Path of Shadow 3e
Path of Shadow 3e
Path of Shadow 3e
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mark Chance, David Chart, David Lyons, Michelle Lyons, James Maliszewski, Mike Mearls, Rick Neal, Brian
Patterson
INTERIOR ILLUSTRATIONS
Mitch Cotie, David Griffith, Eric Lofgren, Hian Rodriguez, Tyler Walpole
EDITING
Greg Benage ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
ART DIRECTION System License version 1.0. A copy of this License can be found at
www.wizards.com.
Wil Upchurch
Dungeons & Dragons® and Wizards of the Coast® are Registered
LAYOUT Trademarks of Wizards of the Coast and are used with permission.
Greg Benage
Copyright © 2002 Fantasy Flight Publishing, Inc. Legends & Lairs™
PUBLISHER and Path of Shadow™ are trademarks of Fantasy Flight Publishing,
Inc. All rights reserved. This work, or parts thereof, may not be
Christian T. Petersen copied without permission.
PRINTING
Bang Printing
Contents
CHAPTER ONE
Prestige Classes 5
CHAPTER TWO
Legendary Classes 79
CHAPTER THREE
CHAPTER FOUR
CHAPTER Five
Chapter 3 presents several new alternate core The Open Game License
classes for use in any campaign. These include
the chameleon, the con artist, the delver, and Path of Shadow is published under the terms of
the psychic thief. The chapter provides suffi- the Open Game License and the d20 System
cient diversity that you could play the ever- Trademark License. The OGL allows us to use
popular “all rogue” campaign that still features the d20 System core rules and to publish gam-
very different player characters with distinct ing material derived from those rules.
skills, abilities, strengths, and weaknesses.
Material that is strictly rules related is Open
Chapter 4 presents information on techniques Content. Each chapter and section in the book
and tools of special interest to rogue characters. designates the material within that is Open
It includes a selection of new equipment, Game Content.
weapons, and magic items, as well as new feats
and new uses for existing rogue class skills. All illustrations, pictures, and diagrams in this
book are Product Identity and the property of
Chapter 5 details a broad selection of shadow Fantasy Flight Publishing, Inc., © 2002.
schools and organizations, from the razorfiend
tradition of drow knife-fighting to assassins’ The Open Game License is printed in its entire-
guilds and thieves’ guilds. Schools and organi- ty at the end of this book. For further informa-
zations provide characters with new options if tion, please visit the Open Gaming Foundation
they are willing to devote the time, energy, website at www.opengamingfoundation.org.
money, and loyalty to a specialized calling or
organization.
4
CHAPTER ONE: Prestige Classes
CHAPTER ONE
Prestige
Classes
Multiclassed fighters, clerics, sorcerers, wiz-
ards, and barbarians also do well as acolytes of
Introduction chance. Monks, paladins, and any characters of
a lawful mentality do not become acolytes of
chance.
This chapter contains 19 new prestige classes
for use by characters that are well versed in the Hit Die: d6.
way of the rogue. These classes include the
aerialist, the royal assassin, the shadow hunter, Requirements
and the white rose.
To qualify to become an acolyte of chance, a
The names and game statistics of the classes character must fulfill all the following criteria.
are designated as Open Game Content, as are
all rules derived from the d20 System Alignment: Any chaotic.
Reference Document. Background and Base Attack Bonus: +4.
descriptive text, including the prestige class Skills: Two class skills 8 ranks each and
organizations, are designated as closed content. Knowledge (religion) 3 ranks.
Special: The character must make a life-chang-
ing (or life-threatening) decision with a coin
Acolyte of Chance flip. Examples include: Save an evil cleric from
The acolyte of chance is part rogue and part death or allow her to die, get married or do not
religious devotee combined to create an odd get married, or face the orc battalion head on.
combination. Unlike clerics, the acolyte of
chance does not attend any regularly scheduled Class Skills
ceremonies of worship to the luck goddess, but The acolyte of chance’s class skills (and the
rather worships in her own way. While her key ability for each skill) are Balance (Dex),
rogue skills are important to her survival, it is Bluff (Cha), Climb (Str), Craft (Int), Disable
the aura of chance that develops around her that Device (Int), Gather Information (Cha), Hide
provides many of her successes (and failures). (Dex), Innuendo (Wis), Intimidate (Cha),
Rogues and bards make for the ideal acolyte of Intuit Direction (Wis), Jump (Str), Listen
chance, as their rogue skills are crucial. (Wis), Move Silently (Dex), Open Lock
5
(Dex), Read Lips (Int, exclusive skill), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are features of the acolyte
of chance prestige class.
a poor farmer’s pocket (leaving it there for him become close allies with the Knights in an
to discover later). Whether it is through charity effort to protect border villages from evil and
performances, larceny against rich nobles, or possibly the oppression of a tyrannical ruler. In
adventuring, the Knights find ways to support this capacity, the Knights and PCs could be
the poor and desperate. The Knights live fugitives from “justice,” working against an
among the people they protect and always look evil ruler and his corrupt militia. If one or more
to diplomacy and humor rather than violence as of the PCs become acolytes of chance, there
a resolution to conflict. may be an opportunity for membership within
the Knights of the Coin. In fact, this could be a
The Knights of the Coin live a lifestyle that sets long-term goal for a PC and the campaign
them apart from other official knightly orders. itself. Championing the common man from evil
While traditional knights live by strict codes of and oppression is a good and noble cause,
conduct and rules for martial combat, the mixed with a fair amount of humor that the
Knights of the Coin have a “do what it takes” Knights bring to a campaign.
philosophy. Throwing barstools, poking a foe
in the eye, or pulling down the pants of an In the second scenario, the Knights are indeed
opponent to trip him is not looked upon poorly fugitives from justice, robbing from the rich
by the Knights, but rather appreciated. There is and giving to the poor. The PCs must find the
an almost comedic style that the Knights use Knights and bring them to justice in the name
when fighting. It is very animated, colorful, of the king. This use of the Knights of the Coin
and creative. In terms of organization (or lack could be more difficult in that the Knights are
thereof), the Knights wear no standard and do champions of the people. They have many sup-
not operate from a single location. In fact, the porters and can disappear easily when pursued.
group currently has only 10 members, most of The PCs could very well be perceived as vil-
whom are long time friends and allies who lains among the people of the border towns.
travel together from town to town. Along with the Knight’s skills and supernatur-
al luck, this makes their capture even more dif-
It is commonly known that the Knights loosely ficult.
worship the goddess of luck and chance, but
there is no official connection between the
group and her church. It is said to be more of a
Aerialist
lifestyle choice for the Knights, rather than a The acts of the air: the trapeze, the tightrope,
faith. The Knights truly believe that fate and the tumbler who is thrown high into the air only
chance determine the course of their lives. The to land safely on the ground once more—aerial
Knights approach conflict and momentous acrobats are commonly held to be the royalty
decisions by flipping coins, rolling dice, and among the circus world. No matter which show
letting chance and fortune guide their actions. you meet, traveling about the countryside from
one town to the next, they all share this in com-
It is this chaotic lifestyle that prevents the mon. Such individuals draw villagers in from
Knights from being more effective on a grander far and wide with their daring and dangerous
scale. If you asked a Knight of the Coin about acts, making them among the most highly
this weakness, she would most likely laugh and prized performers in the entertainment world.
point out the stuffiness of large, organized
orders and how cold they have become. It is fitting, then, that those among the Children
Whether this is a weakness or not, the Knights of Tumbolo who are charged with the most
continue to help the weak, feed the starving, dangerous duties be dubbed aerialists, for their
and bring laughter to the lives of those filled precariously graceful game of cat and mouse is
with despair. likewise conducted without a net. The aerialists
specialize in using their unique profession and
ability to travel unimpeded to smuggle impor-
tant information, items, and even people from
8
one area to the next under the guise of innocent
(and talented) performers.
Requirements
To qualify to become an aerialist, a character
must fulfill all the following criteria.
Class Skills
The aerialist’s class skills (and the key ability
for each skill) are Appraise (Int), Balance
(Dex), Climb (Str), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Handle Animal
(Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Listen (Wis), Move Silently (Dex),
Perform (Cha), Pick Pocket (Dex), Read Lips
(Int), Sense Motive (Wis), Search (Int),
Spellcraft (Int), Spot (Wis), Tumble (Dex), Use
Rope (Dex).
Class Features
All of the following are class features of the
aerialist prestige class.
and composite). Aerialists are acrobats and With a sap or unarmed strike, the aerialist can
tumblers first, fighters second. As a result, they make a sneak attack that deals subdual damage
are not proficient with any type of armor or instead of normal damage. He cannot use a
shield. Note that armor check penalties for weapon that deals normal damage to deal sub-
armor heavier than leather apply to the skills dual damage in a sneak attack, not even with
Balance, Climb, Escape Artist, Hide, Jump, the usual –4 penalty, because he must make
Move Silently, Pick Pocket, and Tumble. Also, optimal use of his weapons in order to execute
Swim checks suffer a –1 penalty for every 5 the sneak attack.
pounds of armor, equipment, or loot carried.
An aerialist can only sneak attack living crea-
Untouchable (Ex): Aerialists have trained for tures with discernible anatomies—undead,
years to leap and tumble out of harm’s way constructs, oozes, plants, and incorporeal crea-
until it comes as naturally as breathing. By the tures lack vital areas to attack. Additionally,
time they are admitted to this elite company, any creature immune to critical hits is similar-
their every movement reflects the stringent ly immune to sneak attacks. Also, the assassin
training they have undergone. This fact makes must also be able to see the target well enough
them very difficult to hit in combat, especially to pick out a vital spot and must be able to
when attacked by someone not equally as reach a vital spot. The assassin cannot sneak
skilled as they are in twisting their way out of attack while striking at a creature with conceal-
danger. To reflect this, aerialists gain a dodge ment or by striking the limbs of a creature
bonus to their Armor Class equal to one half whose vitals are beyond reach.
their aerialist class level (round down).
If an aerialist gets a sneak attack bonus from
Sneak Attack: Any time the aerialist’s target another source (such as rogue levels), the
would be denied a Dexterity bonus to AC AC bonuses to damage stack.
(whether the target actually has a Dexterity
bonus or not) or when the aerialist flanks the Perfect Balance (Ex): An aerialist with Perfect
target, the character’s attack inflicts extra dam- Balance cannot be knocked prone.
age. The extra damage is +1d6 at 1st level and
an additional 1d6 every two levels thereafter. Uncanny Dodge (Ex): Starting at 3rd level, the
Should the aerialist score a critical hit with a aerialist may react to danger before her senses
sneak attack, this extra damage is not multi- would normally allow her to do so. At 3rd level
plied. Ranged attacks only count as a sneak and above, aerialists retain their Dexterity
attack if the target is within 30 feet. The aerial- bonuses to AC (if any) if caught flat-footed or
ist can’t strike with deadly accuracy from struck by an invisible attacker.
beyond that range.
At 6th level, the aerialist can no longer be
flanked. This also prevents the aerialist from
10
being the victim of a sneak attack by a rogue. A
Leader
rogue at least four levels higher than the char-
acter, however, can still flank her (and thus use Caerlion the Tumbler (N half-elf male
his sneak attack against her). Rog8/Aer8)
Defensive Roll (Ex): Once per day, when an Then, overnight, everything changed. Tumbolo
aerialist would be reduced to 0 hit points or less and his troupe were performing at the home of
by damage in combat (or from a weapon or a local duke before a gathering of nobility and
other blow, not a spell or special ability), the royalty. Following their performance, they
aerialist can attempt to roll with the damage. stumbled upon a young noblewoman hiding in
On a successful Reflex saving throw (DC = their wagons, by the name of Elisse.
damage dealt), she takes only half damage. The
aerialist must be aware of the attack and able to Elisse was the daughter of the duke and the
react—if the aerialist’s Dexterity bonus to AC intended bride of the prince. The event for
is denied, the maneuver cannot be used. The which Tumbolo’s troupe had been retained was
evasion ability does not apply to the defensive in fact her engagement party. She claimed,
roll. however, that she was in danger, as she had
learned of a plot by a rival to murder her that
very night, thereby driving a wedge between
Organization: Children of the king and her house and throwing the king-
Tumbolo dom into civil war. She begged for Tumbolo to
take her from the palace and stop the plot
before it could be carried out.
Purpose
Tumbolo recognized the girl from the duke’s
The Children of Tumbolo are a secret fraterni- table and listened to her tale. One of the guid-
ty of circus performers dedicated to preserving ing principles of the life of a wandering per-
the art of the circus and protecting the individ- former, however, is “don’t get involved.”
uals and communities that choose the life of the Keeping in mind the less-than-impressive
wandering artist. appearance of the prince and his own
desire to keep his troupe safe and
11
CHAPTER ONE: Prestige Classes
healthy, he instead ordered her out of the Tumblers. The group spread, sharing informa-
wagon and back to the house. He believed her tion with each other and trading acts in the
story to be false and thus stayed safely out of hopes of learning more secrets of the trade. At
the commotion. the same time, the leaders of each troupe began
using their unique status as traveling perform-
The next morning, when Tumbolo went to the ers to advantage, agreeing to smuggle docu-
house steward to collect payment, he was ments, small objects, and even occasionally a
turned away at the door; the duke’s daughter person or two in and out of difficult areas.
was dead, and the nobles were gathering up an Their services were never cheap, but they were
army to ride to war against the family’s ancient amazingly successful at turning their skills
rivals. toward hiding things from those who sought
them. The profits gained from these covert mis-
Tumbolo was shocked and appalled by the sions were turned back into the organization
news. Despite the fact that he had made what and spread among the troupes evenly.
he thought was a sound judgment at the time,
he had liked the girl and had not wished her The organization was greatly successful, and
harm. In addition, his troupe was now bereft of guildmasters in many cities began using the
payment and in danger of being conscripted for Fraternity of Tumblers as couriers for sensitive
a war in a land that was not their own. He and materials. During this period, Tumbolo died,
his troupe fled the countryside, traveling by and the Tumblers unanimously chose to
night and hiding during the day. As they tried to rename themselves the Children of Tumbolo, in
escape, Tumbolo swore to himself that he honor of the man who had done so much for
would never put an innocent—or his fellow them.
performers—in such an unfortunate position
again. The Children of Tumbolo seek to gain a profit
while assisting others. They prefer to work
Within the year, Tumbolo had contacted other with those who can reasonably be called inno-
peers around the country and formed the cent, often taking women, children, or other
first beginnings of the Fraternity of threatened individuals out of dangerous situa-
12
tions that have deteriorated beyond control. As Hit Die: d6.
to the rest of their cargo, they are largely moral-
ly neutral. They have no intention of allowing Requirements
themselves to become a messenger service at
the beck and call of any one king or govern- To qualify to become an ebon link, a character
under the influence of a permanent detect spellbook copies. Similarly, a spellbook copy
magic spell. only allows the detection of other spellbook
copies.
Improved Evasion (Ex): This ability works
like evasion, except that while the ebon link The location is learned to within a foot or so,
still takes no damage from a successful Reflex and both the speed and direction of movement
save against spells such as fireball or a breath are learned to a similar precision. However, the
weapon, she now takes only half damage on a character learns nothing about the environment
failed save (the ebon link’s reflexes allow her of the item. She must travel to that location or
to get out of harm’s way with incredible speed). use other magic to scry on it and learn what is
there.
Slippery Mind (Ex): This ability represents
the ebon link’s ability to wriggle free from At 6th level, an ebon link who has found one
magical effects that would otherwise control or item may repeat the procedure to find the next
compel her. If an ebon link with a slippery nearest after that. The character may not take
mind is affected by an enchantment and fails more than a few minutes’ break between the
her saving throw, one round later she can uses of the ability, or the second attempt will
attempt her saving throw again. She only gets pick up the same item as the first.
this one extra chance to succeed at her saving
throw. At 8th level, the ebon link can detect a similar
item no matter how far away it is by making a
Trace Enchantment (Su): At 4th level, the Scry check against DC 20.
ebon link gains the supernatural ability to find
magical things. To use this ability, the character At 10th level, the ability will also find items on
must be holding an item of the type she wishes other planes. The ebon link must first detect the
to find and must spend one hour concentrating most distant similar item on her current plane,
on the ability. She then makes a Scry check so this ability is only really useful for very rare
against a DC of 1 for every 10 miles between items.
her and the next nearest item of the same type.
If the check succeeds, she knows the location Uncanny Dodge (Ex): The ebon link gains an
and velocity of the next nearest such item. It is intuitive sense that alerts her to danger from
possible to take 10 or 20 on the Scry check, traps, giving her a +1 bonus to Reflex saves
provided that the normal conditions are met. made to avoid traps and a +1 dodge bonus to
AC against attacks by traps. These bonuses
This ability works on any enchanted item stack with uncanny dodge bonuses gained from
(including scrolls) and on spellbook copies of other sources, such as rogue levels.
spells. If the item held is a spell scroll, it will
only detect scrolls of the same spell, not
14
Magic Dodge (Su): At 9th level, the ebon link
Liarelim’s Binding
is able to dodge magic, rather than having to
resist it. She may make a Reflex saving throw Abjuration
to avoid the effects of any magical effect that Level: Sor/Wiz 9+
allows a saving throw, regardless of the type of Components: V, S, M
Organization: The Ebon This spell binds the fiend Liarelim in a pocket
dimension, rendering her unable to affect the
Chain world in any way. This is all it does, but that
was enough to save the world. The binding’s
duration is indeterminate, but the spell weakens
Purpose every time a copy of the spell is made and
Long ago, the fiendish queen Liarelim ravaged strengthens every time one is destroyed. No
the world. She raised armies, and while she led one knows whether the weakening and
them, none could stand against her forces. strengthening are by equal amounts.
