most
bine sorcerous talent with superior combat skills. The Dragonstar campaigns. They are the ultimate elite war-
Shadow Guards are the result. riors, examples of arcane commandos that use their
The Guards are employed primarily in the domains of magical abilities to strike fear in the hearts of their ene-
House Noros, although they occasionally operate more mies. In this capacity, the DM can use them whenever
widely within the Iron Kingdom. When they do, they do he wishes to show the player characters that a villain
so at the behest of the grand dukes of Asamet. House means business. Sending a unit of Shadow Guards after
Mazorgrim, for example, has asked to be lent several them is a sure way to make it clear that their opponent
units of Shadow Guards on several occasions, a request will accept nothing less than complete victory at any
that Noros has never refused, owing to their longstand- cost. Shadow Guards also make great villains in their
ing alliance with their red brethren. The Guards never own right. A Guard leader will certainly be an impres-
operate in Qesemet space—at least not officially. There sive individual with many powerful abilities. As the
are reports of their having been involved in various leader of a raiding party in the Outlands, for example, he
activities within the Golden Kingdom, but they have could challenge most player characters.
It is possible that the PCs might be members of the CLASS FEATURES
Shadow Guards. In such a case, the campaign will take
All of the following are class features of the celestial
on the character of a special ops story, with the PCs
being sent on dangerous missions deep into enemy ter-
guardsman. 11
Weapons and Armor Proficiency: A celestial
ritory. The odds will be stacked against the characters,
guardsman is proficient with all simple and martial
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but their special training and remarkable abilities should
weapons, light, medium, and heavy armor. Note that
be up to the task. Not all Shadow Guards need be evil,
armor check penalties for armor heavier than leather
although most are. All are utterly ruthless and willing to
apply to the skills Balance, Climb, Escape Artist, Hide,
do whatever it takes to complete their assignment. This
Jump, Move Silently, Pick Pocket and Tumble. Also,
means that DMs or players who are uncomfortable with
Swim checks suffer a –1 penalty for every 5 pounds of
such an uncompromising approach should avoid includ-
armor and equipment carried.
ing Shadow Guard characters in their campaigns. If
Spells per Day: A celestial guardsman continues his
nothing else, the group can serve as a model for other
training in divine magic. Thus, when a new guardsman
arcane commandos of a less morally questionable sort.
level is gained, the character gains new spells per day as
if he had also gained a level in a divine spellcasting class
Celestial Guardsman he belonged to before he added the prestige class. He
does not, however, gain any other benefit a character of
Among the greatest defenders of good in the Dragon
that class would have gained. If the character had more
Empire are the members of the Celestial Guard, a broth-
than one divine spellcasting class before becoming a
erhood of clerics and paladins (and the occasional
celestial guardsman, the player must choose one class to
ranger) whose dedication and zeal are second to none.
which to add each celestial guardsman level for deter-
Though the ascension of Mezzenbone to the Golden
mining spells per day and spells known.
Throne has largely shunted these holy warriors to the
Smite Evil (Su): Once per day, a celestial guardsman
Outlands, celestial guardsmen nevertheless continue to
of 1st level or higher may attempt to smite evil with one
fight boldly against evil. They see protecting the weak
normal melee attack. He adds his Charisma modifier (if
and the innocent as necessary aspects of their vocation
positive) to his attack roll and deals 1 extra point of
as well, which is why the Guard has found ample oppor-
damage per class level. If the guardsman smites a crea-
tunities to do good in the Outlands. Few evildoers dare
ture that is not evil, the smite has no effect but it is still
face a celestial guardsman unprepared, for their right-
used up for that day. At 4th level, the guardsman may
eousness when enraged by injustice is truly terrifying—
smite evil twice per day, and at 7th level he may smite
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Church, which preached tolerance as a reflection of the
Guard prefers to operate according to a “simplistic”
totality of existence. The Guardsmen clung to the belief
morality that defines evil as the enemy. There is no com-
that evil was not, as many believed, a fundamental prin-
promise with evil. To do so is to betray good—or so say
ciple but rather a corruption of good. Therefore, it could
many Guardsmen.
be destroyed without diminishing the universe.
Consequently, the DM can portray the Celestial
After a series of imperial condemnations, the
Guard in one of two different ways, depending on his
Celestial Guard was reorganized and given the sole
desires. The first is as a band of white knights who serve
responsibility of protecting the grand dukes and their
and protect the innocent even at the cost of their own
families. This move met with resistance from diehard
lives. They serve the gods without question and do what
supporters of the more strident positions of the past, but
they must to foster righteousness in the galaxy. The sec-
they eventually lost control of the Guard. It attracted
ond is as a group of narrow-minded bigots who would
fewer and fewer paladins and became better known as a
prefer to bring down the empire in their crusade than
sinecure for the scions of noble houses looking to give
take a more pragmatic approach in keeping with the
their sons and daughters a prestigious but undemanding
Imperial Charter.
position within the empire.
Of course, there’s no reason the DM needs to choose.
So it was for many years—until the ascension of
The Celestial Guard includes members of both varieties,
Mezzenbone to the imperial throne. This event shook
as well as those in between. They can be used in a vari-
the Celestial Guard to its foundations. Despite the reor-
ety of different adventures, whether as sympathetic
ganization of the past, there were still a handful of
heroes or misguided antagonists. They can also be
Guardsmen who stayed true to the old ideals. Now that
patrons to characters who travel into the Outlands. In
a red dragon ruled the empire, they saw it as their duty
that region of space, the Guard is stretched very thin and
to oppose the evil that he represented and fostered. They
can use all the help it can get. Even if the DM prefers to
could not do so within the empire’s borders or they
portray the organization in a questionable light, they
would risk censure as they had in the past. Even as a
make excellent patrons in most Dragonstar campaigns.
covert agency, the Guard would be in danger if it dared
REQUIREMENTS
To become a combat ace, a character must meet all of
the following requirements.
Base Attack Bonus: +5.
Pilot: 8 ranks.
Use Device: 6 ranks.
Feats: Combat Ace, Gunner’s Eye.
Special: Must have the pilot evasion class feature.
CLASS SKILLS
The combat ace’s class skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Freefall (Dex),
Intuit Direction (Wis), Jump (Str), Navigate (Int), Pilot
(Dex), Profession (Wis), Repair (Int), Spot (Wis), Swim
(Str), Use Device (Int), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the combat
CHAPTER ONE: CLASSES
ace.
Weapons and Armor Proficiency: A combat ace is
proficient with all simple and martial weapons and with
light armor. Note that armor check penalties for armor
heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket
and Tumble. Also, Swim checks suffer a –1 penalty for
every 5 pounds of armor and equipment carried.
Combat Maneuvers (Ex): Once per day, beginning
at 1st level (and increasing in frequency every other
level), a combat ace may freely perform two standard
vehicle combat actions (see Starfarer’s Handbook,
pages 158–159) in a single round as if they were only
one standard action. For example, he could attack and
ram as a single standard action or even attack twice.
Improved Speed Demon (Ex): At 2nd level, the
combat ace improves the effectiveness of the pilot’s
speed demon class feature. This improved ability
increases the top speed of any vehicle operated by the
combat ace by 10.
Combat Initiative (Ex): Beginning at 2nd level and
increasing by one every other level thereafter (4th, 6th,
8th, and 10th level), the combat ace gains a +1 bonus to
TABLE 1-4: THE COMBAT ACE 15
Base
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Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +0 Combat maneuvers 1/day
2nd +2 +1 +3 +1 Improved speed demon, combat initiative +1
3rd +3 +1 +3 +1 Combat maneuvers 2/day
4th +4 +2 +4 +2 Combat dodge, combat initiative +2
5th +5 +2 +4 +2 Combat maneuvers 3/day
6th +6 +3 +5 +3 Bonus feat, combat initiative +3
7th +7 +3 +5 +3 Combat maneuvers 4/day
8th +8 +3 +6 +3 Bonus feat, combat initiative +4
9th +9 +4 +6 +4 Combat maneuvers 5/day
10th +10 +4 +7 +4 Improved pilot evasion, combat initiative +5
Wraith Squadron pace of the war, as the forces of good feel ever-more
threatened and the forces of evil see the Red Age as an
opportunity not to be missed.
PURPOSE There has always been a place in the empire for mer-
cenary pilots and gunners, who use their skill with star-
Wraith Squadron is a band of mercenary combat aces
ships to win them wealth and position in exchange for
nominally affiliated with Qesemet but willing to work
unofficial service to one (or both!) of the factions in the
wherever their services are needed—if the pay is right.
secret war. These men and women are often ex-military
types who have left behind a life of service to the empire
for the lure of a fortune won in illicit warfare. Others are
self-trained and lacking in the discipline needed to sur- If the PCs are in positions of power, they might con-
vive in the Imperial Legions, while possessing talents ceivably hire Wraith Squadron for missions. Of course,
16 equal to the best of its combat aces. Whatever their ori-
gins, these mercenaries content themselves to work in
Batulso Serthur demands fairly high fees for his men,
which does put them out of the range of all but the
the shadows, fighting battles that few will ever know wealthiest employers. Alternately, down-on-their-luck
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and about which no bard will ever compose a song. characters could attempt to sway Serthur with their tales
Wraith Squadron is one of the few reasonably well- of woe and appeal to his ideals. He is, after all, devoted
known groups of mercenary pilots and gunners. Of to the cause of good at least as much as the pursuit of
course, “reasonably well-known” is a relative term. The wealth. If the PCs can be sufficiently persuasive, they
Squadron has garnered some fame within Qesement, might be able to hire Wraith Squadron to aid their wor-
especially within the domain of House Handor. Founded thy cause.
less than a generation ago by an Outlander named If the PCs are of an evil bent, Wraith Squadron could
Batulso Serthur, the Squadron has always been more become an adversary. If they’re mercenary pilots, the
public in its activities than many of its competitors. Its Squadron might be rivals, although not necessarily vio-
name derives from the untraceable nature of Serthur lent ones. After all, the world of combat aces is driven
himself, whose original homeworld is unknown and by one-upmanship and quests for status. Characters liv-
whose ultimate loyalties are mysterious. All that is ing in this world would undoubtedly see besting the
known for certain is that he was born outside the Dragon Squadron as a good way to make a name for themselves
Empire and cares little for his adopted homeland’s polit- and secure their place among the pantheon of galactic
ical structure. He saw clearly that the Red Age would be top guns. This is but one example of how to use this
disastrous for the galaxy—especially the Outlands—and group in ways other than as literal foes.
founded the Squadron to fight against it.
That said, Wraith Squadron is still a mercenary com-
pany. Profit is an important element in its decision to Dark Zone Explorer
accept any job. Serthur rarely turns down genuine char- The Dark Zone is a wild and dangerous place whose
ity cases, but he does not seek them out. He prefers to worlds and inhabitants are largely unknown to the
work for wealthy patrons whose own goals coincide Dragon Empire. The empire has outlawed exploration of
with his anti-imperial politics. That means nobles and the Zone, believing it to be a deadly place from which
merchants are his primary employers, as well as factions no good can come. Of course, this hasn’t stopped many
of the Unification Church that oppose Mezzenbone’s brave and curious individuals from flouting imperial
CHAPTER ONE: CLASSES
rule. Any mission that nets the Squadron both riches and sanction and venturing into the Dark Zone. Over the last
a chance to strike against injustice is sure to catch the few decades alone, the number of Dark Zone explorers
eye of its mysterious leader. has increased considerably, providing the galaxy with
Wraith Squadron has grown quite large over the years. much more insight into this bizarre area of space.
Now, it consists of three-dozen pilots, all with their own Dark Zone explorers are both hardy and knowledge-
vessels. The Squadron also maintains a large freighter able. The time they spend within the Zone has given
called the Second Chance, which it uses as a mobile them many insights into its hazards and creatures. The
headquarters. Serthur’s pilots are a ragtag band com- most successful of these have been able to channel those
prised of many races, all united in their desire to fight insights into useful abilities that enable them to survive
the secret war on behalf of good and make money in the within the Zone and to aid others who wish to travel
process. within its black confines. Explorers of this sort have a
reputation for being quirky and unconventional. That
CAMPAIGN INTEGRATION they are willing to circumvent or ignore a longstanding
dictate of the empire is proof enough that they transcend
Wraith Squadron can be added to most Dragonstar
ordinary modes of thought. Whether this makes them
campaigns without much difficulty. The merc company
dangerous, foolish, or praiseworthy remains largely a
makes an excellent organization to which good-aligned
matter of perspective.
player characters can belong. Although not members of
Hit Die: d8.
the Insurrection, they do war against evil on behalf of
Qesemet. Comprised primarily of pilots and gunners,
there is room for mechanists and other support person- REQUIREMENTS
nel in the company. With access to so many starships, To become a Dark Zone explorer, a character must
they travel across the galaxy with regularity, which is a meet all of the following requirements.
boon for DMs looking for a wide-ranging campaign. Base Attack Bonus: +5.
Feats: Alertness, Dark Zone Veteran, Skill Focus Intuit Direction and Wilderness Lore checks while trav-
(Knowledge [Dark Zone]). eling within the Zone.
CLASS SKILLS
Dark Zone Combat (Ex): Beginning at 3rd level and
increasing every three levels thereafter (6th and 9th), the
17
explorer gains a +1 bonus to all attack and weapon
The explorer’s class skills (and
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damage rolls against creatures native to the Dark
the key ability for each skill) are
Zone. Creatures originating in other parts of
Craft (Int), Freefall (Dex), Gather
the galaxy but which can be found in the
Information (Int), Heal (Wis), Intuit
Dark Zone do not qualify for this bonus.
Direction (Wis), Knowledge
In a similar vein, creatures native to
(Dark Zone) (Int), Pilot (Dex),
the Dark Zone but found elsewhere
Profession (Wis), Search (Int),
(such as mind flayers) do qualify.
and Wilderness Lore (Wis).
Explorer’s Grace (Ex): At 4th
Skill Points at Each
level, the explorer may add his
Level: 4 + Int modifier.
Wisdom bonus (if any) to all
Fortitude and Reflex saving
CLASS FEATURES throws, to represent the hon-
All of the following are ing of his skills to avoid the
class features of the Dark dangers of the Dark Zone.
Zone explorer. Bonus Feat: At 5th level
Weapons and Armor and again at 8th level, the
Proficiency: An explorer is explorer gains a bonus feat
proficient with all simple from the following list: Great
weapons and light armor. Fortitude, Iron Will,
Note that armor check penal- Lightning Reflexes, Skill
ties for armor heavier than Focus, and Toughness.
leather apply to the skills Resist Radiation (Ex): At
Balance, Climb, Escape 7th level, the explorer gains
Artist, Hide, Jump, Move the benefits of the Resist
Silently, Pick Pocket and Radiation feat.
Confederation’s expansion across the galaxy, its explor- the true nature of the mysterious nebula.
ers encountered a vast inky nebula that they dubbed the However, the Irindulans never breached the regula-
Dark Zone. The Confederation found the nebula tions against entering the Dark Zone—at least not in
strangely disconcerting and, despite their yen for adven- large numbers. A handful of daring gnomes and their
ture, steadfastly avoided it. The Dark Zone, however, allies sponsored illicit expeditions into the nebula. As
fascinated the gnomes of Irindul III. For them, it was the ever, few returned. This did not blunt enthusiasm for the
ultimate symbol of the unknown—and had to be con- project, but it did cut down on the number of volunteers
quered. for such missions. Over the millennia, the number of
The Irindulan gnomes sent many exploratory vessels trips into the Dark Zone dwindled, until even rumors of
into the Dark Zone and almost none of them ever such things became almost legendary, even among the
returned. This did not deter the gnomes, who felt it was Irindulans and their allies. They still accumulated infor-
their duty to plumb the depths of the nebula, whatever mation and analyzed data, hoping to overcome the prob-
the cost. Their Forongorn brethren attempted to dis- lems of the past, but that is a far cry from actually vio-
suade them from this path, but to no avail. It was only lating imperial law and braving almost-certain death in
when a starship finally emerged from the Dark Zone that the Dark Zone. From time to time, a starship would skirt
Irindulan attitudes changed toward it. The starship was the edges of the nebula and return, but few expeditions
crewed by mind flayers and it wrought havoc in the were launched into its depths.
Irindul system before it was finally destroyed. The In recent years, an organization calling itself the
Confederation used it as proof that the Dark Zone was Irindul Society has appeared on several important
not safe and it formally forbade any further attempts to worlds throughout the Dragon Empire. The Society pub-
explore it. Every major interstellar government has licly lobbies for the opening of the Dark Zone for explo-
upheld this interdict since then, including the Dragon ration. Its members, including several veterans of the
Empire, which maintains it to this day. Royal Exploratory Service, believe that now is the right
Of course, the gnomes of Irindul III continued to be time to undertake this grand quest. The Dark Zone
remains one of the last frontiers of knowledge. The
Society wishes to honor the memory of the earlier Dragon Slayer
Irindul gnomes, who felt similarly and who risked so
much to acquire what little knowledge there is about the
In the Dragon Empire, slaying a dragon, whether of
Asamet or Qesemet, is the ultimate crime.
19
nebula. Consequently, the art of slaying these mighty creatures
19r19
The Society is generally viewed with suspicion by is both rare and illegal. Over the millennia, though,
most subjects of the Dragon Empire. The Dark Zone is numerous individuals and groups have arisen that have
a galactic bugaboo and all “right-thinking” beings know practiced dragon slaying, some of them quite success-
that it is best left alone, lest its weird inhabitants—the fully. These dragon slayers have learned that nimbleness
mind flayers and worse—are aroused in anger. is as important as strength, since dragons are far more
Nevertheless, the Society has launched several covert powerful than almost any other mortal race. Few stand a
missions into the edges of the nebula. A few of them chance going toe to toe with a dragon in ordinary melee
have returned with tales of barren, desolate worlds and combat.
the mind flayers’ strange biotechnological civilization. The dawn of the Red Age has seen the number of
This has emboldened the Society to push for the lifting dragon slayers rise in the galaxy. Though still rare, they
of the empire’s interdiction, as well as the mounting of can be found among partisans of both draconic king-
new expeditions. The former seems unlikely, but the lat- doms, as well as among anti-imperial groups who view
ter is clearly a possibility. In fact, the Irindul Society’s the slaying of a dragon as the ultimate expression of
membership is growing. Its leaders believe it is only a their political philosophy. Slaying a dragon without
matter of time before it finally pieces together the truth cause is still a capital crime in the empire, but
about this phenomenon that has baffled the galaxy for Mezzenbone has been known to look the other way
thousands of years. when a death serves his agenda, which has only encour-
aged the appearance of more examples of this rare breed
CAMPAIGN INTEGRATION of killers.
The Irindul Society can be used in several ways. The Hit Die: d10.
simplest is as a patron for player characters looking to
explore the Dark Zone. In this case, they provide back- REQUIREMENTS
ing and support for adventurers undertaking this most To become a dragon slayer, a character must meet all
dangerous of missions. The DM can use them as mere of the following requirements.
seekers after knowledge, but they might be more than Base Attack Bonus: +8.
Draconic Lore: The dragon slayer is so familiar with Breath Resistance (Ex): At 10th level, the dragon
the nature and habits of dragons that, beginning at 1st slayer takes no damage from a dragon’s breath weapon
level (and increasing every two levels thereafter), if he makes his saving throw and half
he gains a +1 competence bonus on any damage if he fails his save.
skill checks made during combat encoun-
ters with dragons.
Dragon Courage (Ex): Starting The Zorzi
at 1st level, the dragon slayer
adds his class level to all saving
throws to resist a dragon’s
PURPOSE
frightful presence ability. This The Zorzi is a cult of assassins
ability stacks with other save dedicated to killing the greatest of all
bonuses, such as resistance prey—dragons.
bonuses and luck bonuses.
Damage Reduction (Ex): LEADER
Beginning at 2nd level and Nebla Scourge (NE half-orc female
increasing every two levels Ftr3/Rog5/Asn5/Dsl7)
thereafter, a dragon slayer
gains damage reduction
against a dragon’s physical
CURRENT ACTIVITIES
attacks, but not its For as long as lesser races have
breath weapon existed, they have looked with envy
or spells. The and fear upon dragons. These great
number asso- beasts are terrifying beyond belief.
ciated with Huge, ancient, and impossibly powerful,
their very existence reminds other beings
CHAPTER ONE: CLASSES
this ability is
the number that they are but ants compared to
of points of dam- them—or so say many dragons. This
age subtracted arrogance is only amplified in the
from every Dragon Empire, for as its name makes
physical plain, it is dragons that rule the
attack made galaxy. For the last 5,000 years, a
by a dragon succession of draconic emperors
against the has held the reins of ultimate
dragon slayer. power and no one, not even the
Slaying Attack (Ex): most influential member of
The dragon slayer another species, will ever
can deliver achieve the same level of
deadly might, no matter how hard he
strikes to may try. The ascension of
enemy drag- Mezzenbone is thus not all that
ons. Once per round, great a change from the past,
the dragon slayer can however much his political oppo-
designate one of his attacks against a dragon as a slay- nents might protest. The fundamen-
ing attack before the attack roll is made. A successful tal fact remains: Only dragons and their progeny enjoy
slaying attack made by a 2nd-level dragon slayer deals true status and power in the Dragon Empire.