Most magic flowed right off her, and her phys-
ical prowess was greater than that of the might- Any arcane spellcaster who owns a copy of this
iest warriors. All the nations of the world spent spell may research new spells to summon,
their greatest efforts on opposing the fiend’s bind, or banish extra-planar entities in half the
plans. Many wizards tried to create spells that usual time. The details of Gambrath’s spell
would banish or bind Liarelim, but the fiend cover almost all the tricks you can use to make
proved stronger than the magic. At last the wiz- such spells more powerful. Thus many such
ard Gambrath crafted a spell that bypassed the spellcasters would like to possess their own
fiend’s resistance and bound her away from the copy of the spell.
world. The spell was cast, and while Gambrath
was greatly weakened in the casting, Liarelim The exact level of this spell is unknown and left
was bound and the world was safe. to the DM’s discretion.
nities. Not all members of the Chain agree with An alternative is to suppose that the members
the new policy, and a significant minority is of the Ebon Chain are dupes. Liarelim is a
working on ways to oust Sarlson. Others are celestial, and Gambrath was an evil wizard. In
considering leaving the Chain and founding this case, the characters find this out through
their own organization, devoted purely to gain- their discoveries on adventures and decide to
ing wealth through dealing in enchanted items. free Liarelim. They must make lots of copies of
the spell, without letting them be destroyed by
Campaign Integration the Ebon Chain. Things are complicated by the
fact that the Ebon Chain is largely made up of
A good way to introduce the Ebon Chain is to good individuals who believe that Liarelim is a
have the player characters find a copy of fiend, and who are unlikely to be convinced by
Liarelim’s Binding, probably by killing its pre- the party’s evidence to the contrary. If you’re
vious owner. They are then approached by a feeling cruel, you can have the Ebon Chain be
member of the Chain, who offers some right after all, so that the characters, when they
money—less than the spell is worth—if the succeed, release a ravening fiend and must
characters will let him destroy it. He explains destroy enough copies of the spell to restore the
why it must be destroyed and something of the binding again.
purpose of the Ebon Chain. If the characters
refuse to part with the spell, he tries to steal it.
Falconer
Sarlson’s allies may also enlist the aid of the
Falconers are the expert couriers, messengers,
player characters in getting at a well-guarded
and smugglers of the Falconer’s Guild. Their
item. The ebon links can find things, but they
craft requires skill in a variety of areas, from
cannot always get past their defenses.
animal training and handling to stealth and
Alternatively, a selfish member of the Chain
diplomacy. During the course of their many
may try to steal an item belonging to a player
missions, falconers find themselves in a dizzy-
character. If they can prove to Sarlson that a
ing variety of situations. At best, they hope to
member of the Chain was responsible, he
accomplish their goals with as little notice and
expels the offender, making allies of the player
fuss as possible. Given their task of delivering
characters and gaining them an enemy who
anything to anywhere that others cannot, the
tries to gather other disaffected members of the
lives of the falconers are often filled with mis-
organization around him.
adventures, danger, and stress. Falconers face
these hazards and impediments with aplomb,
Player characters can become ebon links with-
determination, and their strange sense of honor.
out interfering with adventuring too much.
They will be expected to track down and
Rogues and rangers are by far the most com-
destroy copies of Liarelim’s Binding, but that is
mon falconers. The skills of both these classes
a good adventure and other characters can eas-
are easily turned to the life of a falconer.
ily be taken along. As long as they are acting as
Barbarians, druids, and bards are sometimes
heroes, Sarlson approves of other activities as
also drawn to this class. Spellcasting classes
well, so the ebon link can use her abilities in
may find the minor magical abilities of the fal-
more normal adventures as well.
coners limiting, but the range of skills available
to them might be appealing.
If you want to make the Ebon Chain more cen-
tral in your campaign, there are at least two
NPC falconers usually work alone. It is easier
ways to go about it. The first is to suppose that
to slip past guards and move without notice if a
Liarelim’s binding is weakening, and that the
falconer travels alone or in a small group. The
demon queen will soon be free. The characters
guild will assign several members to a task if it
must track down well-defended copies of the
is particularly difficult or if a shipment to be
spell and deal with evil cults who deliberately
moved is especially large or unwieldy.
make multiple copies to release the fiend. If
Falconers can make interesting adversaries, as
the characters fail, they must hold Liarelim
16
they are often able to elude direct confrontation
and may be difficult quarry to pursue. As allies
or enemies they can be resourceful and cre-
ative, with an eye for practical solutions to their
problems.
Requirements
To qualify to become a falconer, a character
must fulfill all of the following criteria.
Class Skills
The falconer’s class skills (and the key ability
for each skill) are Animal Empathy (Cha,
exclusive skill), Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Decipher Script (Int,
exclusive skill), Diplomacy (Cha), Disable
Device (Int), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha),
Handle Animal (Cha), Hide (Dex), Innuendo
(Wis), Intuit Direction (Wis), Jump (Str),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Profession (Wis), Read
Lips (Int, exclusive skill), Ride (Dex), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha,
exclusive skill), Use Rope (Dex), and
Wilderness Lore (Wis).
Class Features
All of the following are class features of the
falconer prestige class.
ty for every 5 pounds of armor, equipment, or sneak attacks if the target is within 30 feet. The
loot carried. falconer can’t strike with deadly accuracy from
beyond that range.
Evasion (Ex): Falconers gain the extraordinary
ability of evasion. If subjected to an attack that With a sap (blackjack) or an unarmed strike,
allows a Reflex save for half damage, the char- the falconer can make a sneak attack that deals
acter takes no damage on a successful saving subdual damage instead of normal damage.
throw. A falconer may only use this ability The falconer cannot use a weapon that deals
when wearing light or no armor and unencum- normal damage to deal subdual damage in a
bered. sneak attack, even with the usual –4 penalty.
Fast Movement: Falconers learn to move A falconer can only sneak attack a living crea-
faster than normal for their race. At 3rd level, ture with a discernible anatomy. Any creature
the falconer’s speed is increased by +10 feet that is immune to critical hits is also not vul-
when carrying a light load or less and wearing nerable to sneak attacks. The falconer must be
light or no armor. At 8th level, the falconer’s able to see the target well enough to pick out a
speed improves by another +10 feet. For exam- vital spot and must be able to reach a vital spot.
ple, an 8th-level human falconer in leather The falconer cannot sneak attack while striking
armor has a speed of 50 feet. a creature with concealment or striking the
limbs of a creature whose vitals are beyond
Improved Evasion (Ex): This ability works reach. If a falconer gets a sneak attack bonus
like evasion, except that while the character from another source (such as rogue levels), the
still takes no damage on a successful save bonuses to damage stack.
against appropriate effects that allow Reflex
saving throws, such as breath weapons or fire- Spells: Beginning at 1st level, a falconer gains
ball spells, the falconer now takes only half the ability to cast a small number of arcane
damage even on a failed saving throw. spells. To cast a spell, the falconer must have
an Intelligence of at least 10 + the spell’s level,
Sneak Attack: Any time the falconer’s target so a falconer with an Intelligence of 10 or
would be denied a Dexterity bonus to AC lower cannot cast these spells. Falconer bonus
(whether the target actually has a Dexterity spells are based on Intelligence, and saving
bonus or not), or when the falconer flanks the throws against these spells have a DC of 10 +
target, the falconer’s attack deals extra damage. spell level + the falconer’s Intelligence modifi-
The extra damage is +1d6 at 2nd level and an er (if any). When the falconer gets 0 spells of a
additional 1d6 every four levels thereafter. given level, such as 0 1st-level spells at 1st
Should the falconer score a critical hit with a level, the falconer gets only bonus spells. A fal-
sneak attack, this extra damage is not multi- coner without a bonus spell for that level can-
plied. Ranged attacks can only count as not yet cast a spell of that level. The falconer’s
18
spell list appears below. A falconer prepares ical ability to complement what the Falconer’s
and casts spells just as a wizard does. Guild already had. Some came to offer their
services as couriers in addition to the birds.
Falconer Spell List Kairneth discovered himself at the head of a
prosperous business. Kairneth enjoyed work-
Protectors of halfling villages, the clanwardens Skill Point at Each Level: 4 + Int modifier.
harness the stealth and guile of the rogue as
well as the halfling’s natural athleticism to Class Features
become warriors of noteworthy skill. Visitors
All of the following are class features of the
to a halfling community who cause trouble
halfling clanwarden prestige class.
quickly find themselves under the watchful eye
of the clanwardens. Should the trouble making
Weapon and Armor Proficiency: A clanwar-
persist, the unruly visitors just as quickly dis-
den is proficient with all simple weapons. He is
cover that a clanwarden’s stick can raise
proficient with light armor and shields. Note
painful knots, often without warning during a
that armor check penalties for armor heavier
well-orchestrated ambush.
than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick
Halfling rogues and bards make the best clan-
Pocket, and Tumble. Also, Swim checks suffer
wardens. Halfling clerics, particularly those
a –1 penalty for every 5 pounds of armor,
with the Trickery domain, may also welcome
equipment, or loot carried.
the clanwarden’s stealth and movement abili-
ties. A halfling fighter or ranger with one or
Sneak Attack: Any time the clanwarden’s tar-
more levels in rogue can also be an effective
get would be denied a Dexterity bonus to AC
clanwarden. Halflings of other classes are like-
(whether the target actually has a Dexterity
ly to find the path of the clanwarden to be a bit
bonus or not), or when the clanwarden flanks
far afield of their class skills and abilities. NPC
the target, the clanwarden’s attack deals extra
clanwardens are almost always encountered in
damage. The extra damage is +1d6 at 1st level
halfling communities. They act as constables,
and an additional 1d6 every two levels there-
investigating crimes and providing trouble-
after. Should the clanwarden score a critical hit
some locals and visitors with incentives to
with a sneak attack, this extra damage is not
behave themselves.
multiplied. Ranged attacks can only count as
sneak attacks if the target is within 30 feet. The
Hit Die: d6.
clanwarden can’t strike with deadly accuracy
from beyond that range.
Requirements
To qualify to become a halfling clanwarden, a With a sap (blackjack) or an unarmed strike,
character must fulfill all the following criteria. the clanwarden can make a sneak attack that
deals subdual damage instead of normal dam-
Race: Halfling. age. Before 3rd level, the clanwarden cannot
Skills: Must have at least 24 total ranks dis- use a weapon that deals normal damage to deal
tributed between Climb, Jump, Hide, Listen, subdual damage in a sneak attack, not even
and Move Silently, with at least 8 ranks each in with the usual –4 penalty.
two of those skills.
A clanwarden can only sneak attack a living
Class Skills creature with a discernible anatomy. Any crea-
ture that is immune to critical hits is also not
The halfling clanwarden’s class skills (and the vulnerable to sneak attacks. The clanwarden
key ability for each skill) are Appraise (Int), must be able to see the target well enough to
Balance (Dex), Bluff (Cha), Climb (Str), Craft pick out a vital spot and must be able to reach
(Int), Decipher Script (Int, exclusive skill), a vital spot. The clanwarden cannot sneak
Diplomacy (Cha), Disable Device (Int), attack while striking a creature with con-
Disguise (Cha), Escape Artist (Dex), Forgery cealment or striking the limbs of a crea-
21
ture whose vitals are beyond reach. If a clan-
warden gets a sneak attack bonus from another
source (such as rogue levels), the bonuses to
damage stack.
CHAPTER ONE: Prestige Classes
Myste
The mystes are explorers of the arcane myster-
ies. They do not seek to master spells as a tra-
ditional wizard does. Instead they master the
crafts and tools of magic, the enchanted items
created by another. They use the powers of
whatever devices they find to supplement their
own abilities. The lack of formal training the
mystes receive sometimes makes more tradi-
tional wizards look down on them, but the abil-
ity of the mystes to master scrolls, wands, and
other enchanted items cannot be denied.
consider the membership of anyone who might Scry (Int, exclusive skill), Search (Int), Sense
be useful to them. Motive (Wis), Spellcraft (Int), Spot (Wis),
Swim (Str), Tumble (Dex), and Use Magic
NPC mystes are often collectors. Their mastery Device (Cha, exclusive skill).
of magic devices leads them to gather as many
magic items as they can to increase their own Skill Points at Each Level: 6 + Int modifier.
power and utility. Individually they can
become a significant challenge with a flexibili- Class Features
ty and range of powers normally found only
among the spellcasting classes. As a group, All of the following are class features of the
mystes prefer to specialize with each individual myste prestige class.
mastering a particular kind of magic or magic
item. Weapon and Armor Proficiency: The mystes
focus on magical training, often neglecting
Hit Die: d6. more physical pursuits. Mystes are proficient
with all simple weapons, as well as light armor.
Mystes are not proficient with shields. Note
Requirements that armor check penalties for armor heavier
To qualify to become a myste, a character must than leather apply to the skills Balance, Climb,
fulfill all of the following criteria. Escape Artist, Hide, Jump, Move Silently, Pick
Pocket, and Tumble. Also, Swim checks suffer
Skills: Knowledge (arcana) 4 ranks, Spellcraft a –1 penalty for every 5 pounds of armor,
4 ranks, Use Magic Device 8 ranks. equipment, or loot carried.
Feats: Skill Focus (Use Magic Device).
Special: The character must be invited to join Arcane Trap Lore: As part of their study of
the cult of mysteries by another member. enchantments and magic devices, mystes study
the lore of magic traps. At 2nd level, mystes
Class Skills gain a +2 competence bonus on Search or
Disable Device checks when detecting and dis-
The myste’s class skills (and the key ability for arming magic traps. This bonus increases to +6
each skill) are Alchemy (Int), Appraise (Int), at 6th level and +10 at 10th level.
Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Decipher Script (Int, exclusive skill), Dominant Will: Mystes learn mastery of
Diplomacy (Cha), Disable Device (Int), Gather themselves to gain control over magic. As a
Information (Cha), Hide (Dex), Innuendo result of their practice and training, 3rd-level
(Wis), Jump (Str), Knowledge (all skills, taken mystes gain a +2 insight bonus on Will sav-
individually), Listen (Wis), Move Silently ing throws against magical effects. This
(Dex), Open Lock (Dex), Profession (Wis), bonus increases to +4 at 8th level.
25
Item Mastery I (Ex): Mystes know the secrets limbs of a creature whose vitals are beyond
of magic items and may learn how to activate reach. If a myste gets a sneak attack bonus
magic items more safely despite the unpre- from another source (such as rogue levels), the
dictability of magic. At 5th level, mystes may bonuses to damage stack.
take 10 while emulating spell ability, class fea-
CHAPTER ONE: Prestige Classes
tures, ability scores, race, or alignment to acti- Spell-like Ability: Mystes gain spell-like abil-
vate or avoid a magical effect. Stress or dis- ities based on their class level. All abilities are
tractions may still prevent the character from usable a number of times per day equal to class
taking 10 with this ability. level, with a caster level equal to class level.
Thus, an 8th-level myste may use detect magic
Item Mastery II (Ex): Much like high-level eight times per day, or detect magic four times
rogues who have mastered their skills, mystes and identify four times per day, or any other
at this level of ability have learned to take 10 combination of up to eight uses per day. Mystes
with Use Magic Device checks even when may use detect magic at 1st level, read magic
stress and distractions would prevent it. at 4th, and identify at 7th level.
by the elements. Scattered about the room, have any assistance during the kill.
antiques of a violent struggle are dressed with
the scent of death and dried villagers’ blood in Class Skills
the shadows of the cold fall night. This is the
nesting ground for a creature of the night. The The night hunter’s class skills (and the key
creature has preyed upon the farming commu- ability for each skill) are Balance (Dex), Bluff
nity to the west of the mill for nearly six (Cha), Climb (Str), Craft (Int), Disable Device
months. The figure entering the mill is name- (Int), Gather Information (Cha), Hide (Dex),
less. He moves with an animal’s grace to the Innuendo (Wis), Intimidate (Cha), Intuit
center of the room, under the largest hole in the Direction (Wis), Jump (Str), Knowledge
mill’s ceiling. As he disrobes, he is bathed in (lycanthropes) (Int), Listen (Wis), Move
the cold beams of the full moon’s light. With a Silently (Dex), Open Lock (Dex), Read Lips
violent howl a process begins that transforms (Int, exclusive skill), Search (Int), Sense
the man into something else, a wolf of super- Motive (Wis), Spot (Wis), Swim (Str), Tumble
natural size, still somewhat humanoid in (Dex), Use Magic Device (Cha, exclusive
appearance. As the creature recovers from the skill), Use Rope (Dex), and Wilderness Lore
violent transformation, the flash of a silver (Wis).
blade strikes from the shadows. With a muffled
rattle the creature dies without seeing its killer. Skill Points at Each Level: 4 + Int modifier.
From the shadows emerges a cloaked woman
who looks more like an assassin than a hunter. Class Features
“The town is safe, my duty is done. It is time to All of the following are features of the night
move on, as I have heard of another of your hunter prestige class.
kind hunting three days ride from here. My
brother shall be avenged.” Weapon and Armor Proficiency: Just as a
rogue’s weapon training focuses on weapons
The night hunter is a hunter and assassin of evil suitable for stealth and sneak attacks, so too do
lycanthropes. By using stealth and precise the martial disciplines of the night hunter. The
strikes, the night hunter can disable a creature night hunter is proficient with the crossbow
of the night more quickly and efficiently than (hand or light), dagger (any type), dart, light
even the most skilled traditional hunter. Rogues mace, sap, shortbow (normal and composite),
are perfect candidates for becoming a night and short sword. The night hunter is proficient
hunter, as stealth, skill, and a willingness to with light armor but not with shields. Note that
fight dirty are pivotal to their success. armor check penalties for armor heavier than
Multiclassed fighters, clerics, monks, and bar- leather apply to the skills Balance, Climb,
barians also work well as night hunters as the Escape Artist, Hide, Jump, Move Silently, Pick
combat skills necessary to defeat these power- Pocket, and Tumble, and that carrying heavy
ful foes are crucial. Wizards, sorcerers, and gear imposes a check penalty on Swim checks.
bards typically do not follow the path of the
night hunter, but some exceptions do exist. Sneak Attack: Any time the target of the night
hunter would be denied her Dexterity bonus to
Hit Dice: d6. AC (whether she actually has a Dexterity
bonus or not), the attack of the night hunter
Requirements deals and additional +1d6 points of damage.
To qualify to become a night hunter, a charac- This extra damage increases by +1d6 points at
ter must fulfill all the following criteria. every odd numbered level (+2d6 at 3rd level,
+3d6 at 5th level, and so on). This extra dam-
Base Attack Bonus: +6. age is not multiplied if the night hunter suc-
Sneak Attack: The character must have the cessfully strikes with a critical hit. Ranged
sneak attack ability. attacks can only count as a sneak attack if the
Skills: Alchemy 3 ranks, Hide 8 ranks, target is 30 feet away or less.
28
With a sap or an unarmed strike, the night
hunter can make a sneak attack that deals sub-
dual damage instead of normal damage. She
cannot use a weapon that deals normal damage
to deal subdual damage in a sneak attack, not
29
Table 1-7: The Night Hunter
Base
CHAPTER ONE: Prestige Classes
Scent of Lycanthropy (Sp): The hatred and ends of the world just by following her scent.
desire to see evil lycanthropes destroyed runs Over time, the night hunter develops an extra-
deep for the night hunter. So deep is this hatred ordinary ability through the regular consump-
that the night hunter develops an almost super- tion of herbs and vegetation that masks her
natural sense for detecting the presence of scent completely. At 8th level, the night hunter
lycanthropes. At 4th level, the night hunter can cannot be detected with the Scent special abili-
use a spell-like ability at will that allows her to ty.
detect lycanthropes. In all other ways, this abil-
ity functions as the spell detect undead as cast Immunity (Su): Over years of training, disci-
by a cleric of the night hunter’s class level. pline, and the regular ritual of consuming
herbal mixtures detailed in ancient tomes, the
Healing Techniques (Ex): The affliction of night hunter becomes immune to the effects of
lycanthropy is a disease, to be cured or lycanthropy. At 10th level, the night hunter
destroyed like any other sort of illness. The gains a supernatural ability that renders her
knowledge of the night hunter allows her to completely immune to the effects of lycan-
administer healing techniques to cure the early thropy.
onset of lycanthropy. Many of these techniques
are not know to the public, but wherever the
night hunter travels, she always attempts to
Organization: Midnight
share this information and gift with others. At Sentinels
6th level, the night hunter may use the follow-
ing techniques to avert the effects of afflicted
lycanthropy. Normally, administering bel- Purpose
ladonna to an infected victim within one hour With the rising of the full moon, terrible crea-
aids her in resisting the onset of lycanthropy. tures stalk the innocent. The Midnight
Through exact measurements and earthen mix- Sentinels (also referred to as night hunters) are
tures, the night hunter grants the infected vic- a group of elite assassins and hunters who hunt
tim a +2 circumstance bonus to her Fortitude the creatures of the night in an endless quest to
save to resist the effects of the affliction. Also, rid the world of their kind.
the victim receives no ill effects from consum-
ing the belladonna as she normally would. If Leader
administered by the night hunter, the victim
receives two chances to resist the lycanthropy. Unknown.
31
ties for armor heavier than leather apply to the
Noble Decoy skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble,
The noble decoy is a guardian and tool of mis- and that carrying heavy gear imposes a check
direction for nobles who fear assassination. penalty on Swim checks.
CHAPTER ONE: Prestige Classes
This is a spell-like ability that acts exactly as is in constant danger. The Maidens of Majestic
the spell blur as cast by a sorcerer of the noble Grace act as an elite group of noble decoys to
decoy’s class level. The noble decoy may use protect the life of the queen from assassins and
this ability a number of times per day equal to threats to the throne.
her Charisma modifier.
Leader
Perfect Double (Ex): In the service of her
patron, the noble decoy masters the imitation of Sara (NG human female Rog8/Nbl9)
her ward down to the smallest details. With this
ability, the noble decoy gains a +10 compe- Current Activities
tence bonus on all of her Bluff, Disguise, and Whether it is through poor choices or the price
Perform skill checks while impersonating her of their lofty stations, kings, leaders, and heads
noble patron. She may impersonate other of state often find themselves in the path of an
nobles, but this bonus will not apply until she assassin’s dagger. For good and noble king-
spends one full month in their service. doms determined to bring peace to their lands
and the lands surrounding them, this threat is
Mislead (Sp): This is a spell-like ability that especially severe. Assassins are cold and metic-
acts exactly as the spell mislead as cast by a ulous sorts, exacting and well prepared for any
12th-level sorcerer. The noble decoy may use scenario that may present itself. It is this repu-
this ability a number of times per day equal to tation that provokes the leader of a nation to
her Charisma modifier. take extra precautions in matters of security.
Iron Body (Sp): Through continued arcane The Maidens of Majestic Grace are an elite
research and training, the noble decoy can group of female agents (often called noble
change her body into living iron to foil the decoys) who act as the queen’s personal guard.
attacks of assassins. This is a spell-like ability Through extensive training and rigorous study,
that acts exactly as the spell iron body as cast the Maidens have mastered the art of duplicat-
by a 16th-level sorcerer. The noble decoy may ing the queen’s appearance, speech, and man-
use this ability once per day. nerisms. This training includes regular lessons
in etiquette, manners, courtly rituals, and
Organization: Maidens of weapons training. The powers used by a noble
decoy are often arcane in nature, and the
Majestic Grace Maidens undertake regular lessons in the
arcane arts. This is merely to prepare each
maiden for the power that she will soon
Purpose learn to harness.
For a kingdom in turmoil, the life of the queen
33
way, though several revere the gods of trickery
and knowledge. The life of a Maiden is not an
easy one: Assassins loom close by and the
Maidens must distance themselves from the
general population, so loneliness can quickly
CHAPTER ONE: Prestige Classes
Campaign Integration
When introducing the Maidens of Majestic
Grace into a campaign, there are two primary
uses for this organization. The first is as allies
to the PCs in an attempt to prevent a grand
assassination of the queen. The Maidens,
though focused and somewhat cold, are devot-
ed protectors and eager to work with like-
minded people. Perhaps the PCs must prevent a
threat so great that it will take all of the
Maidens and the PCs to defeat it. Or perhaps
one of the PCs may become involved romanti-
cally with a Maiden; this could lead to serious
repercussions in the campaign, especially when
rumors begin to circulate that the queen is
involved in an illicit affair.
In the beginning, only the group’s leader, Sara,
acted as a noble decoy for the queen. But with The second option is for a PC to join the ranks
the prosperity of the kingdom growing and the of the Maidens in the service of the queen. The
threats to the queen’s life increasing, Sara remaining PCs are faced with a choice: stay
urged the queen to expand the number of and help in the protection of the queen or leave
decoys in use and advocated the creation of the for adventures elsewhere. This use could split a
Maidens. What the queen does not realize is group of PCs for a period of weeks, months,
that Sara’s concern is more than purely profes- years, or indefinitely. Still, the queen may need
sional, as she is the illegitimate younger sister to journey to a far kingdom for a treaty negoti-
of the queen herself. For the last several years, ation, leading the PCs on a long adventure.
Sara has nearly revealed the truth to her
unknowing sister but has refrained for fear of Ossorus
endangering (or enraging) her sister further.
Oššorûs \oh-show-roos\ noun, plural -es
At the current time, there are four Maidens [Celestial origin] 1: an avenger, esp. one sent
active in the protection of the queen. The group by a good deity to punish a sinner. 2: a clan-
suffered its first casualty last summer as destine organization under the control of the
Helena, the youngest Maiden, fell to the poi- Church of Râthur. 3: a member of this organi-
soned dagger of an assassin. Though the assas- zation.
sin was slain, Helena could not be saved in
time. This loss devastated not only the Maidens Which is better: for hundreds of warriors to fall
but also the queen herself. The death of Helena in battle to achieve a noble objective against an
only reinforced the necessity of the Maiden’s evil enemy or for one assassin to slip unseen
presence. While talk has begun of the search behind enemy lines to kill the enemies’ wicked
for a new Maiden to fill the void left by Helena, leader? For an oššorûs, the correct answer is
the search has not officially begun. the latter. Born decades ago during a seeming-
ly interminable conflict against an evil queen,
The Maidens revere no particular deity as a the oššorûses are a holy order of spies, couriers,
group. Each Maiden worships in her own saboteurs, and, yes, even assassins. Servants of
34
the Church of Râthur, the Shining Lord, the
Destroyer of the Darkness, the oššorûses exist
primarily to gather information about Râthur’s
enemies, thwart those enemies’ plans, and,
when deemed necessary by Râthur’s hierarchy,
Requirements
To qualify to become an oššorûs, a character
must fulfill all the following criteria.
Class Skills
The oššorûs’s class skills (and the key ability
for each skill) are Balance (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Decipher Script (Int,
exclusive skill), Diplomacy (Cha), Disable
Device (Int), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha),
Hide (Dex), Innuendo (Wis), Intimidate (Cha),
Intuit Direction (Wis), Jump (Str), Knowledge
(Religion) (Int), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Pick Pocket (Dex),
Read Lips (Int, exclusive skill), Search (Int),
Sense Motive (Wis), Spot (Wis), Swim (Str),
Tumble (Dex), Use Magic Device (Cha, exclu-
sive skill), and Use Rope (Dex).
Class Features
All of the following are class features of the
oššorûs prestige class.
35
Table 1-9: The Ossorus
Base
CHAPTER ONE: Prestige Classes
Weapon and Armor Proficiency: Oššorûses extra damage is not multiplied. It takes preci-
are proficient with crossbows (hand, light, and sion and penetration to hit a vital spot, so
heavy) and daggers (any type), as well as the ranged attacks can only count as sneak attacks
dart, rapier, sap, shortbow (normal and com- if the target is 30 feet away or less.
posite), and short sword. Oššorûses are profi-
cient with light armor but not with shields. With a sap or an unarmed strike, the oššorûs
Note that armor check penalties for armor can make a sneak attack that deals subdual
heavier than leather apply to the skills Balance, damage instead of normal damage. He cannot
Climb, Escape Artist, Hide, Jump, Move use a weapon that deals normal damage to deal
Silently, Pick Pocket, and Tumble. Also, Swim subdual damage in a sneak attack, not even
checks suffer a –1 penalty for every 5 pounds with the usual –4 penalty, because he must
of armor, equipment, or loot carried. make optimal use of his weapon in order to
execute the sneak attack.
Sneak Attack: Any time the oššorûs’s target
would be denied her Dexterity bonus to AC An oššorûs can only sneak attack living crea-
(whether she actually has a Dexterity bonus or tures with discernible anatomies-undead, con-
not) or when the oššorûs flanks her target, the structs, oozes, plants, and incorporeal creatures
oššorûs’s attack deals +1d6 points of damage. lack vital areas to attack. Additionally, any
This extra damage increases by +1d6 points creature immune to critical hits is similarly
every other level (+2d6 at 3rd level, +3d6 at immune to sneak attacks. Also, the oššorûs
5th level, and so on). Should the oššorûs must also be able to see the target well enough
score a critical hit with a sneak attack, this to pick out a vital spot and must be able to
36
reach a vital spot. The oššorûs cannot sneak Uncanny Dodge (Ex): Starting at 2nd level,
attack while striking at a creature with conceal- the oššorûs gains the extraordinary ability to
ment or by striking the limbs of a creature react to danger before his senses would nor-
whose vitals are beyond reach. If an oššorûs mally allow him to even be aware of it. At 2nd
gets a sneak attack bonus from another source level and above, he retains his Dexterity bonus
37
1st level—cure light wounds, detect poison, get’s stealthiness. The target is granted a +10
invisibility to undead, obscuring mist, message, circumstance bonus to Hide and Move Silently
path through darkness* checks. Attempts to track the target by sight
2nd level—animal messenger, cure moderate incur a –10 circumstance penalty. The target
wounds, darkness, delay poison, phantom can use the Hide skill even while being
CHAPTER ONE: Prestige Classes
Light of day creates a sphere of daylight cen- With this spell, you create a ribbon of moon-
tered on a target point. If the chosen target light between one visible point and another vis-
point is an unwilling creature, it is allowed a ible point. Both endpoints must touch a solid
Will save to resist the spell. Undead and fun- surface, but there is no need for other points of
goid creatures touched by the light of day suf- contact in between. The moonlit way is a solid
fer 1d6 points of fire damage for every two lev- path that can support 500 lb. per caster level at
els of the caster (maximum 5d6). Creatures any single time. Creatures or objects that
with specific vulnerabilities to sunlight (for exceed the weight limit cannot touch the path
example, vampires) are affected by contact and will fall through if they attempt to move
with the light of day just as if they were onto it. Creatures on the moonlit way receive a
exposed to sunlight. A Reflex save avoids con- +10 circumstance bonus to Balance and Climb
tact with the light of day. This spell also illu- checks and a +10 circumstance bonus to
minates a 60-ft.-radius area. Strength checks made to oppose a bull rush or
similar attempt to force the creature from the
Material Component: A pink pearl worth at path. The base DC to climb a moonlit way
least 100 gp. (should it be necessary to do so) is 15. The
moonlit way sheds light out to 30 ft. from its
Lurk edges.
Transmutation Material Components: A powdered moonstone
Level: Oššorûs 3 worth at least 50 gp.
Components: S, M
Casting Time: 1 action
Range: Personal or touch
Path through Darkness
Target: You or creature touched Transmutation
Duration: 1 minute/level Level: Oššorûs 1
Saving Throw: None Components: S, M
Spell Resistance: Yes (harmless) Casting Time: 1 action
Range: Personal or touch
With this spell, you greatly enhance the tar- Target: You or creature touched
38
Phantom Blade
Oššorûs Enhancement Damage Damage
Campaign Integration
The Oššorûs is an ideal organization for a DM
Everywhere the sun touches the earth, it casts a running a military or spy oriented campaign.
shadow. The shadows, therefore, are Râthur’s Even if they operate largely behind the scenes,
domain just as surely as are the brightest oššorûs NPCs make valuable points of contact
places. The reason Râthur’s armies could not and sources of information. For DMs and play-
succeed against Hezba is because the armies ers who enjoy such things, the existence of an
feared to go into the shadow, thinking that it essentially good and lawful religious order of
was Râthur’s antithesis, a place of evil. Not so, spies and assassins can provide food for
argued Atans before the Church of Râthur’s thought. As a result, roleplaying possibilities
cleric-generals. Râthur creates shadow to give present themselves as the moral and ethical
false hope to the enemy. Evil hates the light and assumptions of more traditional good-aligned
flees into the darkness only to discover that the PCs are challenged.
darkness is a trap. From out of the shadows, an
oššorûs, a Celestial word meaning “avenger,” If a more political campaign is the order of the
could strike Râthur’s enemies a mortal blow. day, the intra-church machinations of the fac-
tions opposed to and supporting the Oššorûs
Over the next three months, Atans assassinated could draw in the PCs. Even in a lawful good
the key leaders of the Nightwalk Cabal. church, a sure way to bolster one’s own agenda
Râthur’s cleric-generals were concerned with is to prove the opposition somehow betrays the
Atans’s methods but delighted with his results. ideals to which all of the faithful are supposed
A handful of adventurers loyal to Râthur shared to be dedicated. For example, the PCs could
this delight. They gathered around Atans, and end up spying on the spies in order to find evi-
Atans trained them in the arts of stealth, sub- dence that Atans is a threat to Râthur’s church.
terfuge, and assassination. The Oššorûs was
born. Before the next season began, Hezba her- For a more action-filled approach, the PCs may
self was killed by Atans and his followers. discover that an Oššorûs cell has gone rogue
and has taken it upon itself to decide who are
With the war against the Necromancer Queen and are not the proper enemies of Râthur. Both
ended, some of Râthur’s cleric-generals the anti-Oššorûs and pro-Oššorûs factions
sought to have Atans and his sect officially would have a vested interest in putting the
40
rogue oššorûses out of operation, albeit for dif-
ferent reasons. For campaigns with PCs who
are less than nice, the PCs may even be target-
ed for extermination by the Oššorûs, leading to
an extended series of conflicts with the Church
Packrat
The packrat gathers and hoards possessions not
so much for their value as to simply have and
hold them. She is a collector of odds and ends,
and her larcenous talents, most notably her
lightning-quick hands, help greatly in her
obsessive hobby. Over time, she fine-tunes var-
ious traits of use to someone who always car-
ries more than what is needed, usually without
bothering to make an accurate inventory. In
general, packrats aren’t particularly feared.
Their abilities have little offensive strength and
minimal defensive value. A packrat’s abilities
are not without use, however, for she can per-
form important, if seemingly trivial, tasks to
aid herself and her allies.
Requirements
To qualify to become a packrat, a character
must fulfill all the following criteria.
Bluff: 5 ranks.
Escape Artist: 8 ranks.
Pick Pocket: 8 ranks.
Feats: Lightning Reflexes.
Class Skills
The packrat’s class skills (and the key ability
for each skill) are Appraise (Int), Balance
(Dex), Bluff (Cha), Climb (Str), Craft (Int),
Decipher Script (Int, exclusive skill),
Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex),
Innuendo (Wis), Intimidate (Cha), Intuit
41
Table 1-10: The Packrat
Base
CHAPTER ONE: Prestige Classes
Direction (Wis), Jump (Str), Listen (Wis), Quicker than the Eye (Ex): The packrat’s
Move Silently (Dex), Open Lock (Dex), Pick reflexes reach phenomenal speeds. At 3rd
Pocket (Dex), Read Lips (Int, exclusive skill), level, she can draw or sheath a weapon as a free
Search (Int), Sense Motive (Wis), Spot (Wis), action. She also no longer provokes attacks of
Swim (Str), Tumble (Dex), Use Magic Device opportunity when sheathing a weapon. At 4th
(Cha, exclusive skill), and Use Rope (Dex). level, the packrat can pick up an item as a free
action or do so without provoking an attack of
Skill Points at Each Level: 8 + Int modifier. opportunity (packrat’s choice at the time of the
action). Her manual speed reaches its peak at
Class Features 5th level, at which time the packrat can retrieve
a stored item as a free action or do so without
All of the following are class features of the provoking an attack of opportunity (packrat’s
packrat prestige class. choice at the time of the action).
Weapon and Armor Proficiency: A packrat Hard to Hold (Ex): At 4th level, a packrat is
gains no new weapon or armor proficiencies. so adept at escaping from grapples that she can
Note that armor check penalties for armor attempt to do so as a free action. She is, how-
heavier than leather apply to the skills Balance, ever, still limited to one escape attempt per
Climb, Escape Artist, Hide, Jump, Move round. At 5th level, a packrat can attempt
Silently, Pick Pocket, and Tumble. Also, Swim escape from nets or ensnaring spells such as
checks suffer a –1 penalty for every 5 pounds entanglel, Otiluke’s freezing sphere, and web as
of armor, equipment, or loot carried. a standard action that provokes attacks of
opportunity (instead of a full-round action as
Packrat (Ex): An obsessive collector must normal).
also be an expert packer. A packrat is so adept
at packing dry goods that any container or car- Rogue Special Abilities: At 1st, 3rd, and 5th
rier she uses has its “holds or carries” volume levels, a packrat’s effective level in either her
increased by 50 percent. Furthermore, the bard or rogue class increases by one level. This
effective weight of any container or carrier has no effect on base attack bonus, base save
packed by a packrat is reduced by 10 percent. bonuses, Hit Dice, or skill points. The effective
increase in level applies only to special class
Right Tool for the Job (Ex): There is no abilities such as spells per day, sneak attack,
telling what a packrat might be carrying in a etc. If the packrat has both bard and rogue lev-
pocket, pack, sack, or pouch. Once per day per els, each effective level increase must be
class level, a packrat can find on her person any applied to one class or the other. Once this
normal equipment item, including weapons, decision is made, it cannot be changed.
which could be packed away in one of her con-
tainers or carriers. The discovered item must fit
within one of the packrat’s containers or carri-
ers. For example, a packrat is not going to find
a longspear tucked away in her backpack.
Magical containers and carriers, such as bags
of holding, are highly prized by packrats.