+1d6 points of damage. This bonus damage increase by Over the years, numerous insurrections and reform
+1d6 at every other dragon slayer level thereafter (4th, movements have arisen, each one dedicated to remaking
6th, 8th, and 10th). Should the dragon slayer score a the empire in its own image. Many have attempted to
TABLE 1-6: THE DRAGON SLAYER 21
Base
21r21
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +2 +0 Draconic lore +1, dragon courage
2nd +2 +0 +3 +0 Damage reduction 2/—, slaying attack +1d6
3rd +3 +1 +3 +1 Draconic lore +2
4th +4 +1 +4 +1 Damage reduction 4/—, slaying attack +2d6
5th +5 +1 +4 +1 Draconic lore +3
6th +6 +2 +5 +2 Damage reduction 6/—, slaying attack +3d6
7th +7 +2 +5 +2 Draconic lore +4
8th +8 +2 +6 +2 Damage reduction 8/—, slaying attack +4d6
9th +9 +3 +6 +3 Draconic lore +5
10th +10 +3 +7 +3 Damage reduction 10/—, slaying attack +5d6, breath
resistance
oust the dragons from their thrones but none has ever times lords of Asamet or independent dragons in the
succeeded. There are many reasons for these failures, Outlands. These assassins were nothing if not ecumeni-
but one is the obvious fact that dragons are puissant cal in their exploits.
creatures with few equals among mortal beings. To chal- Mezzenbone’s accession has brought the Zorzi out of
lenge a dragon is to court suicide. Consequently, most the shadows for the first time in centuries. While still
rebellions founder on their inability to bring down even illegal, the murder of dragons is now politically accept-
a single dragon, let alone the entirety of the empire’s able within certain factions of both Asamet and
aristocracy. Lacking that ability, there is no hope for an Qesemet. In addition, groups like the Insurrection see
end to the current system of governance. the assassination of dragons as an excellent way to bring
Even so, there are those who seek to overcome this about political change. Consequently, the Zorzi have
23r23
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1st +0 +2 +2 +0 Radiation resistance 5
2nd +1 +3 +3 +0 Corrosive touch 1d6 +1 level of existing class
3rd +2 +3 +3 +1 Rallying cry
4th +3 +4 +4 +1 Righteous rage 1/day,
corrosive touch 2d6 +1 level of existing class
5th +3 +4 +4 +1 Radiation resistance 10
6th +4 +5 +5 +2 Corrosive touch 3d6 +1 level of existing class
7th +5 +5 +5 +2 Disrupt circuitry
8th +6 +6 +6 +2 Corrosive touch 4d6 +1 level of existing class
9th +6 +6 +6 +3 Elitism
10th +7 +7 +7 +3 Radiation resistance 15,
righteous rage 2/day +1 level of existing class
CLASS FEATURES as flesh). The character may, as a full attack action that
does not provoke an attack of opportunity, make a melee
All of the following are class features of the ecoter-
touch attack that deals acid damage. The corrosive touch
rorist.
deals 1d6 points of acid damage at 2nd level, and this
Weapons and Armor Proficiency: An ecoterrorist is
damage increases by 1d6 points of damage at 4th, 6th,
proficient with all simple weapons and light armor. Note
and 8th level.
that armor check penalties for armor heavier than
Rallying Cry (Su): The ecoterrorist may give a rous-
leather apply to the skills Balance, Climb, Escape Artist,
ing speech (requiring a Diplomacy check DC 15), which
Hide, Jump, Move Silently, Pick Pocket and Tumble.
takes at least 1 minute, to imbue his allies with a +2
Also, Swim checks suffer a –1 penalty for every 5
nents within 30 ft. suffer a –6 morale penalty to Will Cabal exists to protect the natural world at any cost. No
saves and a –4 morale penalty to attack and weapon method of defense is too extreme, especially if it under-
damage rolls as they are forced to question their value mines the cause of the opposition. Unlike the Druidic
system. This effect only works on creatures with Int Society, whose most hard-line members are still largely
scores of 7 and higher. The ecoterrorist can use this abil- nonviolent, the Cabal is not averse to acts of destruction
ity a number of times per day equal to 1 + his Charisma and violence. In addition to sabotage and vandalism, the
modifier. ecoterrorists of this group have few qualms about killing
those that commit “crimes against nature,” as well as
25r25
since they are both disorganized and prone to
whimsy.
The Green Cabal is also very useful in a
Dragonstar campaign where the DM wishes
to play up the lack of a clear-cut morality within
the empire. The Cabal’s goals are in many ways
noble. Many billions of people share them,
including most druids and rangers. However,
the Cabal isn’t willing to convince those who
disagree through debate or discussion. For
them, talk is cheap. They prefer decisive
action—the more destructive to imperial
interests the better. These facts make them
ideal to include in games where the strug-
gle between idealism and pragmatism is a
central theme. How far is too far in
defense of a genuine good? The Green
Cabal provides an interesting touchstone
to answering that question. Whether used
as villains or as allies, no adventure in
which these ecoterrorists appear will lack
for controversy—the stuff of good story-
telling.
Imperial Arcanist
27r27
• The DCs of all Spellcraft checks to identify spells dragon of House Sarava named Ahl Verbeelo who,
cast by the arcanist are increased by a number despite his ancestry, had taken up the practice of wiz-
equal to her class level ardry, which he considered both more flexible and noble
• The arcanist gains a competence bonus equal to than the sorcery revered by his kinsmen. Verbeelo pro-
her class level on all Concentration checks posed the foundation of a great academy on Aelding,
• The arcanist gains a +2 bonus to Intelligence but one that would train other wizards and increase their
solely for the purpose of determining bonus spells recognition in the empire. Like most of his compatriots,
per level he believed that ignorance was at the root of imperial
• The arcanist gains a bonus to all Will saves equal prejudice against wizards. If they could only see the
to half her class level against spells cast by sor- strength and power of wizards with their own eyes, they
cerers would change their minds.
To that end, the assembled wizards founded the
Skill Adept (Ex): At 3rd level, the arcanist may Imperial Society of Arcane Magic, which would in turn
choose a number of Intelligence-based skills equal to administer the Vespar Academy of the Art. From the
her Intelligence bonus as her specialties. She gains a first, the majority of its members believed that the best
competence bonus on related skill checks equal to her path to acceptance was to show the empire the benefits
class level. to be gained by accepting wizards as the equal of sor-
School Focus: At 5th level, the arcanist gains the cerers. They believed that loyalty to the empire was
Spell Focus feat for a magical school of her choosing. paramount; no one should suspect wizards of being
Bonus Feat: At 7th level, the arcanist may choose a would-be insurrectionists. A minority, however, dis-
single item creation or metamagic feat as a bonus feat. agreed—sometimes violently. These wizards felt that
Skill Mastery (Ex): At 9th level, the arcanist may the entire edifice of imperial power was built upon
now take 10 on checks using skills she chose as her spe- inequality and should be brought down from within.
cialty with the skill adept ability. The arcanist can take Naturally, some within this minority went so far as to
10 on these chosen skill checks even when stress or dis- argue that the galaxy should be ruled by a wizardly elite
The Imperial Society of Arcane Magic grand dukes suspect the Society of sedition, they often
found it difficult to do so. The Society has always laid
great stress on the “artistic” nature of wizardly magic. It
PURPOSE is an art that anyone with talent can learn. Unlike sor-
cery, it is not a birthright. One is not born to wizardly
The Society exists to advance the study and accep- ability; it must be earned through years of hard work.
tance of wizards within the Dragon Empire. Consequently, there has always been a strain of egalitar-
ian sentiment within the Society. While not every wiz-
LEADER ard is a secret republican desiring the overthrow of the
Gwilm Halapaa (LN human male Wiz10/Ima10) emperor and his court, most are at least moderately sup-
portive of democratizing the political and social struc-
ture of the Dragon Empire. This has not won the Society
CURRENT ACTIVITIES many friends among the houses.
The close association between the practice of sorcery While Qesemet held the throne, the Society fared well
and dragons has always made it difficult for wizards in enough as a semi-official guild for wizards, but it made
the Dragon Empire. Though their art is in many ways few gains toward full social equality for these arcane
similar to that of sorcerers, the imperial aristocracy spellcasters. House Sarava took some pride in the
looks down upon it. That anyone with sufficient intelli- accomplishments of imperial arcanists, especially in the
gence and effort can learn wizardry has made it a “com- field of spell research. However, even the silver dragons
moner’s art.” A mighty wizard need not be born to his had little interest in breaking the power of the sorcerers,
power; he ascends to it through study and hard work. on whose magical abilities they had depended for mil-
Unsurprisingly, this has stigmatized wizards and led to lennia.
Ironically, it was the dawn of the Red Age that saw the
Imperial Society reach new levels of influence. Infowarrior
28 Mezzenbone, though hardly interested in genuine egali-
tarianism, was nevertheless interested in cultivating a
Many things hold the Dragon Empire together and
one of the most easily forgotten is information, specifi-
power base above and beyond that usually associated cally the electronic data stored and exchanged by com-
28l28
with the Iron Kingdom. The new emperor turned to the puters, robots, and other technological devices. Those
wizards, several of whom he placed into positions of who would control the empire long ago recognized this
authority throughout the empire. While this has gone oft-overlooked fact and worked to exploit it. It was from
some distance toward getting wizards closer to the these individuals that the infowarrior was born: an elec-
nexus of galactic power, it has also tainted them in the tronic fighter who uses his knowledge of computers to
eyes of many, who worry that the Society could become gain control of them and access the secrets
a tool of tyranny. Consequently, the organization’s they hold within.
egalitarian minority has become restive of late and Infowarriors come in many vari-
may well break away in protest against the eties. Some are professionals of
growing rapprochement with the imperial the highest order, having trained
throne. for years to become the ultimate
virtual invader. Others are ama-
CAMPAIGN INTEGRATION teurs who use their innate gifts
The Imperial Society of Arcane to hack into computer systems
Magic can serve several purposes in a for entertainment, personal
Dragonstar campaign. First and fore- profit, or merely as an intel-
most, it gives wizards a place to call lectual challenge. Both types
home, which is very important in the are much sought after in the
sorcerer-dominated Dragon Empire. empire. Organizations as
The Society’s vast spell database is a diverse as the military, cor-
draw for almost any wizard who porations, and even the gov-
wishes to keep abreast of the latest ernment have need of
magical formulae. Membership in infowarriors, as do rebel and
the Society gives access to the data- criminal groups. With the
base, which may be reason enough to dawn of the Red Age, the
CHAPTER ONE: CLASSES
29r29
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Hacking +1, electric scry
2nd +1 +0 +2 +2 Instant reboot/power down
3rd +1 +1 +3 +3 Hacking +2, detect surveillance
4th +2 +1 +3 +3 Greater electric scry
5th +2 +1 +4 +4 Hacking +3
6th +3 +2 +4 +4 Master programmer
7th +3 +2 +5 +5 Hacking +4
8th +3 +2 +5 +5 Bonus feat
9th +4 +3 +6 +6 Hacking +5
10th +4 +3 +6 +6 Ghost in the machine
31r31
Legions. Trained in a combination of old and new com-
everything in between. The
bat techniques, they are the pinnacle of the warrior caste
Guild does not make a very
and the pride of the empire.
good patron for most player
While the term “legionnaire” technically refers to any
characters. The group rarely
member of the Legions, from lowly conscripts to sea-
hires outsiders to do its dirty
soned veterans, most imperial subjects use the
work, preferring to keep things
term to refer specifically to the Legion’s
strictly “within the family.” Of
elite, professional soldiers. In the popular
course, a PC infowarrior might
imagination, an imperial legionnaire is a
well be asked to work for the
two-fisted soldier without equal.
Guild or its members, but that’s a
Equally skilled with pistol and
very specific use of the group.
sword, legionnaires defend the
More often than not, the charac-
empire from all comers and live
ters will hire a tinker to work for
only to serve their emperor. For
them. Tinkers enjoy taking free-
the most part, such stories have a
lance contracts from outsiders,
basis in fact, but as any objec-
since it gives them variety and
tive observer will tell you, the
cash, two things they crave. The
truly elite troops of the
secret, of course, is finding the right
Legions are rare things in the
tinker for the right job. Some, for example,
galaxy.
have specialties or refuse to become
Hit Die: d10.
involved in particular types of work,
depending on their sensibilities. The DM
can easily play up these differences to REQUIREMENTS
give life to the Guild. To become an imperial legion-
The Guild will rarely appear as an naire, a character must meet all of
Weapons and Armor Proficiency: A legionnaire is Bonus Feat (Ex): Beginning at 5th level and contin-
proficient with all simple and martial weapons and light, uing every two levels thereafter, the legionnaire gains a
medium, and heavy armor. Note that armor check penal- bonus feat from the list of fighter bonus feats.
ties for armor heavier than leather apply to the skills Defensive Roll (Ex): Once per day, when a legion-
Balance, Climb, Escape Artist, Hide, Jump, Move naire would be reduced to 0 hit points or less by damage
Silently, Pick Pocket and Tumble. Also, Swim checks in combat (from a weapon or other blow, not a spell or
suffer a –1 penalty for every 5 pounds of armor and special ability), he can attempt to roll with the damage.
equipment carried. The character makes a Reflex saving throw (DC = dam-
Sword and Gun Style (Ex): At 1st level, a legion- age dealt) and, if successful, takes only half damage
naire has extensive experience fighting with a blade in from the blow. The legionnaire must be aware of the
CHAPTER ONE: CLASSES
one hand and a ranged weapon in the other. When attack and able to react to it in order to execute the
wielding a ranged weapon in one hand, he may wield a defensive roll. If his Dexterity bonus to AC is denied,
light melee weapon in the other. When using this abili- the character cannot use this ability.
ty, the legionnaire may make an extra attack each round Legionnaire Step (Ex): At 10th level, the legionnaire
with his off-hand weapon at his highest attack bonus. learns to make a 5-foot step both before and after his
When fighting in this manner, firing the ranged weapon attacks for the round.
in melee does not provoke an attack of opportunity. The
legionnaire suffers no penalties to either weapon using
this ability. White Legion Expeditionary Force
Two-Gun Fighting (Ex): At 2nd level, the legion-
naire gains the benefit of the Two-Gun Shooting feat. If
he already possesses this feat, he may choose another
PURPOSE
feat from the list of fighter bonus feats, even if he does The Expeditionary Force is the colonial military force
not possess any levels in fighter. of House Altara, dedicated to exploration and exploita-
Deadeye (Ex): At 3rd level, the legionnaire gains the tion of the Outlands.
Deadeye feat for free, even if he does not possess the
prerequisites. If he already possesses the feat, he may LEADER
choose another one from the fighter bonus feat list. Ochorro (CE half-dragon female Ftr9/Leg10)
Uncanny Dodge (Ex): At 4th level, the legionnaire
retains his Dexterity bonus to AC (if any) if caught flat-
footed or struck by an invisible attacker. At 6th level, the
CURRENT ACTIVITIES
legionnaire can no longer be flanked. Any character at The “Imperial Legions” is the blanket term used to
least four levels higher than the character can still flank describe the military might of the Dragon Empire. The
if he also possesses this uncanny dodge ability. name is very evocative and emphasizes the infantry that
is vital to the empire’s occupation and conquest of Since Mezzenbone came to the throne, the force has
worlds. Unfortunately, the name also gives the impres- been busier than usual. The emperor has shown a great
sion that the Legions consist of nothing beyond such
troops, which is patently untrue. The Legions are, in
deal of favor to House Altara, which has been a loyal
member of Asamet since the beginning. The force is
33
fact, a very diverse group of organizations, united by another reason why. Mezzenbone believes—correctly—
33r33
their allegiance to the Golden Throne and their willing- that House Altara will pacify worlds more quickly and
ness to defend the empire against all threats. Each house efficiently than any other house within the empire.
of the empire maintains its own specialized units and Furthermore, he hopes that the force will be able to
uses them primarily for its own benefit, although, like extract valuable magic or technology from these worlds
all parts of the Legions, they serve the whole empire in before it has the chance to fall into the hands of the
times of trouble. Insurrection or others who oppose his rule.
The White Legion Expeditionary Force is an example So far, this arrangement has worked very well. Yet,
of one such specialized unit. Formed over a half-millen- there is evidence that problems may be arising. The
nium ago by the leaders of House Altara, the force presence of so many from outside House Altara within
serves several purposes. First and foremost, it is a rapid- the Expeditionary Force is beginning to have an effect.
reaction force to defend the holdings of the white drag- Where once the force’s military governors were brutal
ons across the empire. Its legionnaires are well trained and remorseless, some now show a tendency toward
and rival those of other more powerful houses in terms conciliation and diplomacy. Many are more interested in
of their weaponry and equipment. In addition, the force learning from Outlanders than in subjugating them mer-
has access to fast starships that allow its troops to get cilessly. While this has aided the force in its efforts in
from one end of the domain to the other with remarkable some respects, it has also weakened the position of
speed. This is the key to the force’s usefulness to House House Altara in the Outlands. No longer is it as feared
Altara and its reputation throughout the empire. as once it was, which has in turn encouraged rebellion
The force is also a colonial military unit used in those among and sympathy for its enemies.
Outlands territories held or administered by the white
dragons. Indeed, it is in the Outlands that many legion-
naires earned their spurs as warriors. House Altara has
CAMPAIGN INTEGRATION
The White Legion Expeditionary Force can be used in
conquered comparatively few worlds of its own, but it is
many ways in a Dragonstar campaign. The simplest is
often given governorship of them because of its com-
as an example of a specialized organization within an
paratively weak political position within the empire.
Imperial Legion. Whether as a base for player character
they are a testament to the power of mind over matter. Artist (Dex), Hide (Dex), Jump (Str), Move Silently
Noetic warriors are skilled in both unarmed and melee (Dex), Profession (Wis), Stabilize Self (Con), Swim
combat. In addition, they (Str), Tumble (Dex), and Use Psionic Device (Cha).
have learned how to use
their psionic abilities in Skill Points at Each Level: 4 + Int
tandem with their martial modifier.
skills, creating a potent
combination revered (and CLASS FEATURES
feared) throughout the
All of the following are class fea-
galaxy.
tures of the noetic warrior.
Noetic warriors are one of
Weapons and Armor
the most common representatives
Proficiency: A noetic warrior is
of the Noetic Order outside of its
proficient with all simple weapons,
monasteries. That is because these war-
but not with armor. Note that
riors are not always members of the order
armor check penalties for
itself. The monks accept students from all
armor heavier than leather
over the Dragon Empire who show
apply to the skills Balance,
potential. So long as a
Climb, Escape Artist, Hide,
student abides by the
Jump, Move Silently, Pick
order’s rules while study-
Pocket and Tumble. Also,
ing, it has few restrictions
Swim checks suffer a –1
about whom its masters will
penalty for every 5 pounds of
teach. Consequently, noetic warriors
armor and equipment carried.
can be found in a wide variety
Power Points: Noetic warriors
of occupations, not all of them
CHAPTER ONE: CLASSES
35r35
Class Attack Fort Ref Will Points Discovered
Level Bonus Save Save Save Special per Day 0 1 2 3
1st +0 +2 +2 +2 Unarmed Strike +3 – – – –
2nd +1 +2 +2 +2 Evasion +5 – – – –
3rd +2 +3 +3 +3 Bonus Feat +5 – – – –
4th +3 +3 +3 +3 Uncanny Dodge +5 1 – – –
5th +3 +4 +4 +4 Bonus Feat +7 2 – – –
6th +4 +4 +4 +4 Uncanny Dodge +7 2 1 – –
7th +5 +5 +5 +5 Bonus Feat +7 2 2 – –
8th +6 +5 +5 +5 Improved Evasion +9 2 2 1 –
9th +6 +6 +6 +6 Bonus Feat +9 2 2 2 –
10th +7 +6 +6 +6 Whirlwind Attack +9 2 2 2 1
multiclassing restrictions placed on monks do not apply Whirlwind Attack (Ex): At 10th level, a noetic war-
to the noetic warrior. A monk who gains noetic warrior rior gains the ability to make a Whirlwind Attack a num-
levels may continue to gain monk levels without restric- ber of times per day equal to his Wisdom modifier. This
tion. If the noetic warrior has monk levels, his noetic ability functions exactly like the feat of the same name,
warrior base attack bonus stacks with his monk unarmed except that it is limited in the number of times per day it
attack bonus to determine the number of unarmed can be used and the character need not meet all the pre-
attacks he gets when making a full attack. requisites. If the noetic warrior already possesses
Evasion (Ex): If a noetic warrior makes a successful Whirlwind Attack, he may substitute another feat from
Reflex saving throw against an attack that normally the bonus feat list above.
deals half damage on a successful save, the noetic war-
rior instead takes no damage. Evasion can only be used
The Noetic Order
37r37
to account for their crimes, no matter what the cost. 9th) the royal marshal inspector gains a +1 attack bonus
Royal marshal inspectors have jurisdiction only with- against a favored criminal. The inspector receives the
in the borders of Qesemet. This means they same bonus on Listen, Search, Sense Motive, and Spot
cannot legally pursue criminals into Asamet or checks when using these skills against this specific tar-
the Outlands without receiving permission to do get. The bonus normally applies only to a single crimi-
so, which is rarely given. Consequently, inspec- nal, and the inspector must announce the
tors tend to adopt a restrained approach to law target before each adventure.
enforcement, lest the objects of their investiga- Mandate (Ex): A royal mar-
tions flee to safety elsewhere before they can shal inspector is empowered
be captured. This has given inspectors the to act as an agent of the law
reputation of being thoughtful and incor- within the Kingdom of
ruptible agents of the law—a true rarity as Qesemet and its
the shadow of the Red Age grows longer. colonies. This means
Hit Die: d10. that any subjects of
that kingdom, as well
REQUIREMENTS as any government
officials within it,
To become a royal marshal inspector,
are obliged to pro-
a character must meet all the following
vide all reasonable
criteria.
assistance in com-
Base Attack Bonus: +5.
pleting his current
Alignment: Lawful good or lawful
assignment. Failure
neutral.
to do so is a crime,
Skills: Diplomacy 4 ranks, Gather
as is any attempt to
Information 4 ranks, Knowledge (imper-
hinder the inspec-
ial law) 4 ranks, Sense Motive 4 ranks.
trary to the law. The moment the caster makes such a CURRENT ACTIVITIES
demand of the inspector, the spell is immediately bro-
Although the Golden and Iron Kingdoms are both
ken.
integral parts of the Dragon Empire, sharing many insti-
Posse (Ex): At 6th level, the inspector can form a
tutions and laws, they are also governed separately.
posse made up of NPC royal marshals whose total lev-
Indeed, when it comes to many aspects of internal
els do not exceed the character’s class level plus
affairs, Qesemet and Asamet are very different domains.