42
Campaign Integration
Organization: Bobo’s
Bobo’s Raiders can easily serve as a foil for
Raiders good-aligned adventurers. It is not necessary
that there be outright animosity, at least at first.
Requirements
To qualify to become a psychic interloper, a
character must fulfill all the following criteria.
Class Skills
The psychic interloper’s class skills (and the
key ability for each skill) are Autohypnosis
(Wis, exclusive skill), Balance (Dex), Bluff
(Cha), Climb (Str), Craft (Int), Concentration
(Con), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Gather Information (Cha),
Hide (Dex), Innuendo (Wis), Intuit Direction
(Wis), Jump (Str), Knowledge (Psionics) (Int),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Pick Pocket (Dex), Profession (Wis),
Psicraft (Int), Read Lips (Int, exclusive skill),
Search (Int), Sense Motive (Wis), Spot (Wis),
44
Table 1-11: The Psychic Interloper
Base
Stabilize Self (Con, exclusive skill), Swim loper can no longer be flanked, since he can
(Str), Tumble (Dex), and Use Rope (Dex). react to opponents on opposite sides of him as
easily as he can react to a single attacker. This
Skill Points at Each Level: 4 + Int modifier. defense denies rogues the ability to use flank
attacks to sneak attack the psychic interloper.
Class Features The exception to this defense is that a rogue at
least four levels higher than the psychic inter-
All of the following are class features of the loper can flank him (and thus sneak attack
psychic interloper prestige class. him). At 9th level, the psychic interloper gains
an intuitive sense that alerts him to danger from
Weapon and Armor Proficiency: A psychic traps, giving him a +1 bonus to Reflex saves
interloper learns no new weapon or armor pro- made to avoid traps. If the psychic interloper
ficiencies. has another class that grants the uncanny dodge
ability, add together all the class levels of the
Uncanny Dodge (Ex): Starting at 1st level, the classes that grant the ability and determine the
psychic interloper gains the extraordinary abil- character’s uncanny dodge ability on that basis.
ity to react to danger before his senses would
normally allow him to even be aware of it. At Sneak Attack: Starting at 2nd level, any time
1st level and above, he retains his Dexterity the psychic interloper’s target would be denied
bonus to AC (if any) regardless of being caught her Dexterity bonus to AC (whether she
flat-footed or struck by an invisible attacker. actually has a Dexterity bonus or not) or
(He still loses his Dexterity bonus to AC if is flanked by the psychic interloper, the
45
immobilized.) At 5th level, the psychic inter-
psychic interloper’s attack deals +1d6 points of combat mode according to the schedule shown
damage. This extra damage increases by +1d6 on the above table.
points at 5th and 8th levels. Should the psychic
interloper score a critical hit with a sneak Power Points: A psychic interloper can mani-
attack, this extra damage is not multiplied. It fest his powers based on his available power
CHAPTER ONE: Prestige Classes
takes precision and penetration to hit a vital points. Psychic interlopers do not gain bonus
spot, so ranged attacks can only count as sneak power points for exceptional ability scores. The
attacks if the target is 30 feet away or less. power points gained as a psychic interloper do
not add to power points gained from other
With a sap or an unarmed strike, the psychic sources. Use the higher overall power point
interloper can make a sneak attack that deals total.
subdual damage instead of normal damage. He
cannot use a weapon that deals normal damage
to deal subdual damage in a sneak attack, not
Organization: Interlopers
even with the usual –4 penalty, because he at the Mind’s Doors
must make optimal use of his weapon in order
to execute the sneak attack.
Purpose
A psychic interloper can only sneak attack liv- The Interlopers exist to acquire wealth, experi-
ing creatures with discernible anatomies- ence forbidden pleasures, and develop psionic
undead, constructs, oozes, plants, and incorpo- power by any means necessary.
real creatures lack vital areas to attack.
Additionally, any creature immune to critical Leader
hits is similarly immune to sneak attacks. Also,
the psychic interloper must also be able to see Mad Hazle (NE half-orc female
the target well enough to pick out a vital spot Wiz6/Rog4/PIn10)
and must be able to reach a vital spot. The psy-
chic interloper cannot sneak attack while strik- Current Activities
ing at a creature with concealment or by strik- The Interlopers at the Mind’s Doors have exist-
ing the limbs of a creature whose vitals are ed for decades. Originally, the organization
beyond reach. If an psychic interloper gets a catered to hedonists seeking new sources of
sneak attack bonus from another source (such experience, and they had a penchant for hallu-
as rogue levels), the bonuses to damage stack. cinogenic drugs. As the story goes, one of the
original members—whose name is lost in the
Powers (Sp): A psychic interloper manifests a past—developed psionic powers after an
specific psionic power at each level, as indicat- extended exposure to controlled doses of insan-
ed on the above table. The psychic interloper ity mist. Further experimentation deduced that
uses these powers as a psion with a level equal this member had also suffered through cackle
to the character’s psychic interloper level. The fever as an adolescent. Conclusions were
DC for saving throws to resist a psychic inter- drawn, and soon the Interlopers changed. A
loper’s powers is 1d20 + the power’s level + new inner circle, all psychic interlopers, rose to
the psychic interloper’s key ability modifier (as control the organization.
determined by the particular power). The roll is
made by the attacking psychic interloper when The new leadership magically cultivated cack-
the power is manifested. A psychic interloper le fever and laid in a stock of insanity mist.
need not meet any minimum ability score Initiation to the Interlopers became limited to
requirement to manifest any of the psychic humans, half-elves, and half-orcs of sufficient
interloper’s powers. If he learns the appropriate health and mental strength to withstand expo-
metapsionic feats, a psychic interloper’s pow- sure to cackle fever and insanity mist in order
ers can be enhanced as they are manifested at to trigger the release of latent psionic powers.
the cost of additional power points. Consequently, the number of members fell
sharply while those who remained grew in per-
Psionic Combat Modes (Sp): At 1st level, a sonal power.
psychic interloper can choose to learn two of
the 10 psionic combat modes. At succeeding Mad Hazle, a wicked and remarkably cunning
levels, she can learn one additional psionic half-orc woman of enormous personal power,
46
leads the Interlopers. The organization itself
probably has no more than a dozen and a half
members, all of them having progressed at least
somewhat on the path of the psychic interloper.
The Interlopers retain some of their hedonistic
Campaign Integration
The Interlopers can easily serve as recurring
villains in a campaign. Since each Interloper
cell operates more-or-less independently of the
others, it is possible that the PCs could
encounter them two or three times before even To that end, the Queen’s Coronets were creat-
realizing that there are any connections from ed, a body of nobles scattered throughout the
cell to cell. In a more structured plot, Mad families of the realm (and the factions of the
Hazle could have issued directives to several court), sworn to serve queen and country until
different cells to work on various facets of death.
some grand, evil scheme designed to spread
chaos and evil. The Coronets are master spies, keeping watch
over every political and social nuance then
A more subtle approach is to let it be known reporting their valuable information back to the
during the campaign that it is possible to devel- queen, to be used at her discretion. The organi-
op psionic powers with the right application of zation is secret, with each member bearing a
certain esoteric techniques, and that these tech- code name (typically jewel or jewelry related,
niques are known to a group called the though not exclusively so) and communicating
Interlopers. This could lead an interested PC to directly only with the queen. The Coronets
make inquiries and become acquainted with a have mastered the art of listening, searching,
seemingly polite, albeit eccentric, Interloper and evaluating information, all the while keep-
cover group. Only by completing certain initia- ing the veil of innocence wrapped tightly
tion tasks can the PC hope to gain the trust of around them. There are a few who suspect their
the group and learn its innermost secrets. Of existence (primarily those in the king’s infor-
course, only those individuals wicked enough mation network), but no one has uncovered the
are ever fully inducted. Others who learn too extent of the organization or the identities of
much become victims instead. those who are involved.
Queen’s Coronet Rogues and bards are naturals for this prestige
class. Characters of nearly any other class are
A ruler stays in power only so long as she can also found among the Coronets, if only to
remain one step ahead of her rivals. This rule assuage suspicion toward any individuals
has been true throughout history, and any ruler with specific skills.
fortunate enough to possess longevity knows it.
47
Hit Die: d6.
Requirements
To qualify to become a queen’s coronet, a char-
CHAPTER ONE: Prestige Classes
Class Skills
The coronet’s class skills (and the key ability
for each skill) are Appraise (Int), Bluff (Cha),
Decipher Script (Int), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Gather
Information (Cha), Hide (Dex), Innuendo
(Wis), Intimidate (Cha), Knowledge (geogra-
phy, history, local, nobility and royalty) (Int),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Pick Pocket (Dex), Read
Lips (Int), Ride (Dex), Search (Int), Sense
Motive (Wis), Speak Language, Spot (Wis),
Use Magic Device (Cha).
Class Features
All of the following are class features of the
queen’s coronet prestige class.
they choose, but also on a message actually against a new Bluff check result. Any obvious
hidden in the item), flower arrangements (by threat, such as the coronet casting a spell, draw-
the type and placement of the flowers), or writ- ing a sword, or aiming a ranged weapon, auto-
ten codes. A coronet can identify and under- matically negates the effect.
stand a message left for him by a fellow coro-
net with a simple Innuendo check (DC 10). Composure (Ex): A coronet has mastered the
Others attempting to intercept messages must art of self-control, never allowing her true feel-
first make a Spot check (DC 25) to notice that ings or thoughts to show. At 3rd level, coronets
the item in question has a hidden meaning, then gain a +2 competence bonus to ability checks,
must make an Innuendo check (DC 20 + the skill checks, and Will saves when someone is
class level of the coronet) to decipher the code. attempting to force information from them.
This bonus increases to +4 at 5th level, +6 at
Seduction (Ex): Coronets are skilled in the arts 7th level, and +8 at 9th level.
of distraction, even when it involves using their
feminine (or masculine) wiles on a member of Eidetic Memory (Ex): A coronet with this
the opposite sex to confuse matters for a time. ability is able to remember any visual image he
A coronet may use her charm and physical sees with near-perfect accuracy. Characters
appeal to distract and enamour a member of the with this ability gain a +4 competence bonus
opposite sex. The coronet and the target must on all Knowledge, Appraise, Search, and Spot
be able to pay attention to one another. The dis- checks.
traction of nearby combat or other dangers pre-
vents the ability from working. Keen Ear (Ex): A coronet with this ability has
a flawless memory for sounds. The coronet
The coronet must make a Bluff check with a gains a +4 competence bonus on Listen checks,
bonus equal to her class level, and the target and with an Intelligence check (DC 13) can
can negate the effect with a Will saving throw recall entire overheard conversations, identify
equal to or greater than the coronet’s check people by voice, discern numbers and groups
result. If the saving throw succeeds, the coronet of people strictly from sound, and make other
cannot attempt to seduce that individual again sound-based identifications or deductions as
for 24 hours. If the saving throw fails, the tar- appropriate.
get is enraptured by the coronet and will remain
quiet and still, so as to best receive the atten- Slippery Mind (Ex): This extraordinary abili-
tions offered by the coronet. While being ty, gained at 4th level, represents the coronet’s
seduced, the target’s Spot, Listen, and Sense ability to wriggle free from magical effects that
Motive checks suffer a –4 penalty. Any poten- would otherwise control or compel her. If the
tial threat (such as a disapproving spouse walk- coronet is affected by an enchantment and
ing past the target’s line of sight) allows the fails her saving throw, one round later
seduced character a second saving throw she can attempt her saving throw again.
49
She only gets this one extra chance to succeed Queen Nerith’s assignments were not without
at her saving throw. If it fails as well, the spell’s risk, and many were quite dangerous. Her
effects proceed normally. adversaries had no intention of releasing the
king from their clutches and were willing to do
Skill Mastery (Ex): At 10th level, the coronet whatever was necessary to keep their power
CHAPTER ONE: Prestige Classes
selects a number of skills equal to 3+ her regardless of cost. Still, Nerith’s chosen spies
Intelligence modifier. When making a skill were all agreed upon the necessity of the task,
check with one of these skills, the coronet may fearing for the fate of the kingdom—and their
take 10 even if stress and distractions would queen—were the king to continue unchecked.
normally prevent her from doing so. She
becomes so certain in her skill that she can use In order to keep them as safe as possible,
her skill reliably even under adverse condi- Queen Nerith ensured that no one aside from
tions. The coronet may only select the follow- herself knew who her spies were. She referred
ing skills for this ability: Bluff, Diplomacy, to them as her “jewels,” and each had a jewel
Disguise, Forgery, Gather Information, Hide, or jewelry-related code name. The color of a
Innuendo, Intimidate, Knowledge, Listen, jewel was used as a signal between the queen
Move Silently, Read Lips, Sense Motive, and and her spy, to let it be known that she had
Spot. information to relay. On the rare occasion that
the spies met together, they appeared masked
Organization: The Queen’s and work heavy robes so as to disguise their
true appearance, even from each other.
Coronets
The system worked well, and Nerith was able
remove her rivals for Erison’s attention. Her
Purpose spies worked well and efficiently and main-
The Queen’s Coronets are a group of nobles tained their secrecy despite a number of close
recruited by the queen to serve as her eyes and calls. Nerith was so impressed that she kept the
ears in the court and to conduct covert activities system in place, adding a new coronet whenev-
as necessary to keep the queen reigning effec- er one wished to retire or otherwise passed out
tively. of court life. When her son became king, Nerith
instructed his wife, Elsabeta, in the uses of the
Leader coronets and their necessary skills. Queen
Elsabeta continued to put the Queen’s Coronets
Queen Issaria (NG human female Ari9/Cor7) to good use, and through their good work, the
royal family avoided a number of potentially
Current Activities dangerous situations culminating in a foiled
The Queen’s Coronets were created more than assassination attempt on Colin in his 15th year
75 years ago, under the reign of Queen Nerith. as king.
Her husband, King Erison, was a distant hus-
band and foolish ruler. He disdained the com- The current Queen, Issaria, is the wife of
pany of his wife and advisors and instead gave Nerith’s grandson, Colin. She is devoted to the
his ear to those who indulged his pursuits and continuation of the line and the ascension of
caught his fancy. Nerith feared for their contin- her son, Reanar, and uses the coronets to
ued reign if Erison were left to his own devices, remove any obstacle to that eventuality. Some
but for her to act publicly would wreck what of the coronets are concerned about the current
little stability their court still possessed. Queen’s single-minded devotion to the power
of the royal family as opposed to the good of
To this end, she recruited a number of highborn the kingdom, but most see that her goals
ladies and lords, all of them loyal to the royal include ensuring that the kingdom remains
family, all of them quick witted and silver healthy, intact, and in the best possible condi-
tongued. She laid upon them the solemn duty tion for her son.
of learning the weaknesses of those who held
Erison’s ear as well as the means by which she Campaign Integration
could destroy them in the sight of the king. The Queen’s Coronets are ideal for a noble-
based campaign set in a specific kingdom. It is
unlikely that more than one character in any
50
given group will be a member of the Coronets, Alignment: Any good.
but it is possible. If a DM wishes to use the Skills: Gather Information 8 ranks, Search 8
Coronets as a focus for a campaign, it can pro- ranks, Sense Motive 8 ranks.
vide an excellent opportunity to introduce ele- Feats: Alertness.
ments of espionage, social maneuvering, and
51
Sneak Attack: Any time the questioner’s target
would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity
bonus or not), or when the questioner flanks the
target, the questioner’s attack deals extra dam-
CHAPTER ONE: Prestige Classes
Reflex saving throw (DC = damage dealt) and, gain this special ability multiple times, select-
if he’s successful, he takes only half damage ing additional skills for it to apply to each time.
from the blow. He must be aware of the attack
and able to react to it in order to execute his Slippery Mind: This extraordinary ability rep-
defensive roll—if he is denied his Dexterity resent’s the questioner’s ability to wriggle free
bonus to AC, he can’t roll. Since this effect from magical effects that would otherwise con-
would not normally allow a character to make trol or compel him. If a questioner with a slip-
a Reflex save for half damage, the questioner’s pery mind is affected by an enchantment and
evasion ability—if he has it—does not apply to fails his saving throw, 1 round later he can
the defensive roll. attempt his saving throw again. He only gets
this one extra chance to succeed at his saving
Improved Evasion: This ability works like eva- throw.
sion, except that while the questioner still takes
no damage on a successful Reflex save against Urban Tracking: Questioners are skilled at fol-
spells such as fireball or a breath weapon, he lowing their quarry through the twisting maze
now takes only half damage on a failed save of streets that make up most cities. The ques-
(the questioner’s reflexes allow him to get out tioner receives a +2 competence bonus on all
of harm’s way with incredible speed). Urban Lore skill checks used with the Shadow
feat. He also gains a +2 competence bonus on
Reputation: The questioner is known by his all Hide and Spot checks made during a shad-
quarry, and his reputation is a threatening one. owing attempt.
Once per day, the questioner can confront an
opponent and intimidate him as a standard
action. The questioner rolls an Intimidate skill
Organization: The
check opposed by the target’s Will saving Questioners
throw. If the questioner wins the opposed
check, the target is shaken (–2 morale penalty
on attack rolls, weapon damage rolls, and sav- Purpose
ing throws) for the remainder of the encounter. The questioners are a group of investigators
and problem-solvers. They focus their attention
Skill Mastery: The questioner selects a number on the criminal element of society and seek to
of skills equal to 3 + his Intelligence modifier. bring the worst of them to justice. Though they
When making a skill check with one of these match their quarry in abilities and methods, the
skills, the questioner can take 10 even if stress questioners are different in intent. They seek to
and distraction would normally prevent him make the world—or their little part of it—
from doing so. He becomes so certain in his better and safer by removing the most
skill that he can use his skill reliably even dangerous elements.
under adverse conditions. The questioner may
53
let such a travesty of justice happen again while
Leader
he had strength left in him. He began to walk
Gareth “Four-thorn” Windwallow (LG halfling the path of a paladin and to right the wrongs he
male Rog5/Pal3/Que10) found in his travels.
CHAPTER ONE: Prestige Classes
Requirements
To qualify to become a royal assassin, a char-
acter must fulfill all the following criteria.
Class Skills
The royal assassin’s class skills (and the key
ability for each skill) are Balance (Dex), Bluff
(Cha), Climb (Str), Craft (Int), Disable Device
(Int), Disguise (Cha), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Read Lips (Int, exclusive skill), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), and Use Rope (Dex).
Campaign Integration
There are two primary uses for the Silent Circle
in an ongoing fantasy campaign. The first is as
allies to the PCs in the protection of the king
and his realm. The Circle members are valu-
able allies to have. When a threat to the king-
dom emerges, the Circle and the PCs are
assigned to eliminate the threat. This is a sce-
nario that could require a great journey, chal-
lenging intelligence to gather, and several
months of game play to achieve the final goal.
spent preparing for the most opportune
moment could be several days or even weeks. The second use for the Silent Circle is as adver-
This is necessary for both the success of the saries to the PCs. One of the PCs could achieve
mission, the safety of the Circle members, and a small amount of prestige and status that cre-
the utmost secrecy of the king’s involvement. ates talk of her actions among the border towns
Once these parameters have been met, the tar- of the kingdom. As rumors tend to spread in
get is attacked and usually eliminated. distance and vary in truth, by the time the sto-
ries reach the capital, the PC is a would-be rev-
This, of course, is no simple process. Within an olutionary or tyrant. The Silent Circle is sent to
enemy’s borders the odds of a stealthy escape deal with the PC and chaos erupts. Depending
are slim. Many after-mission precautions and on the situation, the PC could be slain or the
procedures are also necessary. For example, situation could be resolved as a misunderstand-
particularly if the target was a powerful servant ing, leading to a lasting friendship or alliance
of a deity, the Circle must ensure that the target between the Silent Circle and the characters.
cannot be returned to life—at least, not without
a great deal of effort. The Circle must either Sail Master
destroy the body entirely (usually through
magic), take the body back with them, or The sail masters are elite members of the
destroy or imprison the target’s spirit. This cre- Brotherhood of Sailors, a professional organi-
ates a higher degree of mission difficulty, but zation comprised of sailors and captains with
the dividends for such a thorough operation are the goal of offering a bit of security for those
great indeed. who follow one of the riskiest professions in
the world. The sail masters are all highly expe-
Each of the Silent Circle members is trained in rienced sailors who have proven their worth on
the art of social interaction, disguise, and per- multiple ships. They must be recommended to
formance. These skills are put into play against the rank by another sail master and must pass
targets under heavy security, so heavy in fact an exhaustive battery of tests in order to gain
that the Circle cannot reach the target by the the title.
conventional means of assassination. In
58
Sail masters are considered the backbone of the
Brotherhood, and you’ll find at least one in
every chapterhouse around the world. A ship
that carries a sail master never has trouble find-
ing a crew, and the sail masters themselves
Requirements
To qualify to become a sail master, a character
must fulfill all the following criteria.
Balance: 6 ranks.
Climb: 6 ranks.
Profession (sailor): 8 ranks.
Use Rope: 8 ranks.
Special: Membership in the Brotherhood of
Sailors (dues are 50 gp per year).
Alignment: Any. The life of a sailor requires
the flexibility to bend to the whims of fate and
the sea. At the same time, life on a ship is strict-
ly ordered, allowing those who desire structure
in their lives to succeed as well. Morality in
such a harsh world is similarly subjective,
allowing for a mix of beliefs and outlooks.
Class Skills
The sail master’s class skills (and the key abil-
ity for each skill) are Balance (Dex), Climb
(Str), Craft (Int), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Intuit Direction
(Wis), Jump (Str), Knowledge (any) (Int),
Move Silently (Dex), Profession (sailor) (Wis),
Spot (Wis), Swim (Str), Tumble (Dex), Use
Rope (Dex).
Class Features
All of the following are class features of the
sail master prestige class.
(normal and composite), and short sword. Sail Some of the bonus feats may not be acquired
masters are proficient with light armor, but not until the sail master has gained one or more
with shields. Note that armor check penalties prerequisite feats; these feats are listed paren-
for armor heavier than leather apply to the thetically after the prerequisite feat. Feats
skills Balance, Climb, Escape Artist, Hide, marked with an asterisk (*) may be chosen
Jump, Move Silently, Pick Pocket, and Tumble. more than once, but it must be for a different
Swim checks suffer a –1 penalty for every 5 weapon each time. A sail master must still meet
pounds of armor and equipment carried. all prerequisites for a feat, including ability
score and base attack bonus minimums. (See
Combat Feat: Starting at 1st level and contin- Chapter 5: Feats, PHB, for descriptions of feats
uing every three levels thereafter, a sail master and their prerequisites.)
may choose a bonus combat feat. The feat must
be chosen from the following list: Uncanny Dodge (Ex): Starting at 2nd level,
Ambidexterity, Blind-Fight, Combat Reflexes, the sail master may react to danger before her
Dodge (Mobility, Spring Attack), Exotic senses would normally allow her to even be
Weapon Proficiency*, Expertise (Improved aware of it. At 2nd level and above, sail masters
Disarm, Improved Trip, Whirlwind Attack), retain their Dexterity bonuses to AC (if any) if
Improved Critical*, Improved Initiative, caught flat-footed or struck by an invisible
Improved Unarmed Strike (Stunning Fist), attacker.
Point Blank Shot (Far Shot, Precise Shot,
Rapid Shot), Quick Draw, Two-Weapon At 6th level, the sail master can no longer be
Fighting (Improved Two-Weapon Fighting), flanked, since he can react to opponents on
Weapon Finesse*, Weapon Focus*, Weapon opposite sides of him as easily as he can react
Specialization*. to a single attacker. This defense denies rogues
the ability to use flank attacks to sneak attack
60
the sail master. A rogue at least four levels You can call up a brisk wind out of nowhere.
higher than the character, however, can still The wind you create (14 + 1d6 mph) is suitable
flank her (and thus use his sneak attack against for fast sailing and blows in the direction you
her). desire. You may change the direction of the
wind at will until the spell ends. Changing the
61
CHAPTER ONE: Prestige Classes
Brunel and his fellows crewed the vessel, tak- In the current day, the vaunted sail masters of
ing on new members as needed under the fol- the Brotherhood, with their undisputed skills
lowing restriction: The sailor wishing to work and magical talents, are considered the elite
on the vessel must pay 50 gp up front and among sailors and fetch unheard-of wages to
would take a share of the profits upon the voy- sail with another ship. There are some, howev-
age’s completion. Such an arrangement was er, who doubt the good intentions of the
unheard of, and many laughed at Brunel and Brotherhood. Whether these rumors are simply
his fellows outright. But a few more joined jealousy or spring from fact, few can say.
62
The truth is that the Brotherhood has grown so The Brotherhood of Sailors can easily serve as
large, no one can know what happens through- the focus in a maritime campaign, with the
out all its ranks. While most chapterhouses are characters being members of the group and
benign organizations that wish only to serve the serving among its ranks. For campaigns where
common good of their members, many are the characters do not wish to join (or for those
Requirements
To qualify to become a shadow hunter, a char-
acter must fulfill all of the following criteria.
Class Skills
The shadow hunter’s class skills (and the key
ability for each skill) are Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft
(Int), Decipher Script (Int, exclusive skill),
Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str),
Knowledge (the planes), Knowledge (religion),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Search (Int), Sense Motive (Wis),
Spellcraft (Int), Spot (Wis), Swim (Str),
Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are features of the shadow
hunter prestige class.
Class Features
All of the following are class features of the
unblinking eye prestige class.
hidden or subtle features of a society. The DC launch further investigations. This ability can
for this is 20, as for a normal hunch, but the never reveal all the details of a secret, unless
DM should make the roll if there is something the secret is extremely simple.
that the unblinking eye might notice. The abil-
ity only reveals that there is something going Perfect Memory (Su): At 9th level, the
on and the general kind of thing it is. Details unblinking eye forgets nothing. She can
can only be learned by further investigation. remember exactly what she saw when she
glanced at the sergeant’s desk, for example, but
Inner Disguise (Su): At 7th level, the unblink- in order to remember how many nails were on
ing eye gains the supernatural ability to dis- it, she would have to recall the image and men-
guise her inner self. Her instinctive reactions to tally count them.
events change to those of the disguise, as do
her natural trains of thought. However, she still Deep Cover (Su): At 10th level, the unblinking
remembers who she really is. This ability eye gains the supernatural ability to become
grants a +10 bonus to Bluff checks needed to whatever she chooses to be disguised as. Bluff
sustain the disguise. In addition, the unblinking and Disguise checks automatically succeed,
eye gains spell resistance equal to 10 + her and no magic can show that she is not what she
class level for the purposes of any magical pretends to be unless this ability is first dis-
effect that would reveal her disguise or true pelled or supressed. The disguise itself is creat-
nature. This limited form of spell resistance ed using the surface disguise and inner disguise
stacks with spell resistance gained from other abilities, and the use of this ability does not
sources and abilities. change the unblinking eye’s other abilities.
Gather Secrets (Su): At 8th level, the unblink- The disadvantage is that the unblinking eye
ing eye can use Gather Information to learn forgets who she really is and what she is really
secrets. This is a supernatural ability with two doing. This means that she cannot decide to use
effects. First, if the unblinking eye uses Gather any abilities that her alter ego does not possess.
Information, and her skill roll exceeds a Bluff (If the abilities are automatic, they still func-
check on the part of the person she is talking to, tion, much to her surprise.) Fortunately, the
she learns whether that person is keeping any ability can be set to expire after a certain time,
secrets. and the disguise personality usually believes
that it has to be somewhere safe for the
Second, the unblinking eye can find out about unblinking eye at that point. When the ability
secrets by talking to people who know them wears off in this way, it is replaced by the
about other subjects. The DC for this is 20, or appropriate uses of surface disguise and inner
the result of a Bluff check made by the person disguise.
she is talking to, whichever is higher. If this
check succeeds, the unblinking eye learns the The unblinking eye can remember every-
nature of the secret and enough information to thing she saw, heard, and did while
69
under the disguise. If the disguise’s alignment entirely fake, occupied by unblinking eyes and
is very different from hers, this can be distress- other members of the Watch using magical dis-
ing. guises.
Deep cover is only as good as the disguise. If Once identities have been established, high
CHAPTER ONE: Prestige Classes
the character establishes a disguise who grew level unblinking eyes take them over and then
up in a non-existent part of a city, she will be in spend most of their lives ferreting out secret
trouble if she meets someone from that city. information.
The unblinking eyes put a great deal of effort
into researching their disguises. In recent years, something of a stalemate has
been reached. The Unsleeping Watch’s infor-
Organization: The mation is good enough to give some warning of
planned attacks, and usually good enough to
Unsleeping Watch provide enough details to allow the targets to
set an ambush. On the other hand, yuan-ti cities
have few weaknesses, as geniuses rule them,
Purpose and so counter-attacks have to wait for some-
The Unsleeping Watch was established to spy thing to go wrong.
on the yuan-ti. The information they provided
was to be used both to respond to attacks by the Under these circumstances, the Unsleeping
serpent people and to help with counter- Watch has more free time and energy than is
attacks. good for it. Because of the need to pretend to
be evil for long periods, few good characters
Leader have stayed in the Watch for very long, and
those who have often drift towards neutrality.
Hana Felspo (N human female Rog6/Unb10) While there are not many evil characters in its
ranks, it is overwhelmingly a neutral organiza-
Current Activities tion.
The Unsleeping Watch is still primarily con-
cerned with spying on the yuan-ti. The serpent Thus, it has started using its resources to enrich
people are extremely intelligent and perceptive, and empower its members. One simple mani-
so such spying has always been a difficult job. festation of this is that the members of the fake
The Unsleeping Watch devote most of their yuan-ti settlements carry out minor raids on the
efforts to creating cover identities for the few countries that support the Watch, both to main-
spies who enter yuan-ti cities for substantial tain their cover and to enrich the Watch.
periods. Those few spies then bring out the
information needed to oppose the serpent folk. The Unsleeping Watch has also started using its
members to spy on other communities. A high-
Creating a good cover identity is an elaborate level unblinking eye could assassinate a head
process. First, the Unsleeping Watch’s agents of state and take his place, sustaining the dis-
must gather information about yuan-ti society. guise indefinitely. The leadership has, so far,
This job is usually carried out by low-level stopped short of this, but they do have several
unblinking eyes and those who are seeking spies in the cities around the edges of the jun-
admission into the Watch. These spies do not gle and have used the information to build a
need to learn anything sensitive about the powerful trading cartel with links to organized
yuan-ti, and so they are under less scrutiny and crime. This cartel, the Crown and Chest, is
need to take fewer risks. mainly composed of people who know nothing
about its leadership. Similarly, many members
Second, the Watch must use the information to of the Unsleeping Watch know nothing of its
establish an identity. Sometimes this involves connection to the Crown and Chest.
killing a particular yuan-ti and replacing him
with an impostor. At other times, an impostor is Campaign Integration
insinuated into a settlement as a refugee from a The Unsleeping Watch can enter a campaign in
small outpost that has recently been destroyed. several ways.
In its most elaborate acts, the Watch has
established two yuan-ti settlements that are
70
First, player characters can be asked to help it, Rogues and rangers are the most common
without joining. They might be asked to help white roses. Multiclass fighter/rogues or
destroy a small yuan-ti temple, so that a spy ranger/rogues make excellent white roses.
can claim to be from there, for example. Parties Other classes only rarely become white roses,
might also be asked to carry out raids on larger due to the focus the order places on stealth and
more than once to choose additional favored AC equal to half her base attack bonus (round
enemies, but may not select this ability twice down). This bonus stacks with the standard +4
consecutively. For example, Gwellae selects dodge bonus to AC for executing the total
favored enemy as her special ability as a 1st- defense action. This ability is only usable if the
level white rose. When she reaches 3rd level, white rose is wielding a sword or dagger.
she may not choose favored enemy again but
must wait until she reaches 5th level. Rapid Strike: The white rose may act and react
quickly in a short burst of speed. She may take
Final Stroke: Once per day, the white rose may an additional partial action during the round,
choose to deliver a sneak attack with a sword to either before or after her regular action. This
paralyze or kill an opponent. The victim of the ability may be used a number of times per day
final stroke must make a Fortitude saving equal to the character’s white rose class level,
throw (DC 10 + the white rose’s class level + though no more than once each round.
Intelligence modifier). Failing this saving
throw against the kill effect results in the vic- Combat Prowess: The white rose may select a
tim’s death, while the paralysis effect renders feat from the list of bonus feats available to a
the victim helpless and unable to act for 1d6 fighter in place of a special ability.
rounds plus 1 round per class level of the white
rose. If the victim succeeds at the saving throw,
the attack is just like a normal sneak attack. The
Organization: The Order of
white rose may deliver a final stroke any time the White Rose
she could normally make a sneak attack.
society. Their first forays were against gob- as a matter of honor and walked away. An
linkind, trolls, and giants. In these battles, the alarming number of the elves in the crowd
guardians of the order fought nobly and brave- seemed to agree with him.
ly and many were distinguished by receiving
the thanks and honor of King Heillan personal- What followed was nothing short of a civil war
ly. To these near-immutable defenders of the within the Order of the White Rose. Namrioth
elven people, it seemed that their role could abhorred what Thalius had set in motion. Each
never change, but time changes all things. believed the other was a lost and confused
brother, but they found no way to resolve their
The elven princess Aulauriel fell in love with a differences. The devout members of the Order
human man. Humans had long been welcomed came several times to harsh words or duels
within the elven lands, and some few had even amongst themselves. Those bloody bouts
been accepted among the elven people as fam- rapidly expanded into a shadowy war fought on
ily. The half-elves born of such unions usually the streets of the elven capital as all of the
remained within elven lands where they felt at white roses sought to hide their disputes from
peace. Never before, however, had an elf of the elven populace.
noble or royal blood succumbed to the admira-
tion of a human, and there was an outcry In the wake of the murder of Lorran and the
against the proposed match. The king was wave of fighting, Aulauriel took her own life in
opposed to his daughter’s wishes, but could by despair. King Heillan withdrew for a time and
law do nothing overtly to thwart her. the elven people teetered on the brink of disas-
ter. Knowing that his people needed him too
This schism in the elven courts was matched much, however, the King recovered himself
with no less fervor and confusion in the Order and called the quarreling leaders of the Order to
of the White Rose. The leader of the white him. He commanded that Namrioth and
roses, Namrioth, and many of his followers Thalius settle their dispute immediately, and
believed that though it was an uncomfortable threatened the end of the Order of the White
precedent nothing should be done. Naturally, Rose as consequence of any failure or defiance
no half-human would be allowed on the elven on their part.
throne and King Heillan had other children so
there was little real threat to elven society at The two elves found a solution. They each
large. Even this more accepting faction, how- withdrew from the Order. The new Master of
ever, could only view the matter with a grave the White Rose, Aranalia, was offered as a
sadness that Princess Aulauriel would so bla- common ground for the warring factions. Each
tantly defy tradition and reject her people. leader urged that for the sake of the continued
existence of the Order of the White Rose all of
Others in the Order refused to accept the mar- their followers obey their wishes. Aranalia set
riage. To see a member of the royal family about distracting the Order with a command
soiled by a non-elf was the antithesis of the that the members of the Order of the White
virtues they sought to protect and to allow such Rose find the lost Amulet of Ehelamen. The
a thing would be anathema. Led by a white rose amulet, she declared, could restore the well
named Thalius, this faction of the Order urged being of the Order and bring new peace and
the king to expel the human and prevent the prosperity to the elven people.
marriage. When Thalius decided that the king
wished to follow his sound advice but lacked The quest for the Amulet of Ehelamen was a
the strength or courage to act, he took matters failure only in that the prize was never recov-
into his own hands. ered. Aranalia’s real intent was to allow com-
mon ground for the Order, and in this she was
A single white rose met Aulauriel’s beloved, a successful. The white roses began to work
man named Lorran, in the great square and together again, and finally learned to trust one
challenged him to a duel. Such an act was another despite their past. The healing of the
74 not strictly legal, and the surrounding
Order, however, could not erase the past. The NPC windriders are often seen as brigands and
white roses had been changed by what had hap- bandits. They are certainly viewed with suspi-
pened to their Order and they no longer repre- cion, as desert folk are wary of those who rou-
sented the ideal, to themselves or to the elven tinely survive in places where no other man has
people. They had learned to fight from shad- lived. Mistrust from others convinces many
of their native environment. They gain fire may only affect the weather in the desert. The
resistance 5 and are considered one size larger windrider may use this ability once per day as
than their actual size to determine the effect of a 13th-level druid. This is a supernatural abili-
high winds. That is, a human in windstorm- ty.
force winds would be checked but not knocked
down. Organization: Ghosts of the
Windriders also require only one-quarter the Desert
normal fluid intake and one-half the food of a
normal character to survive. This allows them
to survive four times as long without water and Purpose
twice as long without food as a normal charac- In the deep desert, survival is often the greatest
ter. challenge. Most people hide from the open sun
and protect themselves from the hot winds and
Blade Turning (Ex): Experienced windriders parched sand. The ghosts of the desert laugh in
learn to turn aside the blades and arrows of the face of these traditions. They open them-
their enemies and to ignore the attacks of less- selves to the arid desert, accept that their homes
er enemies. Their tough skin becomes leathery are a part of them. They thrive and prosper
and resilient. At 7th level, the windrider gains a where others must strive simply to live.