Charisma bonus (if any). The members of this posse are
One of the most profound differences comes with regard
bound by the same restrictions as any other marshal.
to law enforcement. Qesemet possesses several distinct
Royal marshals are typically paladins, though they may
law enforcement agencies, each with its own mandate
also have rogue or cleric levels.
and jurisdiction. In some cases, there are jurisdictional
Improved Posse (Ex): At 8th level, the inspector’s
CHAPTER ONE: CLASSES
39r39
Consequently, the marshals focus on organized crime, give up easily. Most look upon each investigation they
espionage, and terrorism, since these and similar crimes take up as a test of their personal commitment to law
can impact the whole of Qesemet. As one might expect, and order. Thus, they rarely allow a criminal to escape
the Black Hole Syndicate is a great enemy of the mar- unless they are dead or injured beyond their ability to
shals, as are those members of the Insurrection that continue the pursuit. This is an important element of the
make no distinction between good and evil in their acts RMS that DMs should bear in mind. If the PCs run afoul
of rebellion. of a marshal, he will not let up until he has either cap-
The Royal Marshal Service has always been known tured them or is permanently taken out of the picture. It
for its careful and indeed restrained approach to law is little wonder that many criminals flee into the
enforcement. Its agents are not flamboyant or prone to Outlands or even the Dark Zone to escape them.
act rashly. They are, if anything, methodical and slow-
paced, since they understand that the key to success is in
laying a proper foundation for the conclusion of the Unification Missionary
investigation. In addition, marshals recognize the limits The Unification Church is one of the greatest institu-
of their mandate. They do not wish to act until they are tions in the Dragon Empire. Its clerics tend to the spiri-
certain of success. Otherwise, they risk sending their tual needs of billions of imperial subjects, providing
quarry into regions where they have no legal authority sound doctrines that have kept the empire strong and
to act. relatively free of religious strife for millennia.
Since Mezzenbone assumed the throne, the reputation Unfortunately, the worlds of the Outlands are not so
of the Royal Marshal Service has increased consider- blessed. They know nothing of the Church or the
ably. Though Asamet only grudgingly respects the prophet Nasuit’s great religious revolution.
RMS’s abilities, most imperial subjects look upon the Consequently, it falls to missionaries to teach these poor
marshals as wholly incorruptible and beyond reproach. ignorant souls about the Church and its dogmas.
Their fame as fair and impartial lawmen is widely dis- Missionaries are unusual individuals who are willing to
seminated, which has added to their legend across the leave the empire and live among the Outlanders, learn-
Knowledge (arcana) (Int), Knowledge (religion) (Int), Silver Tongue (Ex): Beginning at 1st level and every
Profession (Wis), Scry (Int, exclusive skill), Sense other level thereafter (3rd, 5th, 7th, and 9th), the mis-
Motive (Wis), and Spellcraft (Int). sionary gains a +1 bonus on all Charisma checks and
Skill Points at Each Level: 4 + Int modifier. Charisma-based skill checks used while preaching the
gospel of the Unification Church. The bonus applies to
CLASS FEATURES these skills only when they are used for this purpose.
Bonus Language (Ex): Beginning at 2nd level and
All of the following are class features of the unifica-
every other level thereafter (4th, 6th, 8th, 10th), the mis-
CHAPTER ONE: CLASSES
tion missionary.
sionary learns a new language for free. This language
Weapons and Armor Proficiency: A unification
can be any one to which the character has been exposed,
missionary is proficient with all simple weapons and
although at the DM’s discretion another language can be
light armor. Note that armor check penalties for armor
substituted.
heavier than leather apply to the skills Balance, Climb,
Fascinating Preacher (Ex): At 3rd level, the mis-
Escape Artist, Hide, Jump, Move Silently, Pick Pocket
sionary gains the ability to fascinate those who listen to
and Tumble. Also, Swim checks suffer a –1 penalty for
his preaching about the faith of the Unification Church.
every 5 pounds of armor and equipment carried.
Any creature to be fascinated must be able to see and
Spells per Day: A missionary continues his training
hear the missionary and must be within 90 feet. The
in divine magic. Thus, when a new missionary level is
missionary must also see the creature. The creature must
gained, the character gains new spells per day as if he
be able to pay attention to the missionary. The distrac-
had also gained a level in a spellcasting class he
tion of a nearby combat or other dangers prevents the
belonged to before he added the prestige class. He does
ability from working. The missionary makes a
not, however, gain any other benefit a character of that
Diplomacy check, and the target can negate the effect
class would have gained (improved chance of control-
with a Will saving throw equal to or greater than the
ling or rebuking undead, metamagic or item creation
missionary’s check result. If the saving throw succeeds,
feats, and so on). This essentially means that he adds the
the missionary cannot attempt to fascinate that creature
level of missionary to the level of some other spellcast-
again for 24 hours. If the saving throw fails, the creature
ing class the character has, then determines spells per
sits quietly and listens to the missionary’s sermon for up
day and caster level accordingly.
to 1 round per class level of the missionary. While fas-
If a character had more than one spellcasting class
cinated, the target’s Spot and Listen checks suffer a –4
before he became a unification missionary, he must
penalty. Any potential threat (such as an ally of the mis-
decide to which class he adds each level of missionary
sionary moving behind the fascinated creature) allows
for purposes of determining spells per day.
the fascinated creature a second saving throw against a it fails to take into account the fact that that loose frame-
new Diplomacy check result. Any obvious threat, such work of beliefs has kept the lid on religious strife for
as casting a spell, drawing a sword, or aiming, automat-
ically breaks the effect.
millennia. By creating a structure that could accommo-
date a wide variety of beliefs, the prophet Nasuit laid
41
Courageous Preacher (Su): At 6th level, the mis- one of the cornerstones of imperial rule. Without the
41r41
sionary gains the ability to inspire followers of the Unification Church, there is little doubt that the Dragon
Unification Church to perform acts of zealous devotion. Empire would never have lasted a hundred years, let
To be affected, an ally must hear the missionary preach alone five thousand.
for a full round. The effect lasts as long as the mission- Even more important is the fact that the Church
ary preaches and for 5 rounds after the missionary stops enables Outlanders to place themselves and their beliefs
preaching (or 5 rounds after the ally can no longer hear within this galaxy-spanning structure. The Church is the
the missionary). While preaching, the missionary can great assimilator. When an Outlander first encounters
fight but cannot cast spells, activate magic items by the empire, he may find it hard to imagine a place for
spell completion (such as scrolls), or activate magic himself. While he might take the existence of other
items by magic word (such as wands). Affected allies races like himself as one means of doing so, he might
receive a +2 morale bonus to saving throws against also look on the Church as that means. Knowing that his
charm and fear effects and a +1 morale bonus to attack own god is actually a reflection of the widely wor-
and weapon damage rolls. shipped Father, for example, is comforting. The
Great Preacher (Su): At 9th level, the missionary Outlander understands that he is not an outcast within
gains the ability to inspire greatness in his followers. the empire—and neither are his beliefs.
This ability can affect only one creature at this level and To facilitate this understanding, the Unification
an additional creature at 10th level. To inspire greatness, Church sponsors dozens of missionary societies to
the missionary must preach and the creature must hear spread the teachings of the faith to the far-flung worlds
the missionary preach for a full round, as with coura- of the galaxy. Foremost among them are the Missionary
geous preacher above. The creature must also be within Evangelists of Nasuit. Led by a half-dragon cleric of
30 feet. A creature inspired with greatness gains tempo- House Deserene, the Evangelists focus on the Outlands,
rary hit points, attack bonuses, and saving throw bonus- which they believe to be most in need of their ministra-
es as long as he or she hears the missionary continue to tions. They do this in two ways. The first—and most
preach and for 5 rounds thereafter. straightforward—is done when a new world is added to
The target gains the following benefits: the empire’s territory. Evangelists visit that world, work
The Missionary Evangelists of Nasuit take it with remarkable zeal, which may explain their
equally remarkable success rate.
The second way in which the Evangelists spread the
PURPOSE teachings of the Church is covertly. Undercover mis-
sionaries visit an Outlands world and work behind the
The Evangelists exist to spread the teachings of the scenes to make the world more pliable and ultimately
Unification Church across the galaxy. accepting of the Church’s theology. This usually takes
the form of public debates or discussions that subtly
LEADER introduce Unification ideas to a world. It never involves
Davilis Gastari (LG half-dragon male Clr10/Unm10) undermining local authorities, however—at least not in
the case of the Missionary Evangelists. While other mis-
sionary societies might do so, they do not. They believe
CURRENT ACTIVITIES that even ignorant Outlanders should be treated with
Along with the office of the emperor, the Unification respect. After all, Nasuit believed that all but the most
Church is one of the single most important institutions misguided of religions contained a shard of the ultimate
in the Dragon Empire. That’s not obvious to many out- truth that the Unification Church teaches. To treat local
siders, who underestimate the Church’s role. To them, it faiths with contempt would be to deny this.
is just a loose framework of beliefs with so much room The Evangelists have recently found their position in
for individual interpretation that it’s barely a coherent the empire weakened. The advent of the Red Age has
entity at all. This observation is true as far as it goes, but thrown them into disfavor. While there is no outright
persecution of them or their open-minded approach to
missionary work, it is not patronized by the imperial RES Trailblazer
42 court as it once was. Instead, more rapacious societies
receive the lion’s share of imperial sanction. This makes
The Royal Exploratory Service is one of the oldest
institutions of galactic exploration in the Dragon
the Evangelists’ work harder, as they must contend with Empire. Its field agents, called trailblazers, travel into
42l42
fewer resources and a dwindling number of new mem- the Outlands and visit its many worlds, bringing back a
bers. Nevertheless, they soldier on in memory of the wealth of cultural and scientific information. These men
Church’s founder, who launched one of the greatest reli- and women are trained to operate far from home and
gious revolutions in galactic without technological support, since many
history. Outlands worlds are not only remote but primi-
tive. Unlike many other imperial exploratory ser-
CAMPAIGN INTEGRATION vices, the RES focuses on
The Missionary Evangelists of Nasuit can personal interaction and
serve two valuable purposes in a Dragonstar cam- diplomacy. Trailblazers
paign. First, in a game where the player characters are trained to pick up
begin as Outlanders, the Evangelists can be languages quickly and to
conduits of knowledge about the galaxy at use social rather than combat
large. They are good-aligned and skills to achieve their goals.
open-minded. This makes them This prestige class repre-
excellent contacts for the PCs, as sents the basic level of
they slowly acclimate themselves to training given to all trail-
the strange galaxy in which they have blazers, regardless of the
suddenly found themselves. team to which they are
In other types of Dragonstar cam- assigned. It is a trailblaz-
paigns, the Evangelists make great er’s other classes that
patrons or contacts for cleric charac- provide him with the
ters. They can sponsor missions to skills and feats that mark
Outlands worlds, whether contacted him as suitable as either a
or still unaware of the empire. In the Science or Contact Team
latter case, this opens up the possibil- member, for example. The
CHAPTER ONE: CLASSES
43r43
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Bonus language, intuit direction
2nd +2 +3 +3 +1 Frontier diplomat +2
3rd +3 +3 +3 +1 Bonus language, trackless step
4th +4 +4 +4 +1 Frontier diplomat +4
5th +5 +4 +4 +2 Bonus language, find the path
6th +6 +5 +5 +2 Frontier diplomat +6, disease immunity
7th +7 +5 +5 +2 Bonus language, outlands weapons
8th +8 +6 +6 +3 Frontier diplomat +8
9th +9 +6 +6 +3 Bonus language, outlands weapons
10th +10 +7 +7 +3 Frontier diplomat +10
CLASS SKILLS Outlands. This bonus can be used to counter the usual
penalties for dealing with those from a different culture
The trailblazer’s class skills (and the key ability for
than oneself (see Starfarer’s Handbook, page 72).
each skill) are Bluff (Cha), Climb (Str), Craft (Int),
Trackless Step (Ex): Starting at 3rd level, a trailblaz-
Diplomacy (Cha), Gather Information (Cha), Hide
er leaves no trail in natural surroundings and cannot be
(Dex), Intuit Direction (Wis), Jump (Str), Knowledge
tracked.
(nature) (Int), Listen (Wis), Navigate (Int), Pilot (Dex),
Find the Path (Sp): Once per day, the trailblazer may
Profession (Wis), Sense Motive (Wis), Spot (Wis),
use find the path as a spell-like ability, as a sorcerer of
Search (Int), Swim (Str), and Wilderness lore (Wis).
his class level.
Skill Points at Each Level: 4 + Int modifier.
Disease Immunity (Ex): At 6th level, the trailblazer
becomes immune to all diseases, including magical dis-
Outlands, both to bring those worlds into the kingdom is connected to Mezzenbone’s assumption of imperial
but also to bring back unusual knowledge. rule is yet to be determined.
During the great war between the two kingdoms, the Under Mezzenbone, the pace of exploration and con-
RES served as an intelligence service for Qesemet. Its quest of the Outlands has quickened. Therefore, the RES
trailblazers traveled into enemy-held territory and used is never without work, even if it would prefer to operate
their remarkable covert skills to gather information and under better conditions. The organization’s goals remain
report back to their superiors. The RES proved so effec- the same as ever—acquiring knowledge of the galaxy—
tive that the dragons of Asamet eventually began target- even though Asamet now controls the empire.
ing its agents specifically, which only encouraged the
trailblazers to hone their talents even further. In the CAMPAIGN INTEGRATION
process, they also developed a hatred for the Iron
The Royal Exploratory Service is easily added to any
Kingdom and its minions, a hatred that continued well
Dragonstar campaign. On the most basic level, RES
after the signing of the Imperial Charter that ended hos-
trailblazers are heroic explorers who provide a great
tilities between the two realms.
way to introduce the player characters to exploration
Since the foundation of the empire, the RES has
adventures. They make excellent patrons or allies as
remained under the protection of Qesemet, even if its
well. In games where the PCs begin the campaign as
mandate has been expanded somewhat to include
Outlanders, an RES Contact Team might be the first
worlds in or near Asamet space. In general, trailblazers
imperial subjects they meet. Consequently, they could
avoid having anything to do with the Iron Kingdom,
serve as a bridge between an ordinary fantasy world and
since more often than not Asamet wishes to acquire
the wider reality of the Dragon Empire.
knowledge for selfish ends, many of which threaten the
At the same time, the Service is an espionage agency.
safety of the Golden Kingdom. Mostly, though, the RES
DMs looking for ways to add intrigue and suspense to
works in the Outlands, where it can go about its business
their campaigns might find the RES to their liking.
in relative peace, since neither dragon kingdom has a
Unlike more traditional espionage agencies, the Service
sizable presence along the wild fringe of the empire.
has a wider mandate and draws from a somewhat unusu-
CHAPTER ONE: CLASSES
45r45
ing principles of magic, so that they may better pursue
their own craft. Scientific arcanists are thus very unusu-
al individuals in the Dragon Empire. They have little
interest in combining technology and magic, but they do
see value in adopting the scientific method to improve
their own talents. Consequently, scientific arcanists
excel at metamagic and possess many other abilities that
enable them to work the stuff of raw arcane energy,
shaping it and twisting it into whatever forms they wish.
Though few take up the vocation of scientific spellcraft,
there can be no denying its effectiveness.
Hit Die: d4.
REQUIREMENTS
To become a scientific arcanist, a character must meet
all of the following requirements.
Skills: Knowledge (arcana) 10 ranks, Knowledge
(physics) 10 ranks, Spellcraft 12 ranks.
Feats: Any three metamagic feats, Skill Focus
(Spellcraft), Technical Proficiency.
Spells: Ability to cast 4th-level arcane spells.
CLASS SKILLS
The scientific arcanist’s class skills (and the key abil-
CLASS FEATURES
All of the following are class features of the scientif-
ic arcanist.
Weapons and Armor Proficiency: A scientific
arcanist gains no proficiency in any weapon or armor.
Note that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket and Tumble.
Also, Swim checks suffer a –1 penalty for every 5
pounds of armor and equipment carried.
Spells per Day: A scientific arcanist continues train-
ing in magic as well as her field of research. Thus, when
a scientific arcanist level is gained, the character gains
new spells per day as if she had also gained a level in a
spellcasting class she belonged to before she added the
prestige class. She does not, however, gain any other
46 TABLE 1-15: THE SCIENTIFIC ARCANIST
Base
46l46
This essentially means that she adds the level of scien- points of damage.
tific arcanist to the level of some other spellcasting class At 3rd level, the scientific arcanist can convert only
the character has, then determines spells per day and spells of 5th level or lower. At 6th level, she may con-
caster level accordingly. vert spells of up to 9th level. At 9th level, converted
If a character had more than one spellcasting class spells deal 1d8 points of damage per level of the spell
before she became a scientific arcanist, she must decide converted, to a maximum of 9d8 points of damage.
to which class she adds each level of scientific arcanist Energy Conversion (Ex): At 4th level, the scientific
for purposes of determining spells per day when she arcanist may convert the energy type (acid, cold, fire,
adds the new level. electricity, or sonic) of a spell to another type at the cost
Improved Counterspell (Su): At 1st level, the scien- of an additional spell slot of the same level. Thus, to
tific arcanist gains the ability to counterspell even if she convert a fireball to a sonicball would cost two 3rd-level
CHAPTER ONE: CLASSES
does not currently have the same spell memorized as the spell slots. In all other respects, the spell is prepared and
one she wishes to counterspell. Instead, she may counter cast exactly the same as normal.
with a different spell if she expends a prepared spell of Metamagic Mastery (Ex): At 10th level, the scien-
one level higher than the spell to be countered. For tific arcanist may lower the effective level of all spells
example, a sorcerer casts lightning bolt against the sci- affected by metamagic feats by one. Thus, if she wishes
entific arcanist and she wishes to counterspell but does to cast a maximized fireball, its effective level is only 5
not have lightning bolt prepared. With this ability, she rather than 6 as is usual for the Maximize Spell feat.
could counterspell with improved invisibility, since it is This ability is usable on a number of spells per day equal
a 4th-level spell. This ability still requires the scientific to the scientific arcanist’s Intelligence modifier (mini-
arcanist first to make a Spellcraft check to determine her mum 1).
opponent’s spell. The scientific arcanist can only
counter arcane spells with this ability.
Metamagic Feat: At 2nd level and every three levels The Guild of Scientific Spellcraft
thereafter (5th and 8th), the scientific arcanist gains a
bonus metamagic feat.
Arcane Ray (Su): At 3rd level, the scientific arcanist
PURPOSE
can convert one of her prepared spells to pure arcane The Guild promotes cooperation between magic and
energy, which she may then cast as a ray. The character technology, with an emphasis on magic as the highest
must make a ranged touch attack to succeed. The arcane form of mortal endeavor.
ray has close range (25 feet + 5 feet per caster level) and
inflicts 1d6 points of damage per level of the spell con- LEADER
verted. Thus, a 2nd-level spell that is converted deals Teja Rijala (N human female Sor10/Sar10)
2d6 points of damage, while a 5th-level spell deals 5d6
CURRENT ACTIVITIES more impressive—forms of magic.
Unsurprisingly, the Guild is viewed with suspicion by
In the Dragon Empire, magic and technology are the
two pillars upon which galactic governance rests.
mechanists and technomancers, who consider it a snob-
bish clique. Such criticisms are certainly valid in many
47
Neither rules the day, for both have their limits and
respects. In fact, many wizards are dubious of the Guild,
unique fields of expertise. Consequently, there have
47r47
if only because of the preponderance of sorcerers in its
long been those who have believed that the secret to true
ranks. Many of the group’s leaders have pretensions of
power was in the mastery of both. The Guild of
nobility and seek to make alliances with royal houses
Scientific Spellcraft is made up of those who share this
and the grand dukes. Not all Guildsmen follow this pat-
belief. Guildsmen combine the boons of technology
tern, of course, but enough do that it has led to some
with the magical aptitudes to gain greater powers than
resentment among wizards and those with more democ-
would be possible by limiting themselves to only one. In
ratic sensibilities. At the same time, the Guild is home to
this respect, they are much like the technomancers,
many scientific arcanists of remarkable skill. It would
except that the Guild emphasizes magic over technolo-
be an exaggeration to say the Dragon Empire depends
gy, which it considers the highest form of mortal activi-
on them, but it would likewise be an error to discount
ty. This attitude has its origins in the original founders of
the positive influence they have had over the millennia.
the Guild, many of whom were sorcerers and who asso-
Without scientific arcanists, the galaxy would be a far
ciated magic with nobility. To this day, there are a sur-
less pleasant and well-governed place.
prisingly large number of sorcerers among its members,
including the majority of its governing council.
Despite this, the Guild does not disdain technology— CAMPAIGN INTEGRATION
far from it. They recognize it as the key to the control of The Guild of Scientific Spellcraft can serve two pri-
the galaxy. Without many technological wonders, the mary purposes in a Dragonstar game. The first is to
Dragon Empire would be impossible. Consequently, provide an organization devoted to the other side of the
many Guildsmen are as astute in the fields of science magic/technology spectrum, a counterpoint to techno-
and technology as any mechanist. They cultivate under- mancers and others like them. Guildsmen are, as their
standing of their inner workings and governing princi- name suggests, scientific arcanists rather than magical
ples, since they see in them the foundations of the uni- engineers. They see in technology a methodology to
verse itself. Guildsmen likewise respect the skills of emulate in the development of magic but have relative-
mechanists and other workers of technology. They con- ly little interest in augmenting technology through
sider them the finest craftsmen in the galaxy, particular- magic. They prefer to leave such menial work to tech-
49r49
not have lasted for millennia. The leaders of the royal
houses provide much needed stability and act as a
check—albeit a mild one—against imperial malfea-
sance. Even under a tyrant like Mezzenbone, the grand
dukes wield remarkable influence and only a fool would
fail to recognize the central role they play in the galaxy.
To assist them in this role, many grand dukes employ
a favored minion, an individual of draconic ancestry
whom they trust above all others and to whom they turn
when troubles arise. These faithful servants represent
the pinnacle of power among the servitors of the grand
dukes. There is, at most, only one such person serving
each royal house and they enjoy the complete confi-
dence of their draconic masters. Part troubleshooters
and part diplomats, faithful servants act as the grand
dukes’ senses, limbs, and if need be, weapons.
Depending on the nature of their lord, a faithful servant
is either revered or feared within his house’s territory.
Hit Die: d8.
REQUIREMENTS
To qualify to become a faithful servant, a character
must fulfill the following requirements.
Alignment: Same as the grand duke the
character serves.
QUESTS
• The character must travel to at least five
different worlds within the territory of the grand duke he
wishes to serve and stay on each world for at least a
week. While there, he must execute a special mission
that serves the interests of the grand duke. Naturally,
what constitutes the “interests” of the grand duke varies
from royal house to royal house.
• The character must win a personal audience with the
grand duke of his intended royal house, during which he
must convince his master to accept him as his faithful
servant. The character has only this one chance and,
should he fail, he can never again seek to serve the same
grand duke.
50 TABLE 1-16: THE FAITHFUL SERVANT
Base
50l50
light and medium armor. Note that armor check penal- bonus to the damage roll per power level.
ties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks The Galactic Conqueror
suffer a –1 penalty for every 5 pounds of armor and Many factions within the Dragon Empire do not like
equipment carried. to admit it, but the present extent of the empire owes at
least as much to violence as to diplomacy—if not more
FAITHFUL SERVANT ABILITIES so. Both the kingdoms of Asamet and Qesemet incorpo-
rate new worlds into their territories by force of arms.
Ducal Resources (Ex): Being a faithful servant, the
The Imperial Legions exist as much to seize worlds as
character has ready access to funds, equipment, and
to protect the empire from external and internal threats.
other resources from his master. Once per week per
There is no denying that the greatest civilization the
power level, the character may obtain assistance worth
galaxy has known is built on a long history of conquest.
no more than 10,000 cr per power level. Naturally, such
Seizing an entire world in the name of the empire
assistance is available only in civilized regions of the
requires an unusual set of skills. Few individuals pos-
galaxy where the faithful servant’s grand duke has influ-
sess the talents necessary to become a galactic con-
ence. It is largely unusable in the Outlands, Dark Zone,
queror. Those who do are rightly renowned for their mil-
or the territories of other grand dukes, unless the DM
itary prowess and often employed by the Legions, indi-
determines otherwise. Durable goods, equipment, and
vidual royal houses, or other military organizations. A
other resources remain the property of the royal house
galactic conqueror is a general without equal, whose
and must be returned when they are no longer required.
skill and leadership are so great as to force entire worlds
Draw of Power (Ex): The faithful servant gains a +1
to bow down before him.
bonus to his Leadership score per power level but can
Hit Die: d10.
only attract followers dedicated to his grand duke.
REQUIREMENTS
To qualify to become a galactic conqueror, a charac-
ter must fulfill the following requirements. 51
Base Attack Bonus: +12.
Skills: Intimidate 15 ranks, Profession (soldier) 12
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ranks, Sense Motive 7 ranks.
Feats: Iron Will, Leadership, Martial Weapon
Proficiency, Technical Proficiency, any one feat of the
DM’s choice.
QUESTS
• The character must win no fewer than three sepa-
rate battles against an enemy that either outnumbers
him and his forces or that possesses other advan-
tages, such as better magical or technological
equipment. These victories must be recorded in
such a way that they can be verified by and
known to parties that did not participate in them.
• The character must succeed in conquering
an entire world. He cannot merely direct the
invasion and conquest of the world; he must be
personally involved in the operation. The char-
acter must fight alongside his forces and sur-
vive to boast of his victory to the entire
galaxy.
CLASS SKILLS
The galactic conqueror’s class skills (and
the key ability for each skill) are Bluff (Cha),
CLASS FEATURES
All the following are class features of the galactic
conqueror legendary class.
Weapons and Armor Proficiency: A galactic con-
queror is proficient with all simple and martial weapons,
and all armor. Note that armor check penalties for armor
heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket,
and Tumble. Also, Swim checks suffer a –1 penalty for
every 5 pounds of armor and equipment carried.
He gains a +1 legendary bonus to AC per power level. this diversity of opinion is encouraging to the vast
This bonus stacks with all other AC bonuses and the majority of soulmechs, there is a handful that does not
galactic conqueror keeps this bonus even if he is caught find it so. To them, it is only another reminder that they
flat-footed or if he would not normally be allowed an are not like other races, however much they try.
AC modifier for any reason. These soulmechs aspire to transcend their program-
Battle Hardened (Ex): The galactic conqueror gains ming and become true hybrid beings that exemplify the
damage reduction 1/— per power level. advantages of both organic and inorganic life. Known as
Enhanced Constitution: The character gains a +1 machine men, these individuals seek nothing less than to
legendary bonus to his Constitution per power level. bridge the gap between ordinary living beings and true
This is a one-time bonus. constructs. Machine men are rare in the extreme and
Enhanced Charisma: The character gains a +1 leg- many within the empire question their existence at all.
endary bonus to his Charisma per power level. This is a Yet all things are possible, and though difficult, the path
one-time bonus. of the machine man is a very real one that some soul-
Galactic Legions: The character gains an additional mechs choose for themselves.
group of followers that do not count against his normal Hit Die: d10.
CHAPTER ONE: CLASSES
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zons available to soulmechs.
CLASS SKILLS
The machine man’s class skills (and the key ability for
each skill) are Craft (Wis), Disable Device (Dex),
Knowledge (all skills, taken individually) (Int), Pilot
(Dex), Profession (Wis), Repair (Int), Research (Wis),
Sense Motive (Wis), and Use Device (Int).
Skill Points at Each Level: 6 + Int modifier.
CLASS FEATURES
All the following are class features of the machine
man legendary class.
Weapons and Armor Proficiency: A machine man is
proficient with all simple weapons and light armor. Note
that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Also, Swim checks suffer a –1 penalty for every 5
pounds of armor and equipment carried.
ity to eat and drink (including ingest potions and drugs), Special: Class ability to perform a major upgrade.
the ability to use spellware, and invulnerability to mind-
affecting spells. QUESTS
• The character must create five different robots, at
The Master Roboticist least one of which must be of Huge size or larger.
Between them, these robots must possess class levels
Robots occupy an important niche within the Dragon
equal to the would-be master roboticist’s own.
Empire. Because they are constructs, robots can be
• The character must create a robot possessing an AI
employed in occupations living beings consider either
module and whose class levels are equal to his own.
too dangerous or too menial—or both. Since its founda-
tion, the empire has allocated immense resources to the
development and production of newer and more sophis- CLASS SKILLS
ticated robots. Those that exist today represent the The master roboticist’s class skills (and the key abili-
height of imperial technology and provide much needed ty for each skill) are Appraise (Int), Craft (Int), Disable
assistance in a wide variety of endeavors. Device (Int), Knowledge (any science or technical
CHAPTER ONE: CLASSES
Yet, many mechanists remain dissatisfied. While they knowledge skills, taken individually) (Int), Open Lock
recognize that robotics is indeed a high art within the (Dex), Profession (Wis), Repair (Int), Research (Wis),
empire, they believe it can reach still greater heights. Search (Int), and Use Device (Int).
These individuals throw themselves into research, hop- Skill Points at Each Level: 8 + Int modifier.
ing to make breakthroughs that will revolutionize the
science of robotics. Those that succeed are known as CLASS FEATURES
master roboticists. Their insights and abilities far out-
All the following are class features of the master
strip those of their colleagues. They are the envy of
roboticist legendary class.
mechanists everywhere, particularly those that consider
Weapons and Armor Proficiency: A master roboti-
the development of robots to be the ultimate calling of
cist is proficient with all simple weapons and light
their profession.
armor. Note that armor check penalties for armor heav-
Hit Die: d8.
ier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket,
REQUIREMENTS and Tumble. Also, Swim checks suffer a –1 penalty for
To qualify to become a master roboticist, a character every 5 pounds of armor and equipment carried.
must fulfill the following requirements.
Skills: Craft (robotics) 15 ranks, Repair 12 ranks, MASTER ROBOTICIST ABILITIES
Research 10 ranks, Use Device 12 ranks.
Superior Efficiency: The master roboticist is so
Feats: Gearhead, Remote Operation, Skill Focus
expert at his craft that he can construct robots more
(Craft [robotics]), Technical Proficiency, any one feat of
quickly and cheaply than lesser members of his voca-
the DM’s choice.
tion. For every power level, the time and credits cost of
building and upgrading robots is reduced by 10%. If the
master roboticist is a soulmech attempting to upgrade
himself, the XP cost of doing so is not
affected by this ability.
Enhanced Dexterity: The character
gains a +1 legendary bonus to his
55
Dexterity per power level. This is a
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one-time bonus.
Enhanced Intelligence: The charac-
ter gains a +1 legendary bonus to his
Intelligence per power level. This is a
one-time bonus.
Find Weakness (Ex): The master
roboticist can instinctively recognize
weaknesses in robots. When attacking
one, the critical multiplier of his
weapon is increased by the power level
of this ability. If the robot is destroyed
by his attack, the character may imme-
diately make another attack at the same
attack bonus as if he possessed the
Cleave feat.
Robotic Control (Su): The charac-
ter’s knowledge of the command sys-
tems of robots is so great that he can
turn, rebuke, or control them just as a
cleric does undead. The master roboti-
cist may choose at the time he selects
this ability whether he wants to be able
to turn or rebuke and once he has made
this choice he can never change it. This
ability is usable once per day per power
ideals. Equal parts terrorist and philosopher, the rebel is some other public information system.
either the last hope for peace and justice in the galaxy or
an anarchist without concern for the chaos he wreaks— CLASS SKILLS
or maybe a little of both. The rebel’s class skills (and the key ability for each
Hit Die: d8. skill) are Bluff (Cha), Craft (Int), Demolitions (Int),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
REQUIREMENTS Gather Information (Cha), Intimidate (Cha), Hide
To qualify to become a rebel, a character must fulfill (Dex), Move Silently (Dex), Profession (Wis), Sense
the following requirements. Motive (Wis), and Urban Lore (Wis).
Skills: Bluff 15 ranks, Hide 10 ranks, Innuendo 10 Skill Points at Each Level: 8 + Int modifier.
ranks, Move Silently 10 ranks, Sense Motive 7 ranks.
Feats: Alertness, Leadership, any one feat of the CLASS FEATURES
DM’s choice. All the following are class features of the rebel leg-
Special: The character must have suffered at the endary class.
hands of agents of the Dragon Empire. Whether that suf- Weapons and Armor Proficiency: A rebel is profi-
fering is just (in the case of a rightly convicted criminal) cient with all simple weapons and light armor. Note that
or unjust (in the case of political dissident) does not mat- armor check penalties for armor heavier than leather
ter. Rebels are born from a personal hatred of the empire apply to the skills Balance, Climb, Escape Artist, Hide,
and nothing less suffices as a crucible of insurrection. Jump, Move Silently, Pick Pocket, and Tumble. Also,
Swim checks suffer a –1 penalty for every 5 pounds of
QUESTS armor and equipment carried.
• The character must convince the members of insur-
rectionist cells on at least five different worlds in at least
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57
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FEATS AND SCHOOLS
Feats Combat Awareness [General]
You have an unnatural ability to predict your oppo-
The following section presents a number of new feats nent’s attacks.
for use in the Dragonstar campaign setting. This sec- Prerequisites: Alertness, Sense Motive skill.
tion is designated as Open Game Content. Benefit: After spending four combat rounds observ-
ing a single opponent as a move-equivalent action, you
Blood Bond [Bloodline] may add your Intelligence modifier to your Armor Class
against this opponent.
You can channel the power that flows through your
veins into a specific weapon, making it more effective in
Dark Zone Veteran [General]
Hotshot [General]
You are a pilot without equal.
Prerequisites: Dex 13+, Pilot skill, Technical
Proficiency.
Benefit: You gain a +4 bonus to all Pilot checks made
while attempting a maneuver (see Vehicle Combat,
Starfarer’s Handbook, pages 153–154).
CHAPTER TWO: FEATS AND SCHOOLS
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You have an unshakeable sense of direction.
Benefit: You gain a +2 bonus on all Intuit Direction You are highly resistant to the effects of radiation
and Navigate checks. exposure.
Benefit: You gain a +4 bonus on Fortitude saves
Legion Etiquette [General] struction. The robot then gains all the benefits of a nor-
mal familiar, except that it has no special ability. The
You know how to talk to soldiers and gain their trust. robot familiar does not grant you any bonuses beyond
those common to all familiars.
spell level for determining the spell’s effects. If your Special: You cannot retry the check or take 10 or 20
Knowledge (arcana) check fails, the spell is not cast, when using this feat.
and you lose the spell or spell slot.
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close (25 ft. + 5 ft. for every 2 full caster levels). A touch knowledge is known as a school, though his body of
spell prepared or cast with Touch to Ray uses up a spell knowledge is rarely presented in a codified manner.
slot two levels higher than the spell’s actual level. Instead, each master draws on his experience and the
bits of knowledge gleaned from older masters to form
the basis of his instructions. Despite this scattershot
Zero-G Casting [General] approach, over the decades and centuries, a few typical
You are adept at casting spells in microgravity or zero schools have emerged that share the same lessons and
gravity. knowledge.
Prerequisites: Dex 13+, Concentration skill. Each lesson must be studied in order, from the first to
Benefit: You gain a +4 bonus on all Concentration last. A student cannot initially master the third lesson
checks made as a result of casting a spell in micrograv- and then proceed to the fifth or first. Furthermore, it
ity or zero gravity. becomes progressively more difficult for a student to
learn the ways of more than one school. The first school
a student studies with is known as his primary school.
Zero-G Control [General] When training in schools other than his primary one, a
You are adept at maintaining control in microgravity student must pay twice the XP costs as he struggles to
or zero gravity. juggle his original training and his new talents.
Prerequisites: Dex 13+, Freefall skill. The level cap listed on the table reflects the general
Benefit: You gain a +2 bonus on all Freefall checks. worldliness and experience a student should have before
In addition, when attempting to right yourself after hav- attempting to master a specific talent. A school’s teach-
ing spun out of control, you do not lose your Dexterity ings draw on both the master’s and the pupil’s experi-
bonus to AC. ences and knowledge. A student may attempt to learn a
Normal: Attempting to right yourself is a move- lesson if he does not meet the level cap but he must pay
an additional 20% XP to complete his training. The stu-
Celestial Wind began during the rule of House Sarava, tions. This technique reduces the penalty to Pilot checks
but it claims that its philosophical roots date from the due to vehicle speed by 2.
beginning of space exploration with the Forongorn
Confederation. Lesson 3: Awareness
Motto: Follow the Wind
The galaxy is filled with a number of threats, and
ROYAL EXPLORATORY SERVICE explorers who dare to go where others do not naturally
Many of those who feel a calling to the Celestial Wind face an undue number of those threats. The Celestial
also feel naturally drawn to the Royal Exploratory Wind tries to impress on its students the importance of
Service. Both the RES and this school seek to travel detecting and identifying those threats first. Masters of
where others do not and to see what no one else in the the school familiarize their students with various forms
Dragon Empire has seen. The RES is home to many of of electronic sensors and teach them to coax the most
the students of this school who love travel for its own information from the devices. Students must also learn
sake, and the RES benefits from their piloting expertise. to recognize the data patterns that may represent uniden-
The masters of the Celestial Wind in the RES are gener- tified vessels at long range. This technique grants a +2
ally willing to share their knowledge with anyone who bonus on Use Device checks to operate vehicle sensors,
shares their passion and interest. including target acquisition and using guided weapons.
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of ability with their vehicles, their masters pass on a Lesson 9: Cautious Maneuvers
it is out of devotion to a more “honest” form of fighting, Children learn to see what movements come before an
or merely a passing interest in an obsolete style of com- attack. Such perceptive wisdom when facing a real
bat, the Children of the Blade continue to learn and mas- opponent allows the Children to better prepare them-
ter the art of sword fighting in an age of blasters and selves to fend off an attack. This technique grants a +2
starships. dodge bonus against melee attacks. This technique is
Motto: Live by the Sword, Die by the Sword effective against only a single melee opponent. If the
student is in combat with more than one opponent, she
THE ETERNAL ORDER OF NIGHT must select which opponent to use the technique against
The blackguards of the Eternal Order do not always and this decision lasts until the student’s next turn.
agree on how to serve their dark god. There are some
among their number who favor the use of archaic, prim- Lesson 3: Grace of the Fallen
itive weapons in battle—or modern variants of those
weapons. Some claim it increases the emotional power During a lifetime of battles, the Children of the Blade
and intimidating fear, others that it merely makes the find themselves in disadvantageous positions with regu-
murders and other evil deeds more personal and thus larity. As part of their training in dealing with not only
more evocative. Individual reasons may vary between other melee fighters but also ranged attacks, the
masters, but there can be no doubt that several of the Children study how to use cover and move as fluidly as
powerful blackguards to be found in the Eternal Order possible. This technique allows the student to stand up
are also masters of the Children of the Blade fighting from a prone position as a free action, rather than a
school. move-equivalent action.
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against ranged attacks, as long as the student is not in themselves against several attacks while still maintain-
melee combat with any other opponents. Like parry, this ing the ability to inflict damage themselves. This tech-
technique is only useful against one opponent at a time. nique allows the student to use the total defense option
in combat and still make a single melee attack. The stu-
Lesson 7: Favored Weapon dent gains the normal benefits for fighting with total
defense and may move his normal speed, plus make one
The majority of the training the school focuses on attack at his full base attack bonus.
revolves around movements and tricks that can be
applied to any weapon. This lesson is instead centered
on a specific weapon. The Children who are the accept- Duelists
ed masters of the student’s chosen weapon design a The Duelists are a school of pistoleers who train to
series of exercises and challenges. When the student has make themselves the masters of one-on-one ranged
passed all challenges, he has mastered this technique. combat. Many use these skills to battle in duels of
Favored weapon grants the student a +1 bonus to attack honor, but the drow have been known to master the tech-
rolls with one melee weapon type. niques of the Duelist in order to assassinate or intimi-
Furthermore, the selected weapon type is considered date their enemies.
one size category smaller for the student. Thus, a human Motto: For Honor.
might learn to wield a large weapon in one hand, though
even with this technique he could not wield two such
weapons. A Medium-size student might also learn to
THE CELESTIAL GUARD
wield a Medium-size weapon as if it were light, making The paladins dedicated to the Warrior are devout pro-
it easier to fight with two such weapons. ponents of honor in battle. As elite soldiers in the service
of Qesemet, they pride themselves on their ability to
face any enemy on any field of battle. The drive to be
69r69
Duelist masters may learn the lesson of the dragon’s
As Duelists approach the third circle and true mastery eye. This technique teaches students to find an enemy’s
of their school, they learn to develop an almost super- weakness and to strike it at any range. Once per day, the
natural aim. Through meditation and practice, they learn Duelist may declare that a single ranged attack with a
to focus their will onto their weapon and target. one-handed weapon automatically hits and threatens a
Experienced Duelists learn that the attacker, the critical. A normal attack roll is still required to confirm
weapon, and the target are all part of a single concerted the critical hit.
act of firing. When they have learned and accepted this,
they have mastered this technique. True aim grants the
student a +20 insight bonus on a single ranged attack Fate Reavers
roll, but the student must first use a move-equivalent In an empire where the worship of the Destroyer and
action to focus and aim properly. True aim is usable only the Reaper is acceptable, there will always be those who
three times per day. revel in the chaos and entropy that greets the end of all
things. Most of those who are aware of the Fate Reavers
Lesson 8: Third Circle believe that this school began with the worship of either
the Destroyer or the Reaper. Some argue that the black-
The third circle is the last of the circle techniques guard orders are to blame. A few claim that the follow-
taught by the Duelists. Once the lessons of the second ers of the Dualist heresy founded the school, but upon
circle have been mastered, the third circle may be examination it is clear that the Fate Reavers existed
learned. It expands on the previous circles and teaches before Dualism.
accuracy at greater ranges. The third circle grants a +1 The Fate Reavers were given the name by detractors
bonus to attack rolls with one-handed ranged weapons who claim the school seeks to channel the forces of
at up to three range increments and a +2 bonus on entropy and chaos and to cheat or destroy fate itself. The
LESSONS
Lesson 5: Smite Good
Lesson 1: The Rush Once the physical change has begun, the student of
the Fate Reavers falls more firmly into the grasp of
The first lesson potential Fate Reavers must master is
darkness. The student develops the ability to smite
to feel the pull of darkness and choose to follow it. For
good. Once per day, the Fate Reaver can make a smite
some this lesson comes quickly, while others must
attack with a bonus to the attack roll equal to his
spend countless hours in meditation, embracing their
Charisma bonus (if positive) and additional damage
inner demons to entice the darkness to come to them.
equal to his character level. If the student attempts to
This technique grants the student a +1 competence
smite an opponent who is not good, the smite attempt
bonus to attack rolls and skill checks for one minute.
fails and he may not attempt it again that day.