+2 natural armor bonus and damage reduction
5/+1. This damage reduction is a supernatural Leader
ability.
Thassa Ta’boren (N human female
Howl of the Winds (Ex): The most powerful Bar2/Rog6/Win10)
windriders are at peace with the spirit of the
desert winds. This allows them to call on the Current Activities
power of the sandstorms and to resist the The ghosts of the desert first gathered their own
effects of the desert wind and storm. clan centuries ago. The first of the ghosts were
Windriders of 9th level are considered one outcasts, fleeing from the anger of the rest of
additional size category larger to determine the their tribes. No record remains of exactly why
effects of high winds. Thus, a human windrid- the first ghosts of the desert fled, but it is cer-
er of 9th level caught in hurricane-force winds tain that they went into the deep desert and
will be checked but not knocked down or were not seen again for a generation.
blown away as lesser creatures would be.
When the ghosts of the desert returned, no one
Furthermore, a windrider of 9th level may call knew who they had been. They had adapted
on the force of the wind to summon a sand- their minds and bodies to survive in the
storm. This ability functions similarly to the barren depths of the desert. Their skin
control weather spell, except that the windrider
77
had taken on a dry, leathery, ruddy hue. Their The ghosts of the desert have remained in the
eyes were black as night and they had thick, deep desert since that time. When they require
heavy braids of hair. They also had removed more water or food they strike out against the
the traditional veils and light cloth that helped other tribes. They attack silently, coming out of
their former tribesmen survive in the desert. dust storms and the oppressive heat of the day.
CHAPTER ONE: Prestige Classes
Instead they wore only simple, functional gar- They take what they need and disappear again.
ments and went largely bare-skinned in the dry To the ghosts of the desert, this is simply how
desert heat. their life must be if they are to continue to live.
Adapted as they are, they can survive in the
The ghosts of the desert formed their own tribe. worst of the desert climate but they still need a
Though they were adapted to survive more little more than can be provided by their home.
readily in the harsh climate of the desert, they They take only what they need. The ghosts of
learned that they still required some supplies, the desert are not greedy and do not seek the
including food and a little water. Animals were death or misfortune of others, but they have no
scarce, but the ghosts of the desert were skilled pity on those that stand in the way of the sur-
hunters. There were plants that provided the lit- vival of the ghosts’ tribe.
tle water they still needed, but as the ghosts’
tribe grew, they discovered they needed more. The nomadic, predatory lifestyle adopted by
To find it, they turned to what had been their the ghosts of the desert has earned them the
former tribal lands. label of brigands, bandits, and thieves of water.
In the desert these are high crimes and the oth-
When the ghosts of the desert appeared in the ers would see them destroyed. To the ghosts it
tribe’s lands and began foraging for food and is simply the way of nature. To them, it is
water to supplement their own supplies, they enough to know that they have mastered their
were received as bandits. In the desert where home and are stronger than the tribes that hate
food and water are scarce, there is always com- them.
petition for resources. Upon seeing these
strange people coming to take their food and Campaign Integration
water, the old tribe reacted with violence and a
war began between the cousin-tribes. The ghosts of the desert can be easily added as
a brigand tribe to any desert setting. Individual
From the conflict, the ghosts of the desert ghosts can make effective enemies in such an
learned a new lesson. They, who had learned to environment. Their ability to travel freely
survive the worst that the desert could offer, through inclement weather and deadly climate
had a strong advantage in fighting during the give them an advantage in desert campaigns.
heat of the day. They struck from sandstorms
during the hottest part of the afternoon, and the If an individual ghost of the desert is not
old tribe could not fight back at such times. In enough of a threat, the ghost tribe as a whole
the end, the old tribe was forced to surrender to can become a real challenge for an entire
the might of the ghosts of the desert. They gath- nation. Though they do not venture far from the
ered up what they could of their riches, their desert, in their home they are almost unstop-
food, and their water, and they left their tribal pable. If a party must do battle against them,
lands. The ghosts of the desert expanded into the PCs will find themselves hard-pressed to
the new territory. defeat their elusive foes.
Some members of the ghost tribe learned to If the party finds itself lost in the desert, the
love the spirit of the conflict. They continued to ghosts may also play the part of mentors. They
seek out new battles and made enemies of sev- could easily save the party from destruction by
eral surrounding tribes. The tribes of the desert the environment and teach some of their num-
recognized the ghost tribe as a threat to them all ber the secrets of the ghost tribe. In this sce-
and united to put an end to them. The great war nario, some of the PCs might be taught the
that followed nearly destroyed the ghosts of the secrets of the ghosts’ elite hunters, the windrid-
desert, and it cost the other tribes dearly. In the ers.
end, though, the ghosts were forced to flee back
to the deep desert, and there they have
remained—where no others can hunt them.
78
CHAPTER TWO: Legendary Classes
CHAPTER TWO
Legendary
Classes
such as you, who have conquered every chal-
lenge, solved every puzzle, and defeated every
Introduction enemy?
Class Mechanics
So you stole the Kingston diamond, passed the
guild’s tests, and became a master thief. Or per- Legendary classes have all the same progres-
haps you’ve mastered the whirling blades and sions as normal classes: base attack bonus, sav-
won a handsome fee in the arena. Maybe you ing throws, and special abilities. They also
are a wizard who mastered the elements and have unique class skill packages and profi-
learned to carry the stuff of fire within your ciencies. Like a prestige class, there are
very body. What is left for men and women prerequisites that must be fulfilled
79
before the first legendary class level may be characters, having choices to make as they rise
selected. Some of these are left open for the in level and power. Even though two characters
DM’s discretion, so that he can customize them march down the same path, each may end up
to his home campaign. This allows the DM to quite differently depending on these choices.
include feats from official sources that have not
CHAPTER TWO: Legendary Classes
been released as Open Game Content. For each legendary class level gained, the char-
acter may choose one special ability from those
The Preparation listed. The power and scope of this ability are
determined at that time and do not increase as
A character must announce his intention to take the character goes up in levels. This is known
a legendary class well in advance of ever tak- as the ability’s power level. No power may be
ing a level in it. In game terms, this represents chosen more than once. This always means a
the character trying to catch the attention of a sacrifice for the character, but sometimes the
deity or powerful extra-planar being, applying rewards of patience are worth the wait.
for a position within an organization, or chan-
neling the spirits of his ancestors. Two levels Example powers of a 5th-level Blood
before the character takes his first legendary Thief
class level, he must announce his commitment.
This means that if Dran decides to be reborn in Blood Drain I: The character can deal up to 4
order to become a blood thief at 13th level, he points of temporary Constitution damage to a
must announce his intention no later than the pinned foe in one day.
point at which he reaches 11th level. Once the
character has announced the level at which he Sense Blood II: The blood thief gains a +8 leg-
will become a legend, there is no turning back. endary bonus to Listen, Search, Spot, and
Wilderness Lore checks related to tracking
Each legendary class has among its prerequi- when those checks are used to detect a blooded
sites a list of quests, each of which must be ful- creature.
filled in between the time of commitment and
the acquisition of the first level of the class. Staunch III: The character is immune to bleed-
The character may not complete them before ing wounds and gains DR 3/—.
he announces his intentions. Once each quest
has been fulfilled and all other prerequisites are Steal Blood IV: Once per day with a success-
met, the character may take a legendary class ful melee touch attack, the blood thief can com-
level. pletely exsanguinate a single creature. The vic-
tim must make a Fortitude save (DC 21 + the
Legends wait for no man. If some or all of the blood thief’s Charisma modifier) or die instant-
quests go unfulfilled, the character may not ly. Even if the Fortitude save is successful, the
advance in level until they are. All excess expe- victim still suffers 4d6 points of damage.
rience gained in the meantime is lost. This
means that in the above example, if Dran Wounding V: When wielding a favored slash-
reached 77,999 experience points without com- ing weapon in combat, wounds inflicted by the
pleting the quests, he would gain no more blood thief bleed continuously for 1 point of
experience until he had done so. The character damage per round per wound. The bleeding can
need not meet all the prerequisites of the class be stopped by a successful Heal check (DC 15)
upon announcing his intentions, but he must or by healing magic. The maximum cumulative
meet them before taking the first legendary bleeding is 6 points of damage.
class level. If he does not, the same penalty
described above applies. The Price
Once a character has begun to walk the path of
The Power a legend, he may not turn back even if his faith
Legendary characters have access to powers is shattered or his kingdom lost. The forces act-
and abilities beyond the reach of those who ing upon him are great, and he cannot resist the
have chosen ordinary lives and less impressive tidal wave of fate he has chosen to ride. Once a
legacies. They also wield greater control over character chooses to take a legendary class
the development of their powers than other level, he may not choose any other classes until
the legendary class has been completed.
80
Although this may seem restrictive, it is a small
price to pay for the power and prestige afford-
ed a legend.
Abyssal Infiltrator
Requirements
To qualify to become an abyssal infiltrator, a
character must fulfill all the following criteria.
81
Table 2-1: The Abyssal Infliltrator
Base
CHAPTER TWO: Legendary Classes
Class Skills
The blood thief’s class skills (and the key abil-
ity for each) are Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Concentration (Con),
Craft (Int), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Gather Information
(Cha), Heal (Wis), Hide (Dex), Innuendo
(Wis), Intimidate (Cha), Intuit Direction (Wis),
Jump (Str), Listen (Wis), Move Silently (Dex),
Open Lock (Dex), Pick Pocket (Dex), Read
Lips (Int, exclusive skill), Ride (Dex), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), Use Rope (Dex), and
Wilderness Lore (Wis).
84
Table 2-2: The Blood Thief
Base
Skill Points at Each Level: 8 + Int modifier. of his equipment transforms as well. While in
bloodform, he gains DR 20/+1 (this supercedes
Class Features any DR gained from the staunch ability).
Armor Class is recalculated minus armor and
All of the following are class features of the natural armor bonuses, except for armor bonus-
blood thief legendary class. es resulting from force effects. The blood thief
becomes immune to poison. Although he can-
Weapon and Armor Proficiency: A blood not make most types of attacks while in blood-
thief is proficient with all simple weapons and form, his other blood thief abilities remain in
with light armor. He is not proficient with effect (except for DR gained from staunch, as
shields. Note that armor check penalties for already noted). The blood thief cannot run
armor heavier than leather apply to the skills while in bloodform, but he gains a +10 circum-
Balance, Climb, Escape Artist, Hide, Jump, stance bonus to Climb and Move Silently
Move Silently, Pick Pocket, and Tumble. Swim checks. He can also pass through small holes,
checks suffer a –1 penalty for every 5 pounds narrow openings, and even cracks. The daily
of armor and equipment carried. maximum bloodform duration need not be used
all at once, but any use of bloodform counts as
Blood Thief Abilities at least one minute. Reverting to normal form
Blood drain, sense blood, steal blood, and is treated as a standard action that provokes
wounding abilities are only effective against a attacks of opportunity.
blooded creature. This includes most living
creatures, except for oozes and certain bizarre Sense Blood (Su): The blood thief’s senses are
aberrations. supernaturally alert to the presence of blood,
especially blood flowing through the veins of a
Blood of Life: The blood thief gains a +1 leg- living creature. The blood thief enjoys a +4 leg-
endary bonus to Constitution per power level. endary bonus per power level to Listen, Search,
Spot, and Wilderness Lore checks related to
Blood of Might: The blood thief gains a +1 tracking when those checks are used to detect a
legendary bonus to Strength per power level. blooded creature.
Blood Drain (Su): The blood thief can absorb Staunch (Su): The blood thief need never fear
blood through his touch from a pinned foe. bleeding wounds, such as those inflicted by a
Each round the pin is maintained, the blood weapon of wounding. Furthermore, he gains
thief automatically inflicts 1d4 points of tem- DR 1/— per power level. Staunch does not pre-
porary Constitution damage. The blood thief vent active blood drain.
can drain a maximum number of Constitution
points per day equal to four times this ability’s Steal Blood (Sp): Once per day with a suc-
power level. cessful melee touch attack, the blood thief can
completely exsanguinate a single creature. The
Bloodform (Su): For a number of minutes per victim must make a Fortitude save (DC 17 +
day equal to twice the power level of this abil- power level + the blood thief’s Charisma
ity, the blood thief becomes an amorphous, modifier) or die instantly. Even if the
vaguely humanoid mass of rippling blood. All Fortitude save is successful, the victim
85
still suffers 1d6 points of damage per power
level.
Fortune’s Fool
Some people get lucky. Other people simply
are lucky. For the fortune’s fool, luck is an
ever-present master and slave. Lady luck
lingers at his side and will never leave. Luck
becomes a way of life for the fortune’s fool,
because his luck never ends.
Requirements
To qualify to become fortune’s fool, a character
must fulfill the following requirements.
Quests
• Anyone wishing to become a fortune’s fool
must play a game of chance against the three
Lords of Shadow. He must defeat each of them
in turn.
the wind at the coming of night. The soul of ter. If he survives the ordeals, he can become a
determination that lives only to end the lives of grey hand.
others. All of these things describe the grey
hand, an assassin of legendary skill. Everyone Class Skills
who knows of him fears to draw his attention
and few could match the price he might ask for The grey hand’s class skills (and the key abili-
his skills. ty for each skill) are Balance (Dex), Bluff
(Cha), Climb (Str), Craft (Int), Decipher Script
The grey hand is a master of dispensing death, (Int, exclusive skill), Diplomacy (Cha), Disable
silently and skillfully. His deeds are legend, Device (Dex), Disguise (Cha), Escape Artist
and it is said that he cannot be seen or found (Dex), Forgery (Int), Gather Information (Cha),
unless he wishes it. All who fall under his gaze Hide (Dex), Innuendo (Wis), Intimidate (Cha),
are said to be marked by the shadow of death Intuit Direction (Wis), Jump (Str), Listen
that lingers about the grey hand. Certainly no (Wis), Move Silently (Dex), Open Lock (Dex),
one who comes into contact with him leaves Pick Pocket (Dex), Read Lips (Int, exclusive
unaffected by his calm and deadly demeanor or skill), Search (Int), Sense Motive (Wis), Spot
the certainty in his eyes that his is the hand of (Wis), Swim (Str), Tumble (Dex), Use Magic
death. Device (Cha, exclusive skill), and Use Rope
(Dex).
Hit Die: d6.
Skill Points at Each Level: 8 + Int modifier.
Requirements
Class Features
To qualify to become a grey hand, a character
must fulfill the following requirements. All of the following are class features of the
grey hand legendary class.
Base Attack Bonus: +9.
Sneak Attack: +5d6. Weapon and Armor Proficiency: A grey hand
Skills: Disguise 10 ranks, Hide 15 ranks, is proficient with all simple and martial
Intimidate 10 ranks, Move Silently 15 ranks. weapons, light armor, and medium armor. Note
Feats: Improved Critical and Weapon Focus that armor check penalties for armor heavier
with weapon of choice, Skill Focus (any than leather apply to the skills Balance, Climb,
required skill). Escape Artist, Hide, Jump, Move Silently, Pick
Special: A grey hand must have the death Pocket, and Tumble. Also, Swim checks suffer
attack special ability. a –1 penalty for every 5 pounds of armor,
equipment, or loot carried.
Quests
Grey Hand Abilities
• When an assassin hopes to become a grey
hand, he must set before himself three nearly
impossible tasks to prove his skills. First, he Cunning: The grey hand’s wit and perception
must survive the poison barbs of the venomous are legendary. He gains a +1 legendary bonus
grey dragon. This will prove he is the master of to Intelligence per power level.
his life.
Killer’s Grace: Athletic and lithe, the grey
• Next, he must venture into the lands of the hand gains a +1 legendary bonus to Dexterity
dead and drink from the river that is death and per power level.
silence. He must find his way back from the
river to the living world without succumbing to Killing Attack (Ex): Once per day per power
sleep or hunger. This will place the seed of level, the grey hand can use his sneak attack to
death within him and make him the master of slay his enemies outright. An enemy struck by
death. the grey hand’s killing attack must succeed at a
Fortitude saving throw (DC 15 + power level +
88
Intelligence modifier) or die. The grey hand
must declare the killing attack before making
the attack roll for a sneak attack. If the attack
misses, that use of killing attack is wasted.
Balance (Dex), Bluff (Cha), Climb (Str), Craft This is a one-time bonus.
(Int), Decipher Script (Int, exclusive skill),
Diplomacy (Cha), Disable Device (Int), Enhanced Intelligence: Years of dedication
Disguise (Cha), Escape Artist (Dex), Forgery and study allow the hand of the reaper to mas-
(Int), Gather Information (Cha), Hide (Dex), ter the skills of a trade that does not allow for
Innuendo (Wis), Intimidate (Cha), Intuit mistakes. The character gains a +1 legendary
Direction (Wis), Jump (Str), Listen (Wis), bonus per power level to her Intelligence score.
Move Silently (Dex), Open Lock (Dex), This is a one-time bonus.
Perform (Cha), Pick Pocket (Dex), Profession
(Wis), Read Lips (Int, exclusive skill), Search Bastion of Physical Prowess (Ex): The arts of
(Int), Sense Motive (Wis), Spot (Wis), Swim death demand a high level of discipline and
(Str), Tumble (Dex), Use Magic Device (Cha, physical training. For the hand of the reaper,
exclusive skill), and Use Rope (Dex). this is a way of life that cannot be overlooked
or completed halfway. By selecting this ability,
Skill Points at Each Level: 8 + Int modifier. the hand of the reaper receives an extra 4 hit
points per power level.
Class Features
Master of Deception: In many cases, the hand
All of the following are features of the hand of of the reaper gets close to a target and studies
the reaper legendary class. him—sometimes for periods as long as weeks
or months—before closing in for the kill. This
Weapon and Armor Proficiency: The hand of ability gives the hand of the reaper a +2 leg-
the reaper is a master of weapons and combat. endary bonus per power level to Bluff,
The hand of the reaper is proficient in the use Diplomacy, Disguise, and Sense Motive skill
of all simple and martial weapons and all armor checks.
(heavy, medium, and light) as well as shields.
The use of shields and heavy armor is typically Reaper’s Insight (Ex): The hand of the reaper
rare, as the hand of the reaper depends on learns to deal death more quickly than even the
silence and stealth. However, if necessity most talented assassin. Once per day per power
should call for the use of these items, the hand level, a hand of the reaper can make a death
of the reaper is always prepared. Note that attack without having first observed her target
armor check penalties for armor heavier than for a period of time.
leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Reaper’s Touch (Ex): The hand of the reaper’s
Pocket, and Tumble, and that carrying heavy skill is legendary. Her skill in the art of death is
gear imposes a check penalty on Swim checks. feared. It is this natural talent that allows her to
become even more deadly with her killing
Hand of the Reaper Abilities blows. This ability gives the hand of the reaper
Enhanced Dexterity: To be a legendary mas- a +1 legendary bonus per power level to the DC
ter of the arts of death, the hand of the reaper to resist the effects of her successful death
develops lightning-fast reflexes and manual attacks.
dexterity. The character gains a +1 legendary
bonus per power level to her Dexterity score.
91
Trained Resistance (Ex): Poison is one of the ritual’s details. If the Knowledge (arcana)
hand of the reaper’s most important tools. Over check fails, the character can try again once he
time, the resistances she develops to poison has increased his Knowledge (arcana) skill by
reach a legendary level. With this ability, the at least one rank.
hand of the reaper gains a +2 legendary bonus
CHAPTER TWO: Legendary Classes
per power level to saves against all types of • Once he understands the ritual, the character
poisons. must seek out the various material components
needed. The components vary from version to
Incantator version, but all involve collecting materials
from certain powerful, magical creatures. No
Anyone can steal material objects. What chal- less than three such components are required.
lenge is there in taking gold or jewels? Such The DM is encouraged to be creative here and
things can be picked up and pocketed by even tailor this quest to her own campaign.
the rudest fighter. Intangibles present the real Acquiring a component need not involve
test. Who can catch what cannot be touched or killing the creature, but all should entail some
seen? That person is the true thief, a figure wor- risk. For example, the character may have to
thy of legend. That person is an incantator. retrieve a pinion from the wing of a solar, the
horn of a Huge chimera, and the tears of an
The incantator is more than a rogue par excel- elder water elemental.
lence. He is also a scholar of arcana whose lar-
cenous talents enable him to actually steal • With all the components in hand, the charac-
magic. An incantator can pluck arcane and ter needs to complete the ritual. This requires a
divine magic from the very air as it is put into Spellcraft check (DC 30) to succeed. If the
play by its caster. He stores this magical ener- character fails the Spellcraft check, the compo-
gy within his own mind, and the incantator can nents are destroyed, and he must regain them
even utilize stolen spells as if he were a caster before he can try again. Since there is risk
himself. Legends also tell of incantators who involved with failure, the character cannot take
can pilfer dweomers from magic items and 20 on his Spellcraft check. If successful, the rit-
even filch the spell-like and supernatural abili- ual is completed, and the character becomes an
ties of creatures. incantator.
Incantator Abilities
Legendary Charm (Ex): Many tales tell of
incantators who possess vast force of personal-
ity and persuasiveness. This sort of incantator
has a +1 legendary bonus per power level to
Charisma.
untarily loses the spell to make room for a new original ability. If the supernatural ability has
one. All stolen spells have verbal and somatic no fixed duration, it works for 5 rounds when
components, and a casting time of one action. used by the incantator. Theft of a supernatural
A stolen spell takes effect as if cast by the orig- ability has a range of 30 feet and follows the
inal caster. same procedure as stealing a spell. The
Spellcraft DC is 10 + 1/2 the creature’s HD +
At power levels 3 and higher, the incantator can the creature’s Charisma modifier.
also steal other magical effects. At power level
3, he can steal a dweomer from a magic item
with a range of touch. With a successful Use
Jack-of-Knives
Magic Device check against DC 20 + the What weapon is more symbolic of rogues than
item’s caster level, the incantator steals one of the dagger? None, or so says the jack-of-
the spells used in creating the item. The item knives, and no one without a death wish con-
itself becomes inactive for 1d4 rounds. tradicts him too loudly. With a dagger clenched
Artifacts are unaffected by this ability. The in each fist, a jack-of-knives dances into melee
stolen spell is placed in the appropriate spell as a whirling dervish of death, striking repeat-
slot. No magical item can have a dweomer edly with uncanny precision and emerging
stolen by the same incantator more than once from the fight unharmed by his foe’s weapon.
per day. His skill at knife fighting transcends normal
limits, taking on supernatural characteristics.
At power level 4, the incantator can steal a
spell-like ability from a creature out to the 50 A jack-of-knives is still a rogue, and he can
feet + 5 feet per power level. Stealing a spell- function in shadow quite effectively. There is,
like ability follows the same procedure as steal- however, one shadow that the jack-of-knives
ing a spell. A stolen spell-like ability occupies refuses to step into, and that is the one cast by
a slot of the appropriate level, and it takes fighters and other warriors over melee combat.
effect as if used by the creature it was stolen While his weapon of choice seems pale in
from. comparison to a greatsword or a dire flail and
his leather armor can’t turn an attack like half-
The ultimate incantator power, gained at power plate, the jack-of-knives remains a foe to be
level 5, is the ability to steal a supernatural reckoned with. He is a battle-tested expert with
ability. A stolen supernatural ability always a narrow focus and within that focus can be
occupies the incantator’s 5th-level spell slot every bit as deadly as a skilled fighter.
and operates according to the creature’s
94
In legends, the jack-of-knives inspires awe and
cold fear. Few jacks-of-knives are dashing,
romantic figures. Instead they are grim drifters
who see no need to use stealth and guile in their
larcenous pursuits when it is easier to just cut
Requirements
To qualify to become a jack-of-knives, a char-
acter must fulfill the following requirements.
Quests
• When a rogue feels he is ready to become a
jack-of-knives, he must embark on a dangerous
adventure suitably challenging to characters of
his level, including due consideration for any
allies that accompany him. From start to finish
of the adventure, the rogue is not permitted to
use any weapons except a pair of nonmagical
masterwork daggers. It is permissible for the
rogue or an ally to temporarily augment these
daggers with the likes of the magic weapon
spell. During the adventure, the rogue must
enter melee on a regular basis.
95
Table 2-7: The Jack-of-Knives
Base
CHAPTER TWO: Legendary Classes
Skill Points at Each Level: 8 + Int modifier. Crippling Accuracy (Su): Once per day per
power level with a successful dagger attack, a
Class Features jack-of-knives can strike so as to weaken his
foe. In addition to the damage inflicted by the
All the following are class features of the jack- attack, the victim suffers 2 points of temporary
of-knives. Strength damage. The player must declare the
use of this ability prior to his attack roll, but a
Weapon and Armor Proficiency: A jack-of- missed attack or an attack that inflicts no dam-
knives is proficient with all simple weapons age (due to DR, for example) does not cause
and with light armor. He is not proficient with this use of the ability to be lost. Creatures
shields. Note that armor check penalties for immune to critical hits are not affected by crip-
armor heavier than leather apply to the skills pling accuracy. Crippling accuracy can be used
Balance, Climb, Escape Artist, Hide, Jump, more than once in a round. Its effects stack with
Move Silently, Pick Pocket, and Tumble. Also, the rogue’s crippling strike special ability.
Swim checks suffer a –1 penalty for every 5
pounds of armor, equipment, or loot carried. Dagger Master (Ex): The jack-of-knives gains
a +1 legendary bonus per power level to attack
Jack-of-Knives Abilities rolls and weapon damage rolls when using a
Amazing Grace (Ex): The jack-of-knives dagger.
gains a +1 legendary bonus to Dexterity per
power level. Deadly Speed (Su): For one minute per power
level per day, the jack-of-knives can make
Bane Strike (Su): Once per day per power additional dagger attacks per round when tak-
level, a jack-of-knives imbues a single dag- ing the full attack action. His iterative attacks
ger attack with fatal power. His dagger’s are recalculated to occur at a bonus 3 less than
96
his base attack bonus instead of 5 less. For
example, a 13th-level rogue/1st-level jack-of-
knives has a base attack bonus of +10/+5.
Using deadly speed as a power level 1 ability,
for 10 rounds per day the jack-of-knives’s base
97
Table 2-8: The Jack o’ the Green
Base
CHAPTER TWO: Legendary Classes
The jack o’ the green rises up when someone against him that drives him to outlawry and
can no longer tolerate the oppression of the vengeance. This incident provides the seed for
tyrant. Becoming the jack o’ the green requires the jack o’ the green legend that begins to grow
anger, dedication, and deep commitment to the around the character. Also, if the character ever
overthrow of the evil ruler. It also requires a turns aside from seeking vengeance and/or
good knowledge of the area and the local peo- freedom for the people, he can no longer aspire
ple. There is always some powerful, defining to the jack o’ the green legendary class.
moment in the life of the prospective jack o’ the
green that sets him on the path, something that Quests
turns him irrevocably against the local authori-
ties, something that makes a good story or • To start on the path of the jack o’ the green, a
song. The tale always grows in the telling, and character must begin stealing from the oppres-
it is told frequently in the area, mixed with sors. Tax money, personal wealth, horses,
other legends and stories. coaches, jewelry, or anything else that can be
obtained and converted to cash is fair game.
No matter what other motivation guides him, The character must steal 10,000 gp worth of
the jack o’ the green always works for the com- goods for each level the character possesses. At
mon folk and against the powers that be, and so least two-thirds must be distributed among the
becomes something of a hero to the populace, oppressed people. Alternatively, the character
and a very prominent, public thorn in the sides may free prisoners of the tyrant. Each character
of the rulers. As the hatred of the rulers grows, level of a freed prisoner counts as 1,000 gp for
so too does the love of the peasantry. This cre- the purposes of this requirement.
ates a rich oral tradition around the jack o’ the
green, one that transcends borders and regimes, • Once the character has fulfilled the previous
and even outlives the various jacks that arise. quest, he must up the ante, making sure that he
is the focus for the wrath of the ruling class.
Hit Die: d8. The character must achieve a theft or trick of
personal import to the tyrant, one that in some
way symbolizes vengeance for the event that
Requirements set the character on the jack o’ the green path.
To qualify to become a jack o’ the green, a For example, a character whose title was
character must fulfill all the following criteria. stripped from him might decide to steal the
crown and scepter of the king, while the peas-
Alignment: Any non-lawful, non-evil. ant lad whose father was beaten and humiliated
Charisma: 15+. by tax collectors may choose to kidnap the tax
Skills: Gather Information 8 ranks, Hide 15 collectors, strip them, beat them, and parade
ranks, Knowledge (local area) 8 ranks, Move them through the capital. No matter what the
Silently 15 ranks, Wilderness Lore 8 ranks. chosen act, the character must obviously be the
Feats: Track, Lightning Reflexes, and any feat perpetrator, both in the eyes of the ruling class
of the DM’s choice. and the peasantry at the time the act is commit-
Special: The prospective jack o’ the green must ted; he may not just claim responsibility for the
have a personal reason to hate the current act after the fact, but must be recognized as the
ruler of the land, some wrong perpetrated perpetrator at the time.
98
Merry Band: The fame of the jack o’ the green
Class Skills
spreads throughout his territory. With 24 hours
The jack o’ the green’s class skills (and the key notice, the character may gather a group of 1st-
ability for each skill) are Animal Empathy level warriors from the oppressed people in his
(Cha), Appraise (Int), Balance (Dex), Bluff territory. The size of the group is equal to 10
Requirements
To qualify to become a master burglar, a char-
acter must fulfill all the following criteria.
Quests
• The character must travel to a large metropol-
itan city and break into the home of the guild-
100
Table 2-9: The Master Burglar
Base
ing. The master burglar cannot run while To become a queen of shadows, a female char-
climbing, however. acter must develop a sense of spirituality and
discipline that many cannot master. For her, the
Legend of the Stealthy Arts (Su): In some shadows are a friend, an ally, a lover, and a
rare cases, the master burglar may find herself soulmate. Where others find a cold, uncaring
in a situation that requires her to become one touch in the darkness, the queen of shadows
with the surroundings to avoid detection. Once finds warmth. The queen of shadows worships
per day per power level, a master burglar can and covets the darkness but equally respects
use the Hide skill even while being observed. the light. She knows that there cannot be one
As long as the character is within 5 feet per without the other and that not all heroes wear
power level of some sort of shadow or source shining armor and champion their causes on
of concealment, the master burglar can hide the fields of war. Those marked by villainy and
from view in the open without anything to actu- greed often seek her skills, as do noble kings
ally hide behind. The master burglar cannot and protectors of free lands. She is hunted by
hide in her own shadow. In all other respects, those desperate to both steal her power and
this ability works exactly like the hide in plain master her skills.
sight ability.
Hit Die: d6.
Sense for Danger (Ex): The arts of thievery
and stealth are rituals as dear to the master bur- Requirements
glar as the teaching of a god’s faith to a devout
cleric. These disciplines hone the master bur- To qualify to become a queen of shadows, a
glar’s danger sense to an almost supernatural character must fulfill all the following criteria.
level. With this ability, the master burglar gains
a +2 legendary bonus per power level to all Base Attack Bonus: +8.
Listen and Spot skill checks. This ability also Skills: Move Silently 15 ranks, Hide 15 ranks,
grants the master burglar a +1 legendary bonus Perform 10 ranks.
per power level to all of her initiative rolls. Feats: Dodge, Mobility, Spring Attack, and
one feat of the DM’s choice.
Walker Between the Walls (Sp): The master Special: Shadowdancer level 1+.
burglar gains the ability to penetrate the veils of
reality as easily as a poorly secured treasure Quests
room. Once per day per power level, the mas- • The character must find the three Scrolls of
ter burglar can use ethereal jaunt as the spell Deepest Shadow and read them. The knowl-
cast by a 14th-level sorcerer. edge within the scrolls allows the character to
become a queen of shadows.
Queen of Shadows
• At any given time, there may only be one
In rogue societies, there are several archetypes. queen of shadows. The current queen, Nadina
Many rogues live a life of petty crime and lar- Shadowstep, is rumored to regularly frequent
ceny, while others become masters of the the Free City Opera House. The character must
killing arts, and a select few follow the path of find, challenge, and defeat Nadina. If success-
shadows. For shadowdancers, the ritual and ful, the power seed of the queen of shadows
tradition of the shadow arts lead to amazing will pass to the character.
abilities and a connection with the shadows
themselves. In time, the shadowdancer learns • The character must enter the plane of shadow
to manipulate the shadows as an artist manipu- and survive there for one full week. During this
lates paint onto a canvas. Among this secretive time, she may not return to the material plane
order exists a legend. She too is a shadow- for any reason. If she returns before one week
dancer, but her skills are far beyond those of has passed, she must start over.
others in her trade. She is a genius, a master,
102
Class Skills
The queen of shadows class skills (and the key
ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Craft
Class Features
All of the following are features of the queen of
shadows legendary class.
additional 10 ft. away from a shadow per Armor Class and Reflex saving throws while
power level. For example, if Nadina takes this within darkness or heavy shadows.
ability at power level three, she can hide in
plain sight within 40 ft. of a shadow (base 10 ft.
plus 30 ft. for this legendary ability).
Rogue Prince
Contrary to popular belief, there is some honor
Darkvision (Su): Spending most of her life- among thieves. In fact, there is an order of
time within the cold, dark embrace of the shad- seniority that transcends social positioning,
ows allows the queen of shadows to become wealth, and age. Among rogues, the arts of
more comfortable and effective within them. thievery, social manipulation, and sleight of
The queen of shadows gains the darkvision hand are sacred. While many rogues master
ability with a range of 60 ft. plus 20 ft. per these skills, only a select few have the potential
power level. If the character already has dark- to become legendary. These legends among
vision, her range is extended by 20 ft. per rogues are often viewed as royalty, garnering
power level. the respect and envy of every rogue who
encounters them. These legends are known as
Powered by Shadow (Su): As the shadows the rogue princes.
envelop the queen of shadows, so too do they
enhance the weapons that she uses. She and the To become a rogue prince, a character must
shadows are one; the shadows defend her as a develop skills that others cannot fully grasp.
loyal knight defends his queen. With this abili- For the rogue prince, the acts of thievery and
ty, any slashing weapon held by the queen of charisma are art forms to be respected and mas-
shadows functions as an enchanted weapon tered. In most cases, the rogue prince is natu-
with an enhancement bonus equal to her power rally talented in the ways of the rogue—talent-
level. Once she releases the weapon, the ed to a degree that often makes others uncom-
enchantment is lost. The enhancement bonus fortable. Tasks that require decades of study
from this ability does not stack with any other and application to master seem to come natu-
enhancement bonuses. rally to him. Where master rogues fail, he suc-
ceeds in an easy fashion. In time, his legend
Legendary Talent (Ex): The queen of shad- attracts others: potential students eager to learn
ows is a legend. Her stealth and speed are at the feet of a master, and jealous rivals who
equally legendary. This ability grants the queen would steal the legend of the rogue prince as
of shadows a +2 legendary bonus per power they might steal the fat purse of a slow-footed
level to her Hide and Move Silent skill checks, noble. The rogue prince is a duelist, a liar, a
as well as a +1 bonus to her Initiative rolls. charmer, and a cunning thief. The life of a
rogue prince is not an easy one, but the path of
Shadow Sentinels (Ex): The shadows are a legend rarely is.
loyal servants and protectors to the queen of
shadows. This loyalty allows the queen of Hit Dice: d6.
shadows to call upon the protection of her sub-
jects when faced with physical dangers. With Requirements
this ability, the queen of shadows gains a +1
legendary bonus per power level to her To qualify to become a rogue prince, a charac-
104
ter must fulfill all the following criteria.
Quests
• The character must challenge a current rogue
prince to a duel of skill and be victorious. This
duel must consist of three different challenges.
Examples of challenges to use for a duel
include: a competition to romance the daughter
of a wealthy noble, a contest to pick the most
pockets in a public forum (such as a market-
place), or a tumbling competition to be held on
a dangerous cliffside.
Class Skills
The rogue prince’s class skills (and the key
ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Decipher Script (Int, exclusive skill),
Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex),
Innuendo (Wis), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Open Lock (Dex),
Perform (Cha), Pick Pocket (Dex), Profession
(Wis), Read Lips (Int, exclusive skill), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha,
exclusive skill), and Use Rope (Dex).
105
Table 2-11: The Rogue Prince
Base
CHAPTER TWO: Legendary Classes
Class Skills
The silver-tongued devil’s class skills (and the
key ability for each) are Animal Empathy (Cha,
exclusive skill), Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Decipher
Script (Int, exclusive skill), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str),
Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Pick Pocket (Dex), Read Lips (Int,
exclusive skill), Search (Int), Sense Motive
(Wis), Speak Language, Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha,
exclusive skill), and Use Rope (Dex).
Class Features
All the following are class features of the sil-
ver-tongued devil.