When the rush ends, the student suffers a –2 competence
penalty to attack rolls and skill checks for one minute.
Only characters of non-good alignment may learn this Lesson 6: Fury
technique.
The anger of Fate Reavers who have progressed past
the first physical changes develops into a palpable,
Lesson 2: Anger burning rage. This technique allows the student to call
on a fury three times per day as a free action, though he
Having learned to call on the darkness, students of the
can no longer use the anger technique. The fury lasts a
Fate Reavers next learn to channel the darkness into a
number of rounds equal to half the student’s base attack
supernatural rage. The anger lasts a number of rounds
bonus. While in the fury, the student gains a +3 bonus on
equal to half the student’s base attack bonus. During this
attack rolls and damage rolls with melee weapons.
CHAPTER TWO: FEATS AND SCHOOLS
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CHAPTER TWO: FEATS AND SCHOOLS
this ability as often as desired provided the total number
of rounds in one day does not exceed his character level. Guardians of Dorrugan
Early in the history of the Dragon Empire, the worlds
Lesson 9: Blood of Fire ruled by the dragon emperor Khelorn enjoyed a golden
age. When his millenium of rule came to its end, how-
Masters of the Fate Reavers learn to widen the trickle ever, many believed that the empire would not survive
of power from the sliver of the lower planes within the transition to a weaker ruler. A dwarven paladin
them. The process is one of meditation and sensation, named Dorrugan understood the dangers of handing
similar to the most basic lessons. The results are more over control of the empire to another dragon. In order to
powerful because the source of power is within the Fate help his home domain of Golion survive what he
Reaver himself. This technique grants fast healing 1. believed would be renewed warfare, he established an
order of defenders sworn to protect the welfare of the
mortal races of Golion.
Lesson 10: Embrace the Darkness His concern was misplaced, but Dorrugan died
always believing that the end could come at any time.
Having given themselves over completely to the dark-
The order he built was eventually disbanded, though the
ness, students need only to embrace what they have
philosophies they held dear and the lessons they taught
become. This is the most difficult lesson and most Fate
are carried on by the school known as the Guardians of
Reavers never master it. This technique changes the stu-
Dorrugan. Their focus is not on protecting the welfare of
dent’s creature type to outsider (evil) and grants damage
all, but individual students of the school usually attach
reduction of 10/+1. As a result, the Fate Reaver cannot
themselves to someone they believe is worthy of pro-
be affected by magic that only affects humanoids.
tecting—or who buys their services.
Motto: Wide Stands the Shield
TASK FORCE SANCTUARY Lesson 4: Protect Charge II
Some of the paladins of Task Force Sanctuary are pro-
72 ponents of the Guardians of Dorrugan. These paladins As students’ skills and abilities improve, their super-
natural ability to protect a charge is increased as well.
take their role as protectors of the welfare of soldiers
and citizens to a more personal level. They may be This technique is similar to protect charge I but has been
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sworn to the protection of their commanding officer, an developed more thoroughly. As long as the Guardian is
influential civilian, or another paladin or cleric of their within 10 feet of the charge, the charge is granted a +2
order. Masters of this school are generally willing to deflection bonus to AC.
teach their lessons to anyone of good alignment, though
most prefer having other paladins as students. Lesson 5: Improved Aid Another
MENEER Guardians must learn more effective ways of fighting
As the throneworld of House Golion, Meneer has in concert with another person. The principle focus of
always had the largest population of master Guardians. this training is learning to distract and delay the oppo-
Though there is no real organization to the masters of nent so that the student’s charge gains greater protec-
Meneer, most do maintain communication and a loose tion. Often, however, the charge is an active combatant
association. On Meneer, the lessons of the Guardians as well and the Guardians train to improve their charge’s
can be bought for the right price. chance to harm the opponent. This technique grants
twice the normal bonus when the Guardian aids another
in combat. That is, the charge gains a +4 circumstance
LESSONS bonus to attack the opponent or a +4 circumstance
bonus to AC against that opponent.
Lesson 1: Name Charge
Lesson 6: Protect Charge III
The most basic ability of the Guardians is to name the
charge they will protect. A Guardian may have only one As students’ skills and abilities improve, their super-
charge at any one time. The ritual to name a charge natural ability to protect a charge is increased as well.
requires one minute, but may be performed any number
CHAPTER TWO: FEATS AND SCHOOLS
73r73
thing, and students sometimes find themselves reacting
to a threat before they realized one existed. Any time the ELVEN NATION
student is required to make a check to determine sur- While the Elven Nation’s political power is waning
prise, she may roll three times and take whichever result under the rule of Mezzenbone, they remain one of the
is the best. This technique also grants a +4 bonus on ini- organizations most supportive of wizards. By the time
tiative checks. an elven wizard has learned enough to master this
school, she has usually also gained sufficient respect
Lesson 10: Protect Charge V from her peers to be granted significant social standing.
Most wizards with some elven blood who seek the tech-
As students’ skills and abilities improve, their super- niques of Ios look for a master in the Elven Nation first.
natural ability to protect a charge is increased as well.
This technique is similar to protect charge I but has been LESSONS
developed more thoroughly. As long as the Guardian is
within 10 feet of the charge, the charge is granted a +5
deflection bonus to AC. Lesson 1: Focus
The first technique of Ios is central to all of its teach-
Ios ings. Students must learn to focus their minds so as to
take in everything around them, or to concentrate on one
The Dragon Empire is a techno-magical society in
thing to the exclusion of all else. That focus serves the
that technology and magic have equally important roles.
student well in absorbing new information or concen-
Space travel would be impossible in its current scale if
trating on the tasks at hand. This technique grants a +2
not for the collaboration of technology and magic.
competence bonus on Concentration checks.
While technological devices may be mass-produced,
faculties to true magical abilities. This lesson is not a Lesson 7: Instant Recall
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high spellcasting ability score. Lore IV also increases
the competence bonus on Spellcraft checks to +4. LESSONS
If they survive, the Wolfpack often must retreat or stand Lesson 10: Last Laugh
and face defeat. The silent stroke technique teaches stu-
dents how to make their first strike most effective. The The guerilla tactics of the Wolfpack help them to sur-
student gains +1d6 points of bonus damage in the first vive confrontations against stronger foes. Their choice
attack of any battle. If the first attack misses the intend- of methods, however, also means that they retreat from
ed target, the extra damage is lost. battle regularly after they inflict some damage on their
foes. It is no wonder that the masters of the Wolfpack
Lesson 6: Wolf’s Swiftness have learned how to make the most of such retreats. By
taking the last laugh, a student may take a double move
Reaching a battlefield before the enemy and being action—moving twice his speed as usual—and still
able to retreat when necessary are central to the survival make a single ranged attack at a –4 penalty on the attack
of the Wolfpack. The wolf’s swiftness technique roll. This attack may be made at any point during the
improves the student’s mobility by training to increase move.
speed and endurance. The wolf’s swiftness technique
increases the student’s base speed by 5 feet. Soldiers of the Iron Star
Some believe that the school known as the Soldiers of
Lesson 7: Fluid Motion the Iron Star is older than the empire itself. It is believed
to have begun on a primitive and dangerous world orig-
Students of the Wolfpack continually train themselves inally contacted by the Star League in the pre-Imperial
to be as flexible as possible, both in mind and body. era. On this unnamed homeworld, conditions were said
They must be able to apply themselves to whatever to have been almost unlivable and war and death were
tasks may help them succeed in their missions. The goal common plagues. In that place of daily trial and toil,
CHAPTER TWO: FEATS AND SCHOOLS
of increasing flexibility is to reach the point of fluidity, there arose a band of warriors dedicated to building and
where the body flows smoothly from one position to defending something worthwhile and sworn to holding
another with ease, grace, and finesse. The fluid motion back chaos and destruction with their very lives if need
technique improves the dodge bonus to AC from wolf’s be.
grace to +2. With the contact of the Star League, their order spread
into the stars. With the rise of the Dragon Empire, many
Lesson 8: Cloak of Shadow masters of the Iron Star school were inducted or volun-
teers for service in the armies of the twin kingdoms.
The members of the Wolfpack use concealment where Their lore has continued to thrive through millennia of
they can to improve their chances to survive. When conflict and is now found most often in the service of
there is nowhere to hide, they learn to rely on their train- the Imperial Legions.
ing to obscure themselves. The cloak of shadows tech- Motto: Determination, Endurance, Perseverance
nique teaches the student to conceal his exact location
using tricks of movement and dress. This provides the IMPERIAL LEGIONS
student with a natural 10% miss chance when no con-
Students of the Iron Star school seem naturally drawn
cealment is available.
into service in the Imperial Legions. The school teaches
its students to stand fast in the face of death and destruc-
Lesson 9: Improved Mobility tion, and few organizations offer as many opportunities
to prove one’s beliefs as the legions. Masters of the Iron
To survive when the fight goes against them, the Star often find themselves rising in the ranks of the
Wolfpack must remain mobile and unrestrained. This armies they serve, so they most often end up in positions
technique teaches the student ways to move that will of command. Some of these commanders even go so far
improve mobility, as well as the determination to keep as to train entire units of their soldiers in the techniques
going when others might give up. This grants a +4 of the Iron Star.
dodge bonus to the student’s AC against attacks of
THE INSURRECTION AND THE PALADIN ORDERS to face any danger. The lasting strength technique grants
the student +1 hit point per level.
There are many who follow the beliefs of the Iron Star
but do not find service in the Imperial Legions satisfac-
Lesson 5: Damage Reduction
77
tory. Most often, members of the paladin orders or free-
dom fighters in the Insurrection discover the school of
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the Iron Star after they have dedicated themselves to During their training, students of the Iron Star face
their respective organizations. Indeed, masters of the untold dangers and must learn to face them and survive.
Iron Star may be found anywhere that soldiers seek to Part of this training is learning to minimize the effect of
improve their world through strength and steadfast any injuries suffered. This technique grants the student
courage, though they are more common in these organi- damage reduction 1/—.
zations than in more peaceful or scholarly groups.
Lesson 6: Greater Armor
LESSONS
In order to prepare students for surviving the worst
battles, masters of the Iron Star arrange to have them
Lesson 1: Courage beaten repeatedly until they have mastered the art of
turning aside and ignoring ever-greater blows. Building
Students of the Iron Star are regularly placed in fear- on their ability to withstand glancing blows learned with
ful situations. A soldier who will break under frighten- the lesser armor technique, this technique teaches stu-
ing conditions will be of no use to the school or his com- dents to face more solid hits and greater threats without
patriots. Students face regular tests of courage and are harm. Greater armor improves the student’s natural
carefully brought face-to-face with danger and horror. armor bonus by +1.
These trials, while unpleasant, make the student a
stronger soldier, better able to face the realities of war
without breaking. Courage grants the student a +4 Lesson 7: Determination
morale bonus against both mundane and magical fear
effects. The first of the triad of the Iron Star, determination
teaches the student to carry on despite any challenges.
The singularity of purpose taught by the Iron Star bene-
Vigil of Sakar While training for this technique, painful electric shocks
are most often used to communicate the master’s dis-
In the advanced civilization of the Dragon Empire, pleasure when the student is seen. In the end, the student
information is a powerful and valuable commodity. As learns to hide and move in silence. This technique grants
with any commodity, the demand convinces many to a +2 competence bonus to Move Silently and Hide in
provide a supply and the competition among suppliers Shadows checks.
provides for higher-quality services. The Vigil of Sakar
is a school of dedicated individuals specializing in Lesson 3: Tongue of Sakar
covert operations and information brokerage. It is com-
monly believed that Sakar is either an old god predating The tongue of Sakar is the gift of language and words.
the Unification Church or a secret name for the system Students learning this technique are blindfolded for the
where the school was founded. training and must learn to rely on their hearing. They
Motto: From the Heart and Mind may be given instructions in a variety of languages and
learn to decipher the meaning on their own. This tech-
ADAMANTINE ORDER nique grants a +2 competence bonus on Listen and
The Adamantine Order has a long history of covert Innuendo checks. The character also receives one bonus
operations and intelligence gathering. Students of the language.
Vigil of Sakar are naturally drawn to the Order as the
Lesson 4: Secrecy
CHAPTER TWO: FEATS AND SCHOOLS
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Lesson 7: Misdirection
The training of the Vigil of Sakar includes the ability
to confuse and misdirect others with the power of
words. Students focus on word tricks, confident presen-
tation, and fast talking to confuse others. This technique
grants a +4 competence bonus to Bluff and Diplomacy
checks made outside of combat. Also, Bluff and
Diplomacy are considered class skills.
Lesson 8: Vision
True mastery of information and knowledge relies not
only on the natural cognitive process, but also on super-
natural abilities. In a universe steeped with magic, the
Vigil seeks to know everything it can, and the vision
technique turns to magic to accomplish this. Through
trance-like meditation, the student learns to see other
places, people, and things. This spell-like ability func-
tions like the scrying spell with a caster level equal to
the student’s character level.
requires extensive travel unless suitable legendary
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Several spells below target high-tech devices. For mentally control creatures within the radius (in the same
purposes of these spells, a high-tech device is any manner as protection from evil). Evil creatures within
device with electronic or sophisticated mechanical the radius must succeed at a Will save or suffer a –2
parts. Soulmechs are considered high-tech devices. morale penalty to attacks, AC, and saves for one day or
until they successfully strike the creature emanating the
ANTI-TECHNOLOGY SHELL spell.
Abjuration
Level: Drd 6 ARMS OF THE MARILITH
Components: V, S, DF Illusion (Figment)
Casting Time: 1 action Level: Sor/Wiz 2
Range: 10 ft. Components: V, S
Area: 10-ft.-radius emanation, centered on you Casting Time: 1 action
Duration: 10 minutes/level (D) Range: Touch
Saving Throw: See text Target: Creature touched
Spell Resistance: See text Duration: 1 minute/level
Anti-technology shell creates an invisible, mobile bar- Saving Throw: Will negates (harmless)
rier that prevents high-tech devices from functioning Spell Resistance: Yes (harmless)
within its radius and also protects creatures within the When the target of this spell moves his arms rapidly,
radius against attacks from high-tech devices. Attacks illusory duplicates of his limbs and whatever is held in
from high-tech devices simply cannot penetrate the area hand appear. These illusory arms move as if attacking
of effect. Bullets stop short and fall to the ground. and defending, masking the recipient’s actual attacks,
Energy beams dissipate harmlessly. Even gas from a defenses, and feints. As a result, the recipient enjoys a
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CHAPTER THREE: SPELLS AND SPELLWARE
CELESTIAL LIGHT CHANGE PLACES
Conjuration (Healing) [Good] Transmutation [Teleportation]
Level: Clr 3, Pal 4 Level: Sor/Wiz 3
Components: V, S, DF Components: V
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft. Range: Medium (100 ft. + 10 ft./level)
Target: One creature Target: You and one creature within range weighing
Duration: 1 round/level, up to 10 rounds no more than 50 lb./level
Saving Throw: Will half (harmless) (see text) Duration: Instantaneous
Spell Resistance: Yes (harmless) (see text) Saving Throw: Will negates
This spell channels positive energy into a creature Spell Resistance: Yes
within range. For the duration, the creature enjoys the You instantly switch places with your target upon
benefits of fast healing. At the beginning of each of the casting this spell, but your target is allowed a Will save
creature’s turns, it heals 1 hit point of damage per four to negate the exchange and you must overcome your tar-
caster levels. Fast healing does not permit a creature to get’s spell resistance. Your target must be visible to you,
regrow or reattach lost body parts, nor does it heal dam- within range, and cannot weigh more than 50 pounds
age from starvation, thirst, or suffocation. If the creature per caster level. If you or your target cannot fit into the
has suffered subdual damage, it heals that damage first. other location due to the exchange, the spell automati-
Celestial light damages an undead target. An undead tar- cally fails. After using change places, you and your tar-
get is permitted a Will save and SR. If the spell is suc- get cannot take any other actions until your next turn.
cessful, celestial light inflicts 1d2 points of damage per
round for the duration of the spell on the undead crea-
ture’s turn. Soulmechs cannot be healed by this spell.
CHARIOT OF THE VOID Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature/level
Conjuration (Creation)
84 Level: Clr 9, Drd 9
Duration: 1 minute/level (D)
Saving Throw: Will disbelief (see text)
Components: V, S, DF
Spell Resistance: Yes
Casting Time: 1 full round
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Range: Personal
Target: You
Duration: 1 round/level (D)
By means of this spell, you transform into a powerful
synthesis of creature and machine. Flesh and blood are
replaced by advanced materials impervious to harm.
You become faster, your Strength and Dexterity
increase, your senses sharpen, and your combat ability
improves. While in cyborg form, you cannot cast spells,
even from magic items. You are also recognizable as
yourself, which means that cyborg is not a useful dis-
guise.
For the spell’s duration, you have DR 10/—, a +4 nat-
ural armor bonus to AC, and a +4 enhancement bonus to
both Strength and Dexterity. Your ground speed increas-
es by 10 feet. Advanced sensors grant you darkvision
(60 feet) and a +2 circumstance bonus to Listen and
Spot checks. Furthermore, you function as if you had a
built in multiscanner. You gain a +1 bonus on attack
rolls for every three caster levels. One of your arms
effectively becomes a blaster carbine with a bayonet
attachment. Treat the bayonet as a short sword. You can
DRAGON MAGIC vision (if any) and normal vision become more acute.
You gain a +2 competence bonus on Spot checks.
Evocation [see text]
Reduce range penalties for missile weapon attacks by
Level: Dragon 6
50% while dragonsight remains in effect.
Components: V, S, DF
Casting Time: 1 action
Range: Personal ENTER THE DATASTREAM
Target: You Transmutation
Duration: 1 hour/level (see text) Level: Sor/Wiz 6, Technology 6
You invoke the magical essence of dragonkind and Components: V
CHAPTER THREE: SPELLS AND SPELLWARE
infuse it into your body, granting you certain spell-like Casting Time: 1 action
abilities. You can use each spell-like ability one time Range: Personal
before the spell’s duration expires. Invoking a dragon’s Target: You
magical essence is either good or evil. The type of Duration: 10 minutes/level
essence invoked determines dragon magic’s descriptor By means of this spell, you confer upon yourself the
as well what spell-like abilities are gained. ability to become an electronic datastream that can be
All spell-like abilities are standard actions that pro- transmitted between devices designed to transmit and
voke attacks of opportunity. They can be disrupted just receive such data. You could, for example, enter a per-
as a spell can be, but they cannot be counterspelled nor sonal communicator and exit a home holo-entertainment
used to counterspell. They do not require any compo- center hundreds of miles away. Movement as a datas-
nents as they are not really spells. Saving throws against tream is effectively at the speed of light, and can be used
spell-like abilities are normal for the spell, but all spell- for interplanetary travel, assuming the trip’s time does
like abilities are subject to spell resistance. The type of not exceed the spell’s duration. There is no limit to the
saving throw (Fortitude, Reflex, or Will) is determined number of times you can enter the datastream during
by the spell, but the DC is based on dragon magic. the spell’s duration. Changing to an electronic datas-
tream is a standard action. At the end of your transmis-
DRAGONSIGHT sion, you return to your normal form automatically, but
cannot act again until your next turn. Enter the datas-
Transmutation
tream does not grant any special knowledge about
Level: Sor/Wiz 1, Dragon 1
potential destinations.
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level
You augment your natural powers of sight. The range
of your darkvision (if any) doubles. Your low-light
TABLE 3-2: FLESH TO MY FLESH 87
Natural AC/
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Adjusted Mass New Size Str* Dex* Con* AC Attack Reach
8–60 lb. Small +0 +0 +0 Same +1 5 ft.
61–500 lb. Medium +4 –2 +2 Same +0 5 ft.
501–4000 lb. Large +8 –2 +4 +2 –1 10 ft.
4,001–32,000 lb. Huge +8 –2 +4 +3 –2 15 ft.
32,001–250,000 lb. Gargantuan +8 +0 +4 +4 –4 20 ft.
More than 250,000 lb. Colossal +8 +0 +4 +5 –8 25 ft.
Otherwise, the weapon or item falls to the ground at the Level: Sor/Wiz 3, Technology 3
target’s feet. Components: V, S, M
Casting Time: 1 action
GOWK STORM Range: Medium (100 ft. + 10 ft./level)
Target: One robot per 3 levels, all of which must be
Transmutation
within 30 ft. of each other
Level: Drd 3
Duration: Concentration, up to 1 round/level (D)
Components: V, S, F
Saving Throw: Fortitude negates
Casting Time: 1 action
Spell Resistance: Yes
Range: Long (400 ft. + 40 ft./level)
This spell causes affected robots to behave erratically.
Area: 20-ft.-radius emanation
Any time an affected robot makes an attack roll, skill
Duration: Concentration, up to 1 round/level (D)
check, or ability check, any roll on the d20 less than 11
Saving Throw: Fortitude partial (see text)
(not counting modifiers) is determined by referring to
Spell Resistance: No
the table below. Results of 11 or higher (not counting
This spell changes the weather in the area of effect,
modifiers) are determined normally.
creating a powerful but short-lived storm. The heavy
rains and winds reduce visibility ranges by three quar-
d20 Roll Effect
ters, imposing a –8 penalty to all Spot, Search, and
1–2 Loss of coordination: The robot suffers a
Listen checks. Gowk storm makes most primitive
cumulative –1 penalty to Dexterity (maxi-
ranged weapon attacks impossible. Siege weapons
mum –5).
(including boulders tossed by giants) and high-tech
3–4 Power loss: The robot suffers a cumulative
weapons have a –4 penalty to attack. The weather
5-ft. drop in all of its movement categories.
effects automatically extinguish candles, torches, and
5–6 Jammed: The robot must repeat whatever
similar unprotected flames. They cause protected
action it just attempted (to include move-
flames, such as those of lanterns, to dance wildly and
ment) next round.
have a 50% chance per round to extinguish these lights.
7–8 Overload: The robot suffers 2d6 points of
There are additional effects possible due to the high
internal damage that bypasses hardness. ture to drop dangerously. Each round, the affected crea-
9–10 I/O Error: The robot suffers a cumulative ture suffers 1d6 points of subdual damage from cold, but
–1 level reduction in all of its programming
(maximum –5). Each level of programming
the target is allowed a Fortitude save each round to
negate that round’s damage. A creature that has suffered
89
reduction imposes a –1 penalty to all subdual damage from hypothermia is fatigued until it
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attacks, skill checks, ability checks, and recovers the subdual damage taken. A fatigued creature
saving throws. suffers an effective penalty of –2 to Strength and
11+ Determine results of action normally. Dexterity, and it cannot run or charge. A creature ren-
dered unconscious due to hypothermia takes 1d6 points
Soulmechs are not true robots and are immune to hay- of cold damage per round for the duration of the spell
wire. (Fortitude saves still apply). Soulmechs are immune to
Material Component: A burned-out circuit board. hypothermia.
Effect: One jade shard/four levels Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous Target: One living creature
Saving Throw: None Duration: Permanent
Spell Resistance: Yes Saving Throw: Fortitude negates
You create one jade shard for every four caster levels. Spell Resistance: Yes
These shards fly at your enemies, striking with a ranged This spell destroys your target’s ability to heal hit
touch attack for 2d6 points of piercing damage. Each point damage. Neither natural nor magical means of
jade shard requires a separate ranged touch attack and healing restore lost hit points to the target. Lasting
has a critical hit threat range of 19–20/x2. Due to the wounds negates abilities such as fast healing and regen-
magical properties of the jade created by this spell, each eration as well. Lasting wounds cannot be dispelled, but
shard does an additional 2d6 points of piercing damage it can be removed with a break enchantment, limited
against poisonous creatures. This bonus damage is not wish, miracle, remove curse, or wish spell. Soulmechs
multiplied in the event of a critical. All jade shards must are immune to lasting wounds.
be fired at enemies that are within 30 feet of each other. Arcane Material Component: A lump of clay.
Focus: A piece of jade.
LOGORREHIC ENCHANTMENT
KALEIDOSCOPIC WHIRLWIND Enchantment (Compulsion) [Mind-Affecting]
Evocation Level: Brd 3, Sor/Wiz 4
Level: Sor/Wiz 6 Components: V
Components: V, S, M Casting Time: 1 action
Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels)
Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature able to cast spells
CHAPTER THREE: SPELLS AND SPELLWARE
91r91
Range: Touch
Target: Living creature touched MUSIC OF THE SPHERES
Duration: 1 round/level Enchantment (Compulsion) [Mind-Affecting, Sonic]
Saving Throw: None Level: Brd 4
Spell Resistance: Yes (harmless) Components: V, S, F
This spell transforms your target into a dragon-like Casting Time: 1 action
humanoid. The affected creature gains a +8 enhance- Range: Close (25 ft. + 5 ft./2 levels)
ment bonus to Strength and a +2 enhancement bonus to Targets: All allies within range
Constitution. It becomes immune to sleep and paralysis. Duration: 1 round/level
The target also grows wings that allow it to fly at its Saving Throw: None
base speed with average maneuverability. Might of the Spell Resistance: Yes (harmless)
dragon does not modify armor or clothing to accommo- This spell fills the area with the ethereal music pro-
date these wings, but the spell does provide the target duced by the movements of heavenly bodies. All allies
with a +4 natural armor bonus to AC. The target’s head, within range at the time of casting are filled with
jaws, and hands also change to permit bite and claw courage and confidence. They gain 2d8 temporary hit
attacks, inflicting damage according to the following points and a +2 morale bonus to saving throws, attack
table. If the target already had bite and claw attacks, it rolls, ability checks, skill checks, and weapon damage
uses whichever are better. rolls. At the time of casting, the music of the spheres
also dispels harmful mind-affecting effects within range
Bite Claw with a successful caster level check for each effect
Size Damage Damage (1d20 + 1 per caster level, maximum +20).
Fine 1 — Focus: Two small metal spheres crafted so that they
POUNCE any one skill check in 1/20th the time it would normal-
ly take. For a skill that can normally be checked in 1
Transmutation
round, the skill check becomes a free action. For a skill
Level: Rgr 3
that takes longer, divide the normal time required by 20,
Components: V, S, F
but the skill check requires at least a standard action in
Casting Time: 1 action
any event. The creature can save time when taking 20 on
Range: Personal
a skill check, but all the normal restrictions on taking 20
Target: You
still apply. Also, save time only affects the touched crea-
Duration: 1 round/level
ture, not any materials the creature may be working
You gain a +30 bonus on Jump checks and are not
with. This spell cannot, for example, make chemical
limited by the usual maximum distances for jumping (as
reactions take place quicker than normal and so cannot
per the jump spell). Furthermore, if you leap at least 10
be used to craft alchemist’s fire. Save time lasts until the
feet into combat with a foe, you can make a full attack
target completes his next skill check, but the skill check
even though you have just taken a move action.
must be started within one minute of casting save time.
Remember that pounce bestows no protection against
Material Component: A bit of quicksilver.
provoking attacks of opportunity.
Focus: The paw of a dire lion or a dire tiger.
SCALES OF THE DRAGON
ROBOTIC GUARDIANS Transmutation
Level: Sor/Wiz 2, Dragon 2
Conjuration (Creation)
Components: V, S, M/DF
Level: Technology 8
Casting Time: 1 action
Components: V, S, DF
Range: Touch
Casting Time: 1 full round
Target: Living creature touch
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes/level
Effect: Two or more robots, no two of which can be
Saving Throw: None
more than 30 ft. apart
Spell Resistance: Yes (harmless)
Scales of the dragon makes the flesh of the creature Number of Failed
you touch more resistant to injury. The creature gains a Fortitude Saves Effect
+1 natural armor bonus to AC for every 3 caster levels
(maximum +5). The spell also grants DR 1/— to the
1
2
Creature is rendered unconscious.
Creature drops to –1 hit points
93
creature per 4 caster levels (maximum DR 5/—). Scales and is dying.
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of the dragon causes the affected creature’s flesh to 3 Creature dies from suffocation.
become noticeably scaly. The natural armor bonus and
DR granted by this spell do not stack with natural armor Obviously, steal breath only affects creatures that
bonuses and DR from other sources. must breathe oxygen to live.
Material Component: The skin of any reptile.
TECHNOBABBLE
STAMINA OF THE DRAGON Enchantment (Compulsion) [Mind-Affecting]
Abjuration Level: Sor/Wiz 4, Technology 4
Level: Dragon 5 Components: V, S
Components: V, S, DF Casting Time: 1 action
Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level)
Range: Personal Targets: All creatures in a 15-ft. radius
Target: You Duration: 1 round/level
Duration: 1 hour/level (D) Saving Throw: Will negates
Stamina of the dragon grants you a +1 enhancement Spell Resistance: Yes
bonus to Constitution for every four caster levels (max- By means of this spell, you confuse and confound
imum +5). It further bestows resistance to two of the fol- your foe’s ability to use high-tech devices. Affected
lowing attack forms (chosen at the time of casting): creatures are treated as if they did not have the Technical
acid, electricity, fire, cold, space, or radiation. Proficiency feat. This means that they suffer a –4 cir-
Resistance allows you to ignore 10 points of damage per cumstance penalty on all ability checks, skill checks,
four caster levels (maximum 50 points) from the chosen and attack rolls using high-tech devices. Furthermore,
attack forms each round. You cannot have more than affected creatures cannot use feats or skills that have
Level: Dragon 9
Components: V, S, M, DF
Casting Time: 1 action
Range: Personal
Spellware
The following is a list of new spellware available for
Target: You use in the Dragonstar universe. The items listed below
Duration: 30 minutes/level conform to the rules for the use and creation of spell-
You transform into a dragon-like creature. All equip- ware found on pages 87–88 of Guide to the Galaxy. The
ment held or carried when the spell is cast changes to names, game rules, and mechanics of the spellware
become part of your new form and is unusable as a enhancements are designated as Open Game Content.
result. While in dragon form, you can cast spells, but Armored Skeleton: This full-body enhance-
spell-like and supernatural abilities are not ment can be used on both the living
usable. You retain your extraordinary abilities, and the dead (usually as preparation for
and your new form grants several reanimating the body). The process uses
new abilities: arcane augmentation therapies to fuse
metal alloys with the subject’s
• Size increases to bones. The result gives the sub-
Gargantuan. This ject a +4 natural armor
imposes a –4 bonus to Armor Class
size penalty to against crushing and blud-
AC and attack geoning damage. This
rolls. spell is particularly effective
• Your physical ability when applied to skeletal
CHAPTER THREE: SPELLS AND SPELLWARE
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Acid (Line) 6d4 (16) acid arrow 30,000 cr 1,200
Cold (Cone) 8d6 (17) cone of cold 50,000 cr 2,000
Fire (Line) 6d8 (19) fireball 60,000 cr 2,400
Gas (Cone) 6d10 (20) cloudkill 70,000 cr 2,800
Lightning (Line) 6d6 (18) lightning bolt 40,000 cr 1,600
Caster Level: 7th; Prerequisites: Implant Spellware, A breath weapon implant can be used only once a day.
cat’s grace; Market Price: 12,000 cr; XP Cost: 480; Caster Level: 9th; Prerequisites: Implant Spellware,
Check DC: 15. spell as listed above; Check DC: 18.
Dragon’s Breath: A natural extension of spellware Energy Wings: Flight has long been a dream of
technology, breath weapon modification has had a rocky almost every sentient race throughout the galaxy. While
history in the Dragon Empire. The initial research into magic could allow a select few to achieve it, the rest of
the procedure was quashed under the early days of the the world had to either be born with wings or settle for
empire, as the dragons considered such technology “pre- riding in metal ships to sail among the clouds (and
sumptive,” “impudent,” and “an attempted violation of stars). Wings are inconvenient for fitting into the
the natural order.” The originators of the technology cramped quarters of a space vessel, though, and it’s a
were arrested and prosecuted in an attempt to put an end rare individual that owns their own star or airship, free
to that avenue of inquiry. to travel where they will.
It wasn’t long, however, before another group set out To this end, this enchantment was researched and
on the same path, this time going underground in an designed. Special twin elongated comma-shaped
attempt to evade the empire’s agents. They managed to implants are placed in the subject’s back, right between
maximum efficiency, leading to the common name “elf munication between the two is possible. The affected
ears” for this spellware option. To an observer, a human creature reacts as though it were two steps friendlier in
with this modification could easily pass as a half-elf. attitude (see NPC Attitudes, Handling NPCs, DMG).
This procedure alone, however, would be insufficient to Once the effect has ended, the creature retains its new
let a human pass as a full-blooded elf. Subjects who attitude toward the bearer, but only as regards that par-
have undergone this procedure gain a +10 circumstance ticular suggestion or request. Caster Level: 1st;
bonus on Listen checks. Prerequisites: Implant Spellware, hypnotism; Market
Caster Level: 3rd; Prerequisites:, Implant Spellware; Price: 2,000 cr; XP Cost: 80; Check DC: 12.
Market Price: 2,000 cr; XP Cost: 80; Check DC: 12. Golem Arms: This enhancement was originally only
Fascinating Gaze: This enhancement is commonly undertaken following severe trauma, where dismember-
used by unscrupulous individuals in the entertainment, ment had occurred and the limb was irrecoverable. A
public service, and diplomatic fields, especially since it prosthetic was fashioned and put in place of the original.
CHAPTER THREE: SPELLS AND SPELLWARE
is undetectable except from its effects on others. The As time passed and research into the process gained
procedure involves delicate runic surgery on the corneas ground, the prosthetic grew more and more sophisticat-
of the individual receiving the implant. Once completed, ed, capable of integrating additional enhancements such
the recipient can hypnotize up to 5 HD of creatures per as tools, computers, and weaponry. Now, with the com-
day by meeting their gaze. The individual using the fas- plete range of motor skills, sensory capabilities, and
cinating gaze must make eye contact with the intended super-fine control granted by a combination of magic
target. This power does not work through recordings or and science, many individuals are opting to have one or
transmissions, only in person. If the target fails a Will both arms replaced with what they consider to be supe-
save (DC 12), the creature is hypnotized. If the saving rior alternatives.
throw succeeds, the effect is negated. The effect lasts for A golem arm is considered to have a Strength of 18. It
2d4 rounds. A target who fails his save does not remem- is constructed of metal and plastics, with an array of
ber being affected. cosmetic choices available. It has hardness 18, 140 hp
In order to use this effect in combat, the bearer of the (only for use if the arm is specifically targeted in an
spellware must use total defense actions for the round attack). There are a number of possible accessories, as
prior to using the gaze attack (see Miscellaneous listed below. The accessories are integral, installed inter-
Actions, PHB). The target gains a +2 to his Will save to nally with a pop-out mount and controlled by the men-
represent the difficulty of making full eye contact dur- tal commands of the subject. The XP cost is the same as
ing combat. If the bearer is able to isolate the target from the cost for the base arm, regardless of the attachment
distractions before attempting to hypnotize him, the tar- chosen. Only one accessory can be attached per arm.
get suffers a –2 penalty on his Will save. Accessories that require a microcell or minicell use a
While hypnotized, a creature’s Spot and Listen checks specialized rechargeable cell capable of supplying 50
suffer a –4 penalty. Any potential threat automatically uses.
negates the effect, as does shaking or slapping the crea- Of the available accessories, the only one not simply
ture. Freeing a creature from this effect is a standard a customized variant of standard equipment is the elec-
action. The bearer may make brief and reasonable trostunner. The electrostunner uses stun gauntlet tech-
requests of the hypnotized creature, assuming that com- nology and incorporates it into the arm itself. See
Starfarer’s Handbook, page 103, for more information. for half damage.
Caster Level: 12th; Prerequisites: Implant Spellware, The distance between the immolator and the con-
bull’s strength; XP Cost: 1920; Check DC: 18.
Image Recording: This enhancement allows the pro-
troller is irrelevant. The activation procedure forms an
astral link between the two, enabling the immolator to
97
jection of images from the memory of the subject for be activated any time, from anywhere. Any attempt to
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viewing by others. This is possible through delicate remove the immolator results in detonation of the fire-
arcane organ augmentation to the retinas of the subject’s ball. If the blast is not somehow contained or dispelled,
eyes, imbuing them with the power to not only receive the subject dies. Should the controller be killed or oth-
images but also project them. This is a popular modifi- erwise unable to fulfill his job, control of the device can
cation for individuals in entertainment, journalism, and be transferred to another agent of the emperor in a ritu-
law enforcement, both at the local and imperial levels. al that takes 1d6+3 hours to complete.
It’s also become popular among those in the shadier Immolators are always installed without the subject’s
side of society, as subjects with this modification are consent, and often without his or her knowledge (unless
rumored to keep the last image they see before death in that knowledge is later required for “motivational” pur-
their eyes for others to find. Given that the spellware is poses). Immolators are restricted to use by the Imperial
utterly invisible to observers, it allows a measure of Special Police Directorate only. Anyone in the civilian
security should they meet their end at someone else’s sector caught implanting an immolator is subject to no
hands. This has also led to a rash of mutilated corpses less than 50 years in an imperial penal colony. Due to
where the eyes have been removed to circumvent this the involuntary nature of the procedure, the subject is
possibility. not charged XP for implantation of the device.
The images shown must be events that the individual Caster Level: 5th; Prerequisites: Implant Spellware,
personally witnessed. Imagined or created images can- fireball; Market Price: 90,000 cr; XP Cost: —; Check
not be shown. Imperfectly remembered images will be DC: 15.
portrayed with blurs or blank spots visible in the affect- Magic Touch: The ability to sense the presence of
ed areas. The images have full visual and sensory range, magic is one that had long been the exclusive province
including sound, scent, and thermal qualities; in short, of those either consecrated to the gods or blessed with
the full memory is displayed. the ability to wield magical power from birth. While
Caster Level: 5th; Prerequisites: Implant Spellware, those individuals can still gaze unaided upon the magi-
a few feet of the object at the DM’s discretion. If auras putation to evasive maneuvers in an asteroid field.
overlap or fall into more than one strength category, This enhancement is popular among pilots in all
magic touch indicates only the stronger of the two. reaches of the galaxy. The imperial fleet rewards fighter
Lingering auras are always dim, but even weak magic pilots promoted into elite units with this enhancement as
leaves an impression on the universe. The length of time a bonus for their superior service, meaning that in addi-
an aura lingers depends on its original strength. tion to its overall usefulness, this particular bit of spell-
Lingering auras can only be detected if the magical ware is often indicative that its bearer is the best of the
CHAPTER THREE: SPELLS AND SPELLWARE
effect physically touched a surface that the character can best. As a result, many pilots opt to make the internal
touch with his or her skin. procedure more noticeable by purchasing partial eye
Caster Level: 1st; Prerequisites: Implant Spellware, socket replacements made of metal or plastic that
detect magic, identify; Market Price: 5,000 cr; XP Cost: remain visible after the procedure is completed.
200; Check DC: 12. This enhancement provides a +10 circumstance bonus
Mental Accelerator: This modification provides a on all Pilot skill checks, as well as giving a +4 bonus to
subtle enhancement to the mental faculties of the recip- Spot and Search skill checks. A side benefit of this pro-
ient. Arcane biotherapy is combined with delicate organ cedure is that it also grants the user a +1 circumstance
modification to enhance the brain’s synaptic rate. This bonus to ranged attack rolls when the target has at least
increase does not transfer to the rest of the body, only 1/4 cover.
the brain, providing a +2 bonus on initiative checks and Caster Level: 3rd; Prerequisites: Alertness, Implant
rendering the user immune to surprise. Spellware, cat’s grace; Market Price: 15,000 cr; XP
Caster Level: 5th; Prerequisites: Implant Spellware, Cost: 600; Check DC: 15.
haste; Market Price: 16,000 cr; XP Cost: 640; Check Scent of Emotion: This ingenious enhancement
DC: 18. allows the bearer to subtly influence the emotional
Piloting Rig: This enhancement uses runic surgery states of those around her. By releasing magically
and arcane biotherapy to alter the neurochemical relays enhanced pheromones, she can induce a specified emo-
between the brain and the nervous system in specific tion in all living creatures within a 15-ft. radius. Targets
ways. The effects include enhancing peripheral vision of the emotional change are allowed a Will save (DC
by repositioning the eyes slightly and granting them 14); if successful, the spellware effect is negated for 15
greater mobility, boosting hand-eye coordination by minutes, at which time another check may be made. The
shortening the distance between nerve endings and target may make a total of three saves per exposure to
bathing them in conductive fluid, and refining the spa- the spellware’s effects. If he makes all three saves, he is
tial centers of the brain to more quickly and easily com- immune to the emotional influence of the spellware for
pute the necessary trajectories and course corrections the rest of the encounter.
necessary for everything from intersystem course com- This spellware can only have one version implanted at
TABLE 3-6: SCENT OF EMOTION 99
Emotion Effect
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Despair Enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, abil-
ity checks, skill checks, and weapon damage rolls.
Fear Enchanted creatures flee from the bearer whenever they are in sight of her.
Friendship Enchanted creatures react more positively toward others. Their attitude shifts to
the next more favorable reaction type—hostile to unfriendly, unfriendly to indif-
ferent, indifferent to friendly, or friendly to helpful (see NPC Attitudes, Handling
NPCs, DMG). Creatures involved in combat, however, continue to fight back as
normal.
Hate Enchanted creatures react negatively toward others. Their attitude shifts to the next
less favorable reaction—helpful to friendly, friendly to indifferent, indifferent to
unfriendly, and unfriendly to hostile (see NPC Attitudes, Handling NPCS, DMG).
Hope Enchanted creatures gain a +2 morale bonus to saving throws, attack rolls ability
checks, skill checks, and weapon damage rolls.
Love Enchanted creatures fall deeply in love with the bearer, acting as though they were
under the effect of a charm person spell. Enchanted creatures will see the bearer
and her words and actions in the most favorable light possible.
Rage Enchanted creatures gain a +2 morale bonus to Strength and Constitution scores,
a +1 morale bonus on Will saves, and a –1 penalty to AC. They are compelled to
fight regardless of danger.
any given time. Each installation can only induce a sin- their specific effects are listed below.
gle emotion from the given list, chosen at the time of Caster Level: 7th; Prerequisites: Implant Spellware,
installation. It does not allow the bearer of the scent to charm person, emotion; Market Price: 56,000 cr; XP
sense the emotional state of her targets. The bearer can- Cost: 2,240; Check DC: 12.
not be affected by her own spellware. Skill Amplifiers: This set of modifications actually
The pheromones are released for as long as the bear- comes in six varieties, one for each ability-based skill
er maintains concentration, up to a maximum duration group. The “skill amp” enhancement, as it is commonly
of one hour per day. Targets who fail their Will saves called, is actually a series of smaller week-long proce-
remain under the influence of the chosen emotion for as dures and implants done over a six-month period of
long as the target remains within the area of effect plus time. At the end of the procedure, the subject’s muscu-
1d4+1 hours afterward. The available emotions and lar-skeletal, nervous, or neurochemical systems have
by half. Soulmechs suffer damage as normal but cannot
be deafened. Crystalline creatures take 7d6 points of
100 damage; a successful Fortitude saving throw reduces
the damage by half. Characters holding fragile items
can negate damage to the items with a successful
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undergone a detailed fine-tuning. The base ability web, entrapping any unlucky enough to be captured
remains the same, but the system attached to it functions within its sticky strands. This trend is much more com-
better as a whole in the tasks it is asked to perform. For mon among female drow, the traditional members of the
each amplifier implanted, the subject receives a +4 cir- Spider Goddess’s clergy, but is not unknown among
cumstance bonus to the skills based on that particular males. This spellware design was not intended as any-
ability. thing more than a useful, non-lethal method of capturing
Caster Level: 13th; Prerequisites: Implant Spellware, targets, but its adoption by the drow has left more than
limited wish; Market Price: 35,000 cr; XP Cost: 1,400; one non-drow user suspected of evil tendencies.
Check DC: 15. A web can be flung up to 25 feet away. Enough web
Sonic Cry: When spellware first spread across the is created to trap one Large creature, two Medium-size
stars, one of the sources arcane surgeons first looked to creatures, three Small creatures, and so on. The webs
for inspiration was nature itself. In myriad forms across last for one hour each. The spinnerets can make up to
hundreds of planets, examples were noted and studied, three webs per day.
leading to some of the more common spellware designs A creature within the web’s strands is entangled.
available today. Among these designs was one for a Entangled creatures suffer a –2 penalty to attack, a –4
sonic attack, similar to methods of defense used penalty to effective Dexterity, and cannot move. Any
throughout the animal kingdom, with amazing success. attempt to cast a spell while entangled requires a suc-
Using arcane organ modification, the vocal cords and cessful Concentration check (DC 15) or the spell will be
diaphragm of a subject with sonic cry are magically lost. A successful Reflex save (DC 15) allows a creature
altered. The subject keeps his normal speaking and to avoid becoming entangled. A Strength check (DC 20)
singing voices, but is thereafter able to utter a piercing or an Escape Artist check (DC 25) can allow a stuck
cry capable of causing damage to the hearer. The cry creature to break free. The strands of the web are flam-
inflicts 2d6 points of damage upon everyone within a mable, and creatures trapped within flaming webs take
30-ft. cone. Everyone within the area of effect is also 2d4 points of damage.
deafened for 2d6 rounds. A successful Fortitude save Caster Level: 3rd; Prerequisites: Implant Spellware,
(DC 14) negates the deafness and reduces the damage web; Market Price: 12,000 cr; XP Cost: 480; Check DC:
12. This design allows the paladin to project a blast of
Voice Modulator: This enhancement sees great use light from his open palm. He must succeed at a ranged
in the entertainment industries, as well as among those
in more illicit professions. Through arcane organ aug-
touch attack in order to strike his target, with a range of
150 feet. A creature struck by this attack takes 3d8
101
mentation, the subject’s vocal cords and throat are points of damage. An undead creature takes 5d6 points
101r101
enhanced to allow them to replicate any sound made by of damage, and undead who are vulnerable to sunlight
a living creature. In addition, the spellware allows the take 5d8 points of damage. A successful Fortitude save
bearer to project his or her voice, making it seem as (DC 15) halves the damage.
though it issues from somewhere else (such as from Caster Level: 5th; Prerequisites: Implant Spellware,
another creature, a statue, behind a door, down a pas- cleric of paladin’s deity, searing light; Market Price:
sage, etc.). The range of the effect is anywhere within a 35,000 cr; XP Cost: 1,400; Check DC: 12.
25-ft.radius. Listeners who make a successful Will save Divine Sight: This enhancement allows the paladin to
(DC 13) realize the sound is illusory, but still hear it. call upon divine power and reveal the presence of invis-
The effect lasts for as long as the bearer maintains con- ible assailants in her presence. This power works in a
centration. 25-ft. radius from the paladin, rendering any invisible
If the bearer’s voice is not disguised and the listener forms in the area visible and outlining them in glowing
recognizes it, he will know who is actually making the blue light, enabling the paladin to determine those being
sound. If the bearer is imitating another person or crea- revealed by the effect, even in a crowd. The power can
ture, the character must make a Charisma check (see be used three times per day and lasts for 10 minutes each
table below for DC) to see how successfully he emulates time. Creatures without a visible form, such as an invis-
the chosen person or creature. ible stalker, remain invisible. The paladin is the only one
who can see the invisible creatures; their invisibility is
Sound Type DC not stripped from them. They are merely revealed to the
Same PC race, same gender 12 paladin, who may then take action as she chooses.
Same PC race, different gender 14 Caster Level: 5th; Prerequisites: Implant Spellware,
Different PC race 14 cleric of paladin’s deity, invisibility purge; Market
Non-PC race 16 Price: 30,000 cr; XP Cost: 1,200; Check DC: 12.
Non-verbal creature variable Heavenly Shield: This enhancement allows the pal-
PSIONICS
Introduction The Races and Psionics
Like the art of magic, psionics are an ancient disci- Most of the races in the Dragonstar setting can man-
pline in the Dragon Empire. And just as with magic, sci- ifest psionic powers without modification. Psionic abil-
entists have sought ways to combine technology with ity is usually not a function of race but of mental train-
psionics to create tools that are not limited by the laws ing and potential.
of physics. While not as completely successful as they
were with magic, scientists did happen upon a few very
important discoveries. As the awareness about the exis- Soulmechs and Psionics
tence of psionics and how they worked grew, new tech- The standard soulmech neural net will allow an indi-
nologies were developed to enhance the quiet mind with vidual to use psionics. A soulmech needs a special
CHAPTER FOUR: PSIONICS
the enlightenment of the soul. It was soon discovered upgrade to the neural net to be able to manifest psionic
that the psionically active mind was able to link its powers. The cost of this upgrade, in credits and XP, is
power to the latent energy patterns of crystals and their the same as the cost for the crystalware for creating a
matrices. bio-psion (see page 119). Assume, however, that this
The age of psionic enlightenment began when artifi- cost has been paid for at character creation. This allows
cial crystals were first grown. Now that the natural a soulmech to begin or multiclass as a psionicist without
matrices of latent energy could be created at a pittance paying the cost in experience or credits.
of the cost of mining, it became standard practice to Because of the dual nature of soulmechs—they are
engineer psionic individuals. Many of these fields are both constructs and living beings—many powers affect
still very new and unproven, but this hasn’t stopped the them differently than they might a flesh and blood crea-
unscrupulous from experimenting. ture, or even a standard construct. When a power desig-
Each citizen of the empire has his or her own beliefs nates the target as a creature or humanoid, assume that
about psionics, what they are, and how they work. the power also works on soulmechs. Soulmechs retain
Indeed many are skeptical and prejudiced out of fear. their natural magical immunities and susceptibilities for
The bottom line, however, is not what is true, but who is psionic effects. Psionic attack modes affect soulmechs a
using them, and more importantly, how they are being bit differently. Any result that would cause Strength,
used. Dexterity, or Constitution damage instead stuns a soul-
The names and game mechanics of classes, feats, mech for a number of rounds equal to the ability dam-
items, and powers in this section, as well as all game age. See the Guide to the Galaxy (page 118) for further
rules derived from the d20 System Reference details on psionics and soulmechs.
Document, are designated as Open Game Content. Soulmechs cannot use crystalware. Because of this
restriction, soulmechs may not become bio-psions, as
that would require a crystalware implant.
tinge to their thin skin and their skulls are enlarged, giv-
Tsalokhi (s-Humans) ing their heads a bulbous appearance. They often shave
There aren’t many people who live on the edge of the
Dark Zone who can claim to be truly free. The mind
their thick and silky hair into intricate patterns.
Complimenting this odd grooming habit, tsalokhi sport
103
flayers once held dominion over the area of the galaxy colorful tattoos and numerous body piercings. Hair
103r103
the tsalokhi call home. It is therefore quite remarkable color and eye color are as varied as any human’s, but
that the tsalokhi have been free of mind flayer control rare metallic shades are valued above all others.
for many generations. Tsalokhi are as careful and fanatical about cleanliness
Natural evolution and active breeding programs led and a groomed appearance as they are wild and chaotic
the tsalokhi to develop genetic psionic traits. There isn’t with their choice of fashion.
a tsalokhi born that does not have some trace of psionic Relations: Tsalokhi are relatively rare in the Dragon
talent. If it wasn’t for the mind flayers’ overconfidence, Empire and find it hard to get along with most everyone
the tsalokhi would never have succeeded in remaking due to a combination of their superior aloofness and bit-
themselves into a race of people naturally gifted at terness towards the empire. Most other races have a hard
resisting the considerable psionic prowess of their for- time dealing with these attitudes and usually treat the
mer masters. For many years, the tsalokhi enjoyed a tsalokhi with some measure of disdain. The only races
freedom that few, even those of the Dragon Empire, that frequently tolerate being treated as inferior are the
have known. They became complacent. various hybrid races and soulmechs, who put up with
In their arrogance and pride, the tsalokhi refused to prejudice throughout the empire on a regular basis. As a
acquiesce to the Dragon Emperor’s demands of sub- whole, tsalokhi are not a very popular people in the
servience and their society was destroyed. Today, the Dragon Empire, and that is largely due to excessive
few surviving tsalokhi have had some trouble adapting hubris. A few tsalokhi, however, have integrated suc-
to lives in the Dragon Empire. Despite their difficulty, cessfully into imperial society.
tsalokhi have earned the respect of many for their sur- Alignment: The majority of tsalokhi who survived
vival skills, strange powers, and inborn tenacity. The the Dragon Empire’s invasion are chaotic by nature. It
tsalokhi survive in the Dragon Empire as individuals on was the politicians who incited the Dragon Empire and
the fringe of society waiting for their chance to claim the survivalists who fled prior to the invasion. Both of
freedom once again. these factions exhibit chaotic tendencies. However,
Personality: The dichotomy of superiority and sub- some few are true contemplatives and philosophers—
servient survival that coexists within each individual students of thought. These few are usually lawful and
105r105
using this skill.
• If using the s-Template Variance below, the tsalokhi, Psions have found life difficult in the Dragon Empire.
or s-human, does not gain the bonus feat or skill points, For many thousands of years, their profession was mis-
as they are too single-minded and focused on survival to understood. They had to deal with prejudice and fear
be flexible and well rounded like true humans. wherever they went. It wasn’t until recently, during the
• Automatic Languages: Common and Tsalokhi. age of psionic enlightenment, that psions became
Tsalokhi is a silent telepathic language. Bonus accepted throughout the Dragon Empire. This accep-
Languages: Draconic and any other language or lan- tance was hard fought and came at a cost. A psion can
guages that are very commonly used on the planet they now walk openly in the streets and declare himself a
have taken as their new home. psion without fear of legal reprisal, but many of his indi-
• Favored Class: Psion or psychic warrior, chosen at vidual freedoms and privacy have been compromised
character creation. A tsalokhi’s psion or psychic warrior for this right. Unlike magic, psionics are an art for which
class does not count when determining whether he suf- the ruling elite—the dragons—do not have a natural
fers an XP penalty for multiclassing. The tsalokhi have aptitude. As a result, they remain suspicious of its
actively bred psionics into their gene pool and thus unconstrained use.
make exceptional psionicists. Tsalokhi are considered Despite the empire’s grudging acceptance of psionics
true psionicists and may not take any levels in the bio- as a viable talent, the restrictions are fairly significant.
psion class. Psions are required to register with the Imperial
• Level Adjustment +1: Their many psionic talents Committee for Psionic Oversight, which is itself over-
make tsalokhi slightly more powerful than other com- seen by the ISPD. Frequent activity reports to the ICPO
mon races in the Dragon Empire. by each individual psion ensure continued registration
in good standing with the empire. Further, psions must
ALTERNATE S-TEMPLATE VARIANCE report to local imperial administration at every port to
Many tsalokhi stories circulate through the Dragon which they travel. Any violation of the Psionic Code—
Empire of dwarves, elves, gnomes, halflings, and even a document dictating what a psion is and is not allowed
107r107
ly avoid registration with the ICPO, their actions are still Empire.
bound by the Psionic Code. It is just a matter of time True Psionicist: Psychic warriors are considered true
before an anonymously registered member of one of the psionicists as they come by their talents naturally. As
various monastic orders knowingly and maliciously such, psychic warriors may not take levels in the bio-
breaks one of the rules mandated for all psionicists. psion class. Similarly, a bio-psion may not multiclass as
When this time comes, it is likely that the Dragon a psychic warrior.
Empire will not allow the orders to register by proxy any New Bonus Feats: The psychic warrior can choose
longer. bonus feats from all new psionic feats and the following
list, in addition to the standard ones: Autofire, Crack
GAME RULE INFORMATION Shot, Gunner, Improved Far Shot, Improved Shot on the
Run, Mobile Shot, Pressing Attack, Speed Load, Two-
The following new rules apply to psychic warriors.
Gun Shooting.
Characteristics: Whether volunteers or forcefully the use of the psychometabolism discipline require
conscripted into service, bio-psions are engineered decent strength, so orcs or half-orcs work best, while
psionicists. They are built and molded into a elves and halflings would not. Conversely, elves and
tool for a particular purpose. While most are halflings would be best suited for any positions
not designed specifically for combat but as requiring use of the psychoportation discipline.
acting agents for their master, some com- Drow, on the other hand, find it difficult to survive
bat ability is usually necessary. the transformation, but if they do, they make great
Bio-psions are also not the practitioners of the metacre-
best psionicists, but they are ative, psychoportive, and
more closely linked to telepathy disciplines.
technology and the Dragon Other Classes: Designed
Empire than true psioni- as a specific tool, bio-
cists. psions often lack diversity
Alignment: Bio-psions in skill. Because of this
may be of any alignment. single-minded focus,
Volunteers most often bio-psions often excel
exhibit at least one ele- at tasks specifically
ment of their masters’ related to their
alignments, usually being goals. Finding a
within one step on the way to get beyond
alignment chart. They any other obstacles
gladly and willingly carry can lead to extreme
out the orders of their supe- difficulty. Because of the
riors and are fanatically loyal narrow scope of their special-
to their created purpose. Those conscripted into ser- ization, bio-psions often
CHAPTER FOUR: PSIONICS
vice include slaves, convicts, and unfortunates down require other individuals
on their luck. These few usually don’t conform to with different skill back-
their masters’ alignments and are often submis- grounds to assist them. This
sive in nature. may be a team of several bio-
Religion: Bio-psions don’t usually fol- psions all designed to perform
low any specific faith. They often pay different tasks. More often, however, others
homage, though, to the deity that meant the most to with more diverse abilities are hired or assigned to work
them prior to the procedure. Volunteers often worship or alongside the bio-psion.
convert to the worship of their master’s deity. Those
unfortunate enough to be forcefully transformed into a GAME RULE INFORMATION
bio-psion often pray to the Father, the Mother, and
Bio-psions have the following game statistics.
sometimes the Judge to deliver them safely from their
Abilities: Constitution is the most important ability
unjust bondage.
for bio-psion, because it is the ability they most rely on
Background: Bio-psions can come from just about
to survive the surgery required to become a psionicist.
anywhere. Volunteers are often already in their master’s
As with psions and psychic warriors, however, all abili-
employ. They might be a bodyguard, soldier, or some-
ty scores could be useful. Each discipline requires a
one ambitious enough to want a more highly ranking
good score in a different ability for optimal perfor-
position. Some will volunteer out of patriotism to a
mance.
domain or the empire and hear the call as a commoner,
Alignment: Any.
aristocrat, or any station in between. The conscripted are
Hit Die: d6.
usually not free prior to the procedure, and may be
Starting Gold: Same as psion.
slaves, indentured servants, or convicts still serving a
sentence.
Races: Characters or any race except soulmech are
TABLE 4-1: THE BIO-PSION 109
Base
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Attack Fort Ref Will Power Powers Discovered
Level Bonus Save Save Save Special Pts/Day 0 1 2 3 4 5 6
1 +0 +2 +0 +0 Crystalware affinity,
pseudo-psionicist 5 — — — — — — —
2 +1 +3 +0 +0 5 1 — — — — — —
3 +2 +3 +1 +1 5 2 — — — — — —
4 +2 +4 +1 +1 Psionic combat mode 5/10 3 — — — — — —
5 +3 +4 +1 +2 7/15 3 1 — — — — —
6 +3 +5 +2 +2 Crystalware implant 9/20 3 2 — — — — —
7 +4 +5 +2 +2 11/25 3 3 — — — — —
8 +5 +6 +2 +3 Psionic combat mode 13/34 3 3 1 — — — —
9 +5 +6 +3 +3 15/41 3 3 2 — — — —
10 +6/+1 +7 +3 +4 Integral Psionic Item 17/50 3 3 3 — — — —
11 +6/+1 +7 +3 +4 19/59 3 3 3 1 — — —
12 +7/+2 +8 +4 +4 Crystalware implant,
psionic combat mode 21/70 3 3 3 2 — — —
13 +7/+2 +8 +4 +5 23/81 3 3 3 3 — — —
14 +8/+3 +9 +4 +5 25/94 3 3 3 3 1 — —
15 +8/+3 +9 +5 +6 27/107 3 3 3 3 2 — —
16 +9/+4 +10 +5 +6 Psionic combat mode 29/122 3 3 3 3 3 — —
17 +9/+4 +10 +5 +6 31/137 3 3 3 3 3 1 —
18 +10/+5 +11 +6 +7 Crystalware implant 33/154 3 3 3 3 3 2 —
19 +10/+5 +11 +6 +7 35/173 3 3 3 3 3 3 —
20 +11/+6/+1 +12 +6 +8 Two psionic combat
modes,
Class Skills proficient with all simple weapons and all light or medi-
um armor. Additionally, a bio-psion may choose up to
The bio-psion’s class skills (and the key ability for two martial weapon proficiencies. Armor check penal-
each skill) are Autohypnosis (Wis), Balance (Dex), ties for some types of armor apply to the skills Balance,
Concentration (Con), Craft (Int), Freefall (Dex), Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Knowledge (psionics) (Int), Profession (Wis), Psicraft Pocket, Pilot, and Tumble. Also, Swim checks suffer a
(Int), Remote View (Int), Repair (Int), Research (Wis), –1 penalty for every five pounds of armor and equip-
Stabilize Self (Str), Urban Lore (Wis), Use Device (Int), ment carried.
and Use Psionic Device (Cha). Powers: A bio-psion manifests powers similarly to a
psion or psychic warrior. All the rules regarding the
Skill Points at 1st level: (4 + Int modifier) x 4. minimums for key ability scores apply to the bio-psion.
Skill Points at Each Additional Level: 4 + Int mod- A bio-psion may choose any psionic power and is not
ifier. restricted by a specific power list. A bio-psion may
choose a power of a level equal to the psion level of that
power, assuming of course that the bio-psion can devel-
Class Features op a power of that level. If the power only has a psychic
warrior level, then the bio-psion may choose that power
All of the following are class features of the bio- when he can develop a power equal to the psychic war-
psion. rior level of the power. A bio-psion may never choose
Weapon and Armor Proficiency: Bio-psions are powers greater than 6th level.
Power Points: A bio-psion starts with five power
110
points per day and does not start gaining more power
points until 5th level. At 5th level and each level there-
after, a bio-psion gains two power points automatically.
Original Prestige Classes
Because the crystalware implant used to create a bio-
Metamind
110l110
111r111
rich businessman approaching a street thug in a dark
matically becomes proficient with all high-tech simple
alley. Their penchant for violence is infamous, and few
weapons.
can be sure what might trigger a display of grisly car-
Special Fire Abilities: The pyrokineticist has several
nage.
abilities tied to the element of fire. All of these abilities
work normally under normal conditions. In the vacuum
of space, however, fire does not have oxygen to burn. CLASS FEATURES
See the section on powers and power clarifications in All of the following are class features of the soulknife.
this chapter for further details on ectoplasmic fire. For Weapon and Armor Proficiency: When a soulknife
example, the touch aflame ability will not set any flam- takes the Technical Proficiency feat, he automatically
mable materials on fire by its touch alone while in an becomes proficient with all high-tech simple weapons
airless environment, but the pyrokineticist can cause an and all high-tech light armor.
object or foe to light up using unstable ectoplasm much
like alchemist’s fire.
Slayer
New Prestige Classes
The following new prestige classes are designed for
The biggest threat to the sovereignty of the Dragon inclusion in Dragonstar campaigns that feature psion-
Empire, other than its own internal strife, appears to be ics prominently.
the mind flayers of the Dark Zone. While this generally
keeps slayers gainfully employed, it also shortens their
life expectancy drastically. Regardless of the rampant
Cyberkineticist
paranoia against psionicists and the resultant repression As the age of psionic enlightenment surged across the
of personal freedoms, slayers are often accepted grate- Dragon Empire, many psionicists seized the opportuni-
fully into most social circles. Indeed, many slayers are ty to enhance their powers with technology. One of the
hired to protect various nobles, cities, and planets, while ways they found to do this was to increase the ability to
113r113
may have, plus his Intelligence modifier (if positive).
Skills: Net Talk 8 ranks, Remote View 5 ranks,
Superior Electrical Remote Viewing (Su): At 10th
Research 5 ranks, Use Device 8 ranks.
level, a cyberkineticist is able to manifest all powers, as
Feats: Hacker, Technical Proficiency.
well as psionic attack modes, through electronic surveil-
Special: Must have a net crystal crystalware
lance sensors. This ability works similarly to the power
implant.
greater electrical remote viewing, except there is no
restriction on which powers may be used through
the sensors. Any power not covered by greater CLASS SKILLS
electrical remote viewing only has a 5% chance The netwalker’s class skills (and the
per manifester level of working. This abili- key ability for each skill) are Autohypnosis
ty may be used three times per (Wis), Concentration (Con), Craft (Int),
day and only if the cyberkineti- Cryptography (Int), Decipher Script (Int, exclu-
cist has 17 reserve power sive skill), Knowledge (psionics) (Int), Psicraft
points in his power point (Int), Profession (Wis), Remote View (Int), Repair
pool. (Int), Research (Wis), Search (Int), Use Device
(Int), and Use Psionic Device (Cha).
one to gain a virtual level for the purposes of develop- mal data stream. This allows him to gain access to com-
ing new powers. These virtual levels add to the net- puters across the empire more quickly. A netwalker can-
walker’s manifester level. Psionic attack and defense not transmit his consciousness any faster than he could
modes are discovered as though the character had a normally transmit data. When his consciousness has
number of levels in the psychic warrior class equal to his been transmitted, the netwalker’s body is considered
levels in the prestige class. completely unaware and helpless. This can present a
CHAPTER FOUR: PSIONICS
Hyper Search (Ex): At 1st level, netwalkers gain the problem if the time of the transmission is extended. The
ability to increase their research speed while uplinked netwalker must insure that his body is taken care of
with the Net. When making a Research check, a net- while he is away.
walker may take 10 without spending any additional Normally, if a netwalker wanted to access a computer
time on the task, even when stress or distraction would eight light years away, it would take him a specific
otherwise prevent him from doing so. He may take 20 amount of time dependant on the speed of his net crys-
on Research checks when otherwise allowed to do so, tal upgrade. This might take days, weeks, or even
and these tasks take no more time than taking 10 ordi- months. It would take the same amount of time to trans-
narily would. mit the data back to his computer for perusal.
Remote Uplink (Su): At 1st level, a netwalker can When a netwalker transmits his consciousness, how-
link to the Net from anywhere, so long as he is within ever, it allows him direct and immediate access to the
100 feet of a computer with a net crystal upgrade. This information found on the computer and the local net-
ability may be used at will as long as the netwalker has work it is linked to. He can then send out communica-
at least 1 power point in his power point pool. tions from that computer or return to his body with the
Understand Digital (Ex): At 3rd level, due to their information. Returning to the body is instantaneous and
nearly constant connection with the Net, netwalkers any data traveling back with his consciousness returns at
have gained the ability to understand Digital. This the same speed. This allows a netwalker to cut down on
allows them to receive and transmit data directly to and data and information retrieval time by exponential
from a computer without having to go through a stan- degrees.
dard interface. This doubles the speed for all program- Remote Phase Uplink (Su): At 8th level, a netwalk-
ming, research, communication, and hacking tasks per- er is able to physically enter the Net. As long as he has
formed while uplinked to the Net. access to the remote uplink ability, a netwalker can
Transmit Consciousness (Su): At 6th level, a net- cause his body to flicker in and out of existence with a
walker can transmit his consciousness alongside a nor- strobelike effect. This is a partial transmission of his
physical body into the Net. The netwalker is affected as back into the fold. Recently, as the age of psionic
though the displacement spell had been cast on him. The enlightenment has spread across the galaxy, ascetics
spell true seeing and similar effects reveal the displaced
being’s true location, but because the netwalker is not
have found themselves acting as liaisons and merchants
for the psionic craftsmen of the Noetic Order. While this
115
entirely on the physical plane, the 50% miss chance still more secular job doesn’t really appeal to an ascetic of
115r115
applies. A magical weapon with the ghost touch ability the Noetic Order, they do understand the necessity.
affects the netwalker normally if his true location can be Hit Die: d6.
determined. This ability may be used three times per
day. REQUIREMENTS
Transmit Body (Su): At 10th level, a netwalker is
To qualify to become an ascetic of the Noetic Order,
able to physically transmit his body alongside a normal
a character must fulfill all the following criteria.
data stream. This ability works like the transmit con-
Base Attack Bonus: +3.
sciousness ability, except that the entire physical body is
Manifesting: Must be able to manifest psionic pow-
transferred from location to location. While in transit,
ers.
the netwalker’s body does not need to breathe or eat.
Skills: Hide: 8 ranks, Listen: 5 ranks, Move Silently:
The netwalker can, as a full-round action that pro-
8 ranks, Spot: 5 ranks.
vokes attacks of opportunity, transmit his body
Feats: Delay Power, Dodge, Psionic Dodge, and one
into the local network. The next round, as a
other metapsionic feat.
move-equivalent action, the netwalker can
Special: Must be a member in good standing of the
reappear anywhere within 100 feet of a com-
Noetic Order.
puter with a net crystal upgrade that is con-
nected to the local network. After reap-
pearing, the netwalker can make a CLASS SKILLS
Concentration check (DC 15 + 1 The ascetic’s class skills (and the key
per 1 mile from original location) ability for each skill) are Autohypnosis
to be able continue acting in the (Wis), Balance (Dex), Concentration
round. This function may be used (Con), Craft (Int), Freefall (Dex), Hide
once per day. The use of this ability (Dex), Knowledge
can be dangerous. If (psionics) (Int), Listen
the originating net (Wis), Move Silently
checks suffer a –1 penalty for every five pounds of the character gets every three character levels.
armor and equipment carried. Danger Sense (Sp): At 1st level, an ascetic of the
Power Points: Ascetics of the Noetic Order gain Noetic Order is able to intuitively sense when he is in
extra power points per day, which are added to the char- danger. This ability works as the power danger sense as
acter’s previous total. Ascetics receive bonus power cast by a psion of the ascetic’s character level.
CHAPTER FOUR: PSIONICS
points as other psionic classes, except their relevant Additionally, this ability grants the ascetic of the Noetic
ability score is Dexterity. Order a +4 circumstance bonus on ability or skill checks
Powers Discovered: An ascetic of the Noetic Order to avoid being surprised. This ability is always active as
discovers powers as his previous psionic class. Each long as the acetic has at least 5 power points in his
level of ascetic of the Noetic Order adds a virtual level power point pool.
to his existing psionic for the purposes of developing Nondetection (Sp): At 6th level, an ascetic of the
new powers. If the ascetic has more than one existing Noetic Order is able to hide his presence from spying
psionic class, he chooses which one to increase a level eyes. This ability works as the power nondetection as
for the purposes of developing new powers. These vir- cast by a psion of the ascetic’s character level. This abil-
tual levels add to the ascetic’s manifester level. Psionic ity is considered to always be active as long as the
attack and defense modes are discovered as though the ascetic has at least 5 power points in his power point
character were a psychic warrior of the same level as the pool.
prestige class. Adapt Body (Sp): At 8th level, an ascetic of the
Bonus Metapsionic Feats: At 3rd level, an ascetic of Noetic Order is able to adapt his body to various hostile
the Noetic Order may choose his first bonus metapsion- environments. This ability works as the power adapt
ic feat. He may choose additional metapsionic feats at body as cast by a psion of the ascetic’s character level.
5th, 7th, and 9th levels. An ascetic must first meet the The ascetic may use this ability once per day without
prerequisites of any feat before he may take that feat as power point expenditure. He may spend the normal
one of his bonus feats. These bonus feats are in addition power points required by the power to use it more than
to the feats that a character gets every three character once per day.
levels. Join the Circle (Su): Ascetics of the Noetic Order
Hide Power: At 1st level, an ascetic of the Noetic train rigorously to gain this final ability. At 10th level, a
Order receives the Hide Power metapsionic feat for free. group of ascetics of the Noetic Order may all join
This is a bonus feat and is in addition to any feats that together in a circle and manifest powers with a greater
ability than they are capable of individually. Ascetics of Concentration checks (DC 20 + 5 per extra task after the
the Noetic Order often need this power to protect the first two) are required to maintain your multitasking
secrecy and security of their order. This ability works as
the power metaconcert. The acetic may use this ability
under extreme or dangerous conditions.
117
once per day without any power point expenditure or KNOWLEDGE (PSIONICS) [INT; TRAINED ONLY]
117r117
requirements. If an ascetic wishes to use this ability
You are knowledgeable about the mechanics of psion-
more than once, he must expend 9 power points as the
ics and how they interact with the laws of physics.
power normally requires.
Special: As with other knowledge skills, your knowl-
edge of psionics is limited to your degree of contact with
Original Psionic Skills psionic manifestations. Even if you have had significant
experience with psionic powers, you may not know that
the manifestations were psionic, instead confusing them
Each of the skills detailed in the Psionics Handbook
is listed in the following section. Most of these skills are for arcane magic. Psionicists have hidden their powers
unmodified from their original descriptions. However, behind the veil of magic for many thousands of years, so
the technology and unique environments of the very few non-psionicists actually have detailed knowl-
Dragonstar setting expand the scope and function of edge of the art.
many skills.
PSICRAFT [INT; TRAINED ONLY]
AUTOHYPNOSIS [WIS; TRAINED ONLY; BIO- Because the open practice of psionics is a relatively
new phenomenon in the Dragon Empire, no changes
PSION, PSION, PSYCHIC WARRIOR ONLY] have been evidenced to date. There are no modifications
You have trained your mind to resist fear, pain, and to this skill.
toxins. You can survive without air for a short time, even
in the vacuum of space.
Special: You may make an Autohypnosis check to REMOTE VIEW [INT; BIO-PSION, PSION ONLY]
resist asphyxiation (DC 20). As with scry, psionic surveillance can be more effec-
Resist asphyxiation: In response to being exposed to tive and harder to detect than anything technology could
the vacuum of space without any protective clothing or create.
breathing apparatus, you can make an Autohypnosis Special: This skill does not work with electronic sur-
veillance devices, and it will not help you to detect such
Dragonstar setting.
This feat only works against thrown or archaic missile
BODY FUEL weapons, such as arrows, stones, or crossbow bolts. You
cannot use this feat to snatch a bullet or energy pulse
Soulmechs and any other robots or constructs may not
and fire it back at your foe.
“burn” physical ability points (Str, Dex, or Con). Any
other creature or being that cannot alter an ability score,
or does not have a particular ability score, may not
burn that ability score. New Psionic
CRAFT PSIONIC ARMS AND Feats
ARMOR The following new feats
You must have the Technical can be incorporated into a
Proficiency feat to create psion- Dragonstar campaign
ic, high-tech weapons and that emphasizes psionic
armor. characters.
119r119
capacitor. The crystalware is implanted in the middle of
INERTIAL DAMPENING [PSIONIC] the patient’s brain and requires a Fortitude save (DC 15)
to survive the surgery. A failed save results in death. The
Your mind gives you more control over your body in
modifications to the crystal capacitor allow a non-psion-
low-g or zero-g environments.
ic to become psionic. The crystalware replenishes its
Prerequisites: Dexterity 13+, the Freefall skill,
own power points every 24 hours, regardless of whether
reserve power points 3+.
it is completely depleted or not. Once this crystalware
Benefits: You no longer need to make Freefall skill
enhancement is implanted, the patient may never
checks while in very low-g. You receive a +8 circum-
become a true psionicist because any real connection to
stance bonus to all Freefall checks while in zero-g.
his own inner power is destroyed when the brain surgery
is performed. A bio-psion implant does not take up an
NET SURFER [GENERAL] available crystalware implant slot.
You are naturally gifted at using the Net. Manifester Level: 9th; Prerequisites: Implant
Prerequisites: Technical Proficiency. Crystalware, Create Crystal Capacitor, psychic chirur-
Benefits: You get a +2 bonus on all Concentration, gy; Market Price: 162,000 cr; XP Cost: 6,480; Check
Research, and Use Device checks when using the Net. DC: 20.
Bio-psion implant upgrade: Bio-psions have the
PSIONIC G-TOLERANCE [PSIONIC] ability to purchase upgrades for their bio-psion implant
at 4th level. This increases the amount of power points
Your mind allows you to ignore alternate gravity.
the bio-psion has available to use on powers or psionic
Prerequisites: Dex 13+, reserve power points 5+,
combat modes. Since the surgery has already been done,
Inertial Dampening, at least one of the following feats:
the only cost incurred is the credit and experience point
High-G Tolerance, Low-G Tolerance, Zero-G
cost for each additional power point added to the
Tolerance.
implant’s capacity.
Benefits: You may treat any gravity environment as if
Manifester Level: 9th; Prerequisites: Implant
it were 1g in all respects. You must have the specific
nal. A net crystal implant is considered a full brainport takes to communicate outside of the instantaneous local
(see Imperial Supply, page 4) for the advantages it network is 12 hours.
allows and dangers it incurs. A net crystal implant does Manifester Level: 5th; Prerequisites: Implant
not allow the use of skill chips. A net crystal implant Crystalware, Repair skill, uplink; Market Price: 40,000
takes up one available crystalware slot. Manifester cr; XP Cost: 1,600; Check DC: 20.
Level: 5th; Prerequisites: Implant Crystalware, uplink; Model V allows communication from one side of the
Market Price: 10,000 cr; XP Cost: 400; Check DC: 18. galaxy to the other in 12 hours. The minimum time it
Net crystal upgrade: A net crystal upgrade is a crys- takes to communicate outside of the instantaneous local
talline hardware upgrade for any computer not more network is one hour.
than two years old. This upgrade gives any user the abil- Manifester Level: 5th; Prerequisites: Implant
ity to access the Net through his computer terminal. Crystalware, Repair skill, uplink; Market Price: 50,000
These upgrades can be placed on servers, which would cr; XP Cost: 2,000; Check DC: 25.
grant every workstation the connectivity benefit, or on
an individual terminal. A standard net crystal upgrade
allows communication from one side of the galaxy to
the other in approximately one year. There are more
Powers
expensive models that allow a faster rate of communi-
cation, but the faster the rate the more likely burnout or
failure is to occur. There are five models of the net crys- Psionics and Magic
tal upgrade. Model I is the standard model and allows Psionics and magic are similar in that supernatural
the slowest rate of communication. A Use Device check energies are being channeled and expended for a desired
(DC 10) is required to use this model effectively. If the effect. This is where the similarity ends. While the
check is failed by more than 5, then a burnout can occur. magic-psionic transparency presented in the Psionic’s
Have the net crystal upgrade make a Fortitude save (DC Handbook is certainly a viable option, the Dragonstar
14 + its model number) to determine burnout. If burnout setting assumes a variant transparency exists. Why a
CHAPTER FOUR: PSIONICS
does occur, then the connection is dropped and a new variant? So that the game balance between psionics and
net crystal upgrade must be installed before the connec- magic is maintained while still allowing for psionics to
tion can be resumed. The creator must spend the XP cost be a completely different set of abilities and powers. The
for this psionic item, as it does not get implanted into a variant transparency system is based on the effect of the
patient. Consequently, a Repair check is required magic spell or psionic manifestation, not whether it is
instead of a surgery check to implant the item. specifically magic or psionic. If there is any question
Model I allows communication from one side of the about how this variant system works, assume that if a
galaxy to the other in one year. The minimum time it resistance or immunity to a specific effect is not defined
takes to communicate outside of the instantaneous local as resistance or immunity to magic or psionics specifi-
network is one month. cally, it works against both magic spells and psionic
Manifester Level: 5th; Prerequisites: Implant manifestations.
Crystalware, Repair skill, uplink; Market Price: 10,000
cr; XP Cost: 400; Check DC: 12. SPELL RESISTANCE (SR) VS. POWER
Model II allows communication from one side of the
galaxy to the other in one month. The minimum time it RESISTANCE (PR)
takes to communicate outside of the instantaneous local These two terms are interchangeable in the
network is one week. Dragonstar setting. Creatures with a natural SR gain an
Manifester Level: 5th; Prerequisites: Implant equal PR rating, and vice versa. Over the eons, creatures
Crystalware, Repair skill, uplink; Market Price: 20,000 have evolved and gained equal resistance to the effects
cr; XP Cost: 800; Check DC: 15. of both psionics and magic.
Model III allows communication from one side of the
galaxy to the other in one week. The minimum time it
takes to communicate outside of the instantaneous local
network is one day.
121
121r121
SAVINGS THROWS magic, however, is often accompanied by psionic damp-
ening. This is mostly true in naturally occurring dead-
Creatures that receive saving throw bonuses against
magic areas, as those artificially created are usually
magic spell or psionic power targeting the manifester of mechs and robots. It is one of the few powers that can
affinity field could normally affect a soulmech. affect the physical abilities of a soulmech or robot.
123r123
Starfarer’s Handbook; bio-psion 2/psion 2/psychic war-
SUSPEND LIFE rior 2; power points 3.
This power requires a living body to target. Since a Refuel: As per the refuel spell in the Starfarer’s
soulmech does not have a living body, it can’t be affect- Handbook; bio-psion 2/psion 2; power points 3.
ed by this power.
Psychokinesis
TRACE TELEPORT
This power allows you to trace a starcaster, but you Instant Reboot: As per the instant reboot spell in the
must first be aware that the starcasting is taking place. Starfarer’s Handbook; bio-psion 2/psion 2; power points
When you trace a starcast, you are “sensing” the astron- 3.
av computer’s activation sequence that it sends to the Power Down: As per the power down spell in the
starcaster. The computer gets a saving throw with a Starfarer’s Handbook; bio-psion 2/psion 2; power
bonus equal to the ship’s sensor rating to avoid the trace. points 3.
Tractor Beam: As per the tractor beam spell in the
WHITEFIRE Starfarer’s Handbook; psion 7; power points 13.
An airless environment, like the vacuum of space, Psychometabolism
affects this power the same as it does any other fire- Radiation Barrier: As per energy barrier, except this
based psionic manifestation. However, any metal that power protects the target against radiation; bio-psion
whitefire melts remains molten for the duration of the 5/psion 5/psychic warrior 5; power points 9.
power, even in space. Starship hulls generally do not Total Energy Barrier: As per energy barrier, except
have a low melting point in relation to metals like lead the target is temporarily invulnerable to all of the ele-
and gold, and so are not affected by this power. ments (acid, cold, fire, electricity, and sonic) and to radi-
ation as well; psion 7; power points 13.
New Powers
125r125
INDEX
adamantine infiltrator 4-6 noetic warrior 34-35
adamantine order 6-8 Order of the Wolfpack 75-76
arcane commando 8-10 prestige classes 4-47
ascetic of the Noetic Order 115-117 psion 105-106
bio-psion 107-110 psionics, equipment 119-120
celestial guard 12-13 psionics, feats 118-119
celestial guardsman 11-12 psionics, powers 120-124
Celestial Wind 63-65 psionics, races 102-105
Children of the Blade 66-67 psionics, skills 117-118
cleric domains 80-81 psychic warrior 106-107
combat ace 13-15 pyrokineticist 110-111
cyberkineticist 111-113 rebel 56-58
Dark Zone explorer 16-17 Royal Exploratory Service 43-44
divine spellware 101 royal marshal inspector 36-38
dragon slayer 19-20 Royal Marshal Service 38-39
• New spells, such as might of the dragon and haywire, and new
spellware enhancements, such as magic touch and golem arms.
• A full chapter on integrating psionics and psionicist characters into
Dragonstar, including new classes, new rules for existing classes,
and new psionic feats, skills, and powers.
FANTASY
ISBN 1-58994-026 -1
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