Class Attack
Level Bonus Fort Ref Will Special
1 +1 +0 +2 +2 Silver-Tongued Devil Ability
2 +2 +0 +3 +3 Silver-Tongued Devil Ability
3 +3 +1 +3 +3 Silver-Tongued Devil Ability
4 +4 +1 +4 +4 Silver-Tongued Devil Ability
5 +5 +1 +4 +4 Silver-Tongued Devil Ability
cient with shields. Note that armor check caster level is equal to his character level. Each
penalties for armor heavier than leather apply spell-like ability can be used once per day per
to the skills Balance, Climb, Escape Artist, power level.
Hide, Jump, Move Silently, Pick Pocket, and
Tumble. Also, Swim checks suffer a –1 penal- Prodigious Lie (Su): For one hour per day per
ty for every 5 pounds of armor, equipment, or power level, a silver-tongued devil gains a +5
loot carried. legendary bonus per power level to Bluff
checks. So amazing is his ability to lie with this
Silver-Tongued Devil Abilities ability that even magic cannot detect the false-
hoods. It is not necessary to use the entire hour
Keenly Perceptive (Ex): The silver-tongued as a single block of time. The silver-tongued
devil gains a +1 legendary bonus to Wisdom devil can divide the time into smaller incre-
per power level. ments as needed, but any usage counts as at
least 5 minutes. The bonus provided by this
Silver-Tongued (Ex): The silver-tongued devil ability does not stack with the way with words
gains a +1 legendary bonus to Charisma per ability.
power level.
Way with Words (Ex): A silver-tongued devil
Inscrutable (Ex): It is impossible to read a sil- can always take 10 on Bluff, Diplomacy, and
ver-tongued devil’s thoughts with the detect Sense Motive checks, even if rushed or under
thoughts spell. Likewise, he is immune to dis- duress. He gains a +1 legendary bonus to Bluff,
cern lies and spells that reveal alignment. Diplomacy, and Sense Motive checks per
Against mind-affecting magic, his saving power level.
throws enjoy a +1 legendary bonus per power
level.
Core Classes
112
a –1 penalty for every 5 pounds of armor,
Game Rule Information
equipment, or loot carried.
Chameleons have the following game statis-
tics. Disguise Bonus: As a chameleon increases in
level, her mastery of disguise increases as well.
instead of normal damage. The chameleon can- or less by damage in combat (from a weapon or
not use a weapon that deals normal damage to other blow, not a spell or special ability), the
deal subdual damage in a sneak attack, not chameleon can attempt to roll with the damage.
even with the usual –4 penalty. A chameleon She makes a Reflex saving throw (DC = dam-
can only sneak attack a living creature with a age dealt) and, if successful, takes only half
discernible anatomy. Any creature that is damage from the blow. The chameleon must be
immune to critical hits is also not vulnerable to aware of the attack and able to react to it in
sneak attacks. The chameleon must be able to order to execute the defensive roll - if the
see the target well enough to pick out a vital Dexterity bonus to AC is denied, the
spot and must be able to reach a vital spot. The chameleon can’t roll. Since this effect would
chameleon cannot sneak attack while striking a not normally allow a character to make a
creature with concealment or striking the limbs Reflex save for half damage, the chameleon’s
of a creature whose vitals are beyond reach. evasion ability does not apply to the defensive
roll.
Masked Aura (Su): At 6th level, a chameleon
is continually immune to attempts to magically Skill Mastery: The chameleon selects a number
discern her alignment. of skills equal to 3 + Intelligence modifier.
When making a skill check with one of these
Hidden Thoughts (Su): At 13th level, a skills, the chameleon may take 10 even if stress
chameleon is continually immune to the spells and distractions would normally prevent the
detect thoughts and discern lies. chameleon from doing so. The chameleon may
gain this special ability multiple times, select-
Special Ability: At 10th, 14th, and 18th levels, ing additional skills for it to apply to each time.
a chameleon can choose a special ability from
the following list. Slippery Mind: If a chameleon with a slippery
mind is affected by an enchantment and fails
Defensive Roll: Once per day, when a the saving throw, 1 round later the chameleon
chameleon would be reduced to 0 hit points can attempt the saving throw again. The
114
Table 3-1a: The Chameleon’s Spells per Day
chameleon only gets this one extra chance to sleep and spending one hour studying her spell-
succeed. This is an extraordinary ability. book. While studying, the chameleon decides
which spells to prepare. To learn, prepare, or
Traps: As one of her special abilities, a cast a spell, a chameleon must have an
chameleon can learn to detect and disarm com- Intelligence score of at least 10 + the spell’s
plex traps. The chameleon can use the Search level. A chameleon’s bonus spells are based on
skill to locate traps when the task has a Intelligence. The Difficulty Class for saving
Difficulty Class higher than 20. Furthermore, throws against chameleon spells is 10 + the
she can find magic traps. Finding a magic trap spell’s level + the chameleon’s Intelligence
has a DC of 25 + the level of the spell used to modifier.
create it. Chameleons can use the Disable
Device skill to disarm magic traps. A magic At 1st-level, a chameleon knows a number of
trap generally has a DC of 25 + the level of the 0-level spells equal to 5 + her Intelligence
spell used to create it. A chameleon who beats modifier and a number of 1st-level spells equal
a trap’s DC by 10 or more with a Disable to 3 + her Intelligence modifier. Whenever she
Device check can generally study a trap, figure gains a level, she learns two new spells of any
out how it works, and bypass it (with his party) levels she is able to cast. A chameleon can add
without disarming it. new spells to her spellbook as can a wizard (see
Arcane Spells, PHB).
Feat: A chameleon may gain a feat in place of
a special ability. Con Artist
Spells: A chameleon casts arcane spells, but While most rogues take, con artists pride them-
only those spells from the following schools: selves on being given what they want. Of
Abjuration, Divination, Enchantment, and course, their marks are inspired to do so by lies,
Illusion. She is limited to a certain number of deceit, and trickery, so few grant them the
spells of each spell level per day, according to moral high ground they claim. Con artists
her class level. A chameleon must prepare share the roguish goal of getting things
spells ahead of time by getting a good night’s that other people don’t want them to
115
have, but relish getting it by persuading others
to let them have it after all.
116
ture, make a magical suggestion to a fascinated
Game Rule Information
creature, help others peform skills better, or
Con artists have the following game statistics. cause ineptitude. A deaf con artist suffers a
20% chance to fail with deceptive oration
Abilities: Charisma and Wisdom are the most because she cannot effectively communicate
(one per day per level), but the fascination check against a DC equal to the mark’s result
does. A Will saving throw (DC 13 + the con from taking 10 on a Bluff check. If it succeeds,
artist’s Charisma modifier) negates the effect. the con artist knows what sorts of offers the
Suggestion is a spell-like, mind-affecting mark wants to believe, and thus exactly what to
charm ability. say to get the –5 adjustment to her Bluff DC.
The Bluff may still attract penalties for being
Cause Ineptitude (Su): A con artist with 12 or implausible, but these will be at least partially
more ranks in Bluff can use verbal and logical offset. A successful result also grants a +5 cir-
acrobatics to cause ineptitude and incompe- cumstance bonus to Diplomacy checks, as long
tence in an opponent. For every three levels the as the con artist can plausibly offer what the
con artist attains beyond 9th, the con artist can mark desires.
cause ineptitude in one additional creature. To
cause ineptitude, the con artist must speak and At 11th level, a con artist can read body lan-
the creature must hear the con artist speak for a guage so well that she gets a +2 circumstance
full round. The creature must also be within 30 bonus to all Bluff, Diplomacy, and Gather
feet. A creature targeted by this ability must Information checks. This bonus rises to +4 at
make a Will saving throw (DC 15 + the con 14th level, +6 at 17th, and +8 at 20th.
artist’s Charisma modifier) to negate the effect.
If the save fails, the target gains one negative Special Abilities (Ex): On achieving 10th level
level as long as the con artist continues to speak and every three levels thereafter (13th, 16th,
and for 5 rounds thereafter. This negative level and 19th), a con artist gets a special ability of
is automatically removed when the effects of her choice from among the following:
the ability end. Cause ineptitude is a supernat-
ural, mind-affecting enchantment ability. Consuming Bluff: If a con artist with this abili-
ty successfully uses her Bluff skill against
Second Attempt (Ex): Con artists are very someone, the victim devotes his full attention
good at recovering a failing con. At 1st level, to dealing with the bluff. He can be distracted
they may retry failed Bluff, Diplomacy, or from this normally, but he is flat-footed (even if
Disguise checks, and if the second attempt suc- he was already in combat when bluffed). If a
ceeds the first failure is ignored. con artist with this ability tells someone that his
shoes are untied, he fiddles with his shoes until
Assess Mark (Ex): Con artists are highly they are either tied or he has confirmed that
skilled at picking out “marks,” or potential vic- they were tied in the first place.
tims for their scams. Starting at 3rd level, the
con artist can make a Sense Motive check and Double Bluff: If someone is successfully
learn how good the mark’s Sense Motive abili- deceived, by the con artist or anyone else, the
ty is relative to the con artist’s ability to bluff. con artist may immediately follow up with
The DC for the check is equal to the mark’s another Bluff, which she links to the first so
total from taking 10 on a Bluff check. On a suc- that the mark feels that he must believe this if
cessful check, compare the mark’s Sense he believes the other. This grants the con artist
Motive total (that is, ranks in Sense Motive a +10 circumstance bonus to her skill check.
plus Wisdom modifier) to the con artist’s Bluff The connection between the two deceptions
total. If the mark’s total is lower by 10 or more, need not be obvious to the players, as this abil-
she is very gullible. If it is lower by five to nine ity means that the con artist can convincingly
points, she is gullible. If it is lower by two to link very disparate lies.
three points, she is slightly gullible. If the
mark’s total is within one point of the con Improved Second Attempt: The con artist may
artist’s, the mark is average. If the mark’s total roll twice whenever she uses Bluff, Diplomacy,
is more than one point higher than the con or Disguise and take the better result.
artist’s, she is a hard target. Making this
assessment is a full-round action. Insight into Deceit: If the con artist is deceived
118
Table 3-2: The Con Artist
Base
research and investigation skills. No matter Within the small community of delvers, there is
what their affiliation, they spend a fair bit of usually a strong rivalry for bragging rights.
time seeking out the sites revealed to them by Delvers attached to institutes of higher learning
their research, and a like amount of time in often compete fiercely among themselves for
libraries expanding their notebooks. funding and recognition but are more than
ready to band together to oppose delvers from
Alignment: Delvers may be of any alignment. other establishments. There are exceptions to
Lawful delvers tend to be careful, methodical, this general rivalry: Some of the greatest (and
thorough researchers, who like to be certain of most profitable) finds have been made by pairs
their facts before entering a dangerous situa- or small teams of delvers, each concentrating
tion. Their notebooks are neat, divided into sec- on a single area of endeavor.
tions by subject matter and extensively cross-
referenced. Chaotic delvers prefer to trust to Races: Human and gnome scholars often find
their natural proclivities and abilities to get themselves drawn to the adventurous excur-
them out of any trouble and are prone to rush sions of the delver, seeking to spice up the dry
into exploration with less research. Their note- academia with a little excitement. Elves often
books tend to be a mass of collected data, follow the opposite route, as their love of learn-
marked by dog-eared pages and bookmarks ing leads their more unprincipled fellows to
made from pieces of other books, rags, string, researching targets of larceny and potential
and twigs. Delvers of good alignment tend to profit. Half-elves are drawn by the same lures
seek out their information and objectives as both halves of their heritage, and dwarves
through a love of pure research and explo- find the skills and abilities of the delver to be
ration, with the intent of sharing their knowl- ideal in seeking out lost halls, mines, and other
edge and discoveries with others. Evil delvers remnants of the older dwarven empires.
covet the secrets of the past for themselves and Halflings are perhaps the most common
strive to keep the treasures they unearth, delvers, their consuming curiosity and love of
increasing their personal power at the expense adventure combining to make this path ideal
of others. for them. Half-orcs and other humanoid races
tend to lack the scholarly bent that is so impor-
Religion: Gods of secrets, knowledge, travel, tant to delvers.
and exploration hold a great appeal for delvers.
Indeed, some churches of these faiths support Other Classes: Delvers are far happier work-
contingents of delvers to unearth hidden secrets ing with other classes than with other delvers—
and increase the knowledge of the world. They they don’t need to share the credit and bragging
hold a special place in the hierarchy of such rights with a rival. They find the specialist abil-
temples, standing between the clergy and the ities of other classes tremendously useful in
laity, respected by both for the direct and prac- their expeditions, though they tend to forget
tical services they perform for their gods. themselves and try to take charge whenever
they get excited about exploring a new site,
Background: Most delvers come to their pro- treating their companions the same way they
fession through one of two paths. Some begin treat their tools. They especially value spell-
as scholars, studying history and legends, until casters of all types for dealing with magical
their curiosity and love of adventure drives protections and puzzles and are quick to shelter
them to begin doing their own exploration. The behind fighters when combat occurs. They still
skills they develop in the field, built around the view themselves as self-sufficient, as they can
strong academic background, help them uncov- manage to fight should they need to and they
er more information about the sites they visit can often find a way through protective magics.
and bring them back safely to their libraries. They tend to view rogues as unschooled ruffi-
Other delvers start along the same path as ans, although they can appreciate skill when
rogues but come to see the advantages of they see it.
studying their targets and the profitability of
120
Swim checks suffer a –1 penalty for every 5
Game Rule Information
pounds of armor, equipment, or loot carried.
Delvers have the following game statistics.
Delver Notebook: Delvers are scholars as well
Abilities: Dexterity and Intelligence are of pri- as adventurers. They spend a great deal of time
legendary temple
20 Uncommon, known only to serious Which specific person built a given site; the powers of
students, recorded in scholarly tomes, a common major magic item; the solution to a com-
moderately specific mon complex puzzle; the types of traps favored by the
constructors of a site
25 Obscure, known only to experts, General layout of a specific site; the powers of a
recorded only in rare tomes or common medium item; the solution to a difficult
personal journals, quite specific and rare puzzle; the use and location of secret doors in
a given site
30 Extremely obscure, known only to a Blueprints or maps of a specific site; the powers of a
few experts, recorded in ancient and common minor magic item; the secret password to a
forgotten tomes and journals, exacting treasure vault; the specific security surrounding a
treasure vault; the recognition signals needed to
bypass a mystic guardian; details of a specific trap in
a site (trigger mechanism, type of poison, etc.).
forcements or protections to help ward off ball), he takes no damage with a successful
mishap and deliberate damage. saving throw. Evasion can only be used if the
delver is wearing light armor or no armor. It is
If a delver loses his notebook, he must attempt an extraordinary ability.
to rebuild it. This is a long, painstaking process
and requires a good, comprehensive library. Uncanny Dodge (Ex): At 3rd level and above,
The delver must make an Intelligence check a delver retains his Dexterity bonus to AC (if
(DC 15) each day to make progress, and each any) if caught flat-footed or struck by an invis-
successful check allows the delver to track ible attacker.
down and transcribe a number of pages equal to
his Intelligence modifier. At 6th level, the delver can no longer be
flanked. A rogue at least four levels higher can
Traps: Delvers, like rogues, can use the Search still flank the delver.
skill to locate traps when the task has a
Difficulty Class higher than 20. Finding a non- At 11th level, the delver gains a +1 bonus to
magical trap has a DC of at least 20, higher if it Reflex saves made to avoid traps and a +1
is well hidden. Finding a magic trap has a DC dodge bonus to AC against attacks by traps. At
of 25 + the level of the spell used to create it. 14th level, these bonuses rise to +2. At 17th,
they rise to +3, and at 20th they rise to +4.
Delvers can use the Disable Device skill to dis-
arm magic traps. A magic trap generally has a Bonus Feat: At 7th level, the delver gains a
DC of 25 + the level of the spell used to create bonus feat. Every three levels thereafter (10th,
it. 13th, 16th, and 19th), he gains another. These
bonus feats must be drawn from the following
A delver who beats a trap’s DC by 10 or more list: Alertness, Combat Reflexes, Dodge
with a Disable Device check can generally (Mobility, Spring Attack), Expertise (Improved
study a trap, figure out how it works, and Disarm, Improved Trip, Whirlwind Attack),
bypass it (with his party) without disarming it. Improved Initiative, Iron Will, Lightning
Reflexes, Quick Draw, Run, Skill Focus (class
Evasion (Ex): At 2nd level, a delver gains eva- skill only), Weapon Finesse, Weapon Focus.
sion. If exposed to any effect that normally
allows a character to attempt a Reflex sav-
ing throw for half damage (such as a fire-
122
Table 3-3: The Delver
Base
20. He can also find psionic traps. Psionic traps opportunity for that round. Even a psychic thief
follow exactly the same rules as magic traps. with the Combat Reflexes feat can’t use the
opportunist ability more than once per round.
Special Ability: At 12th, 15th, and 18th levels,
a psychic thief can select a special ability from Skill Mastery: The psychic thief selects a num-
the following list. ber of skills equal to 3 + Intelligence modifier.
When making a skill check with one of these
Defensive Roll: Once per day, when a psychic skills, the psychic thief may take 10 even if
thief would be reduced to 0 hit points or less by stress and distractions would normally prevent
damage in combat (from a weapon or other the psychic thief from doing so. The psychic
blow, not a spell or special ability), the psychic thief may gain this special ability multiple
thief can attempt to roll with the damage. She times, selecting additional skills for it to apply
makes a Reflex saving throw (DC = damage to each time.
dealt) and, if successful, takes only half dam-
age from the blow. The psychic thief must be Slippery Mind: If a psychic thief with a slippery
aware of the attack and able to react to it in mind is affected by an enchantment and fails
order to execute the defensive roll—if the the saving throw, 1 round later the psychic thief
Dexterity bonus to AC is denied, the psychic can attempt the saving throw again. The psy-
thief can’t roll. Since this effect would not nor- chic thief only gets this one extra chance to
mally allow a character to make a Reflex save succeed. This is an extraordinary ability.
for half damage, the psychic thief’s evasion
ability does not apply to the defensive roll. Feat: A psychic thief may gain a feat in place
of a special ability.
Opportunist: Once per round, the psychic thief
can make an attack of opportunity against an Powers: A psychic thief manifests psionic
opponent who has just been struck for damage powers. A psychic thief begins play knowing
in melee by another character. This attack two 0-level powers (talents). At each level, the
counts as the psychic thief’s attacks of psychic thief discovers one or more previously
126
Table 3-4a: The Psychic Thief’s Psionic Powers
Powers Discovered
latent powers, as indicated on Table 3–4A: The 0-level Powers: Also called talents, 0-level
Psychic Thief’s Psionic Powers. These powers powers have a special power point cost. A psy-
are chosen from the psychic thief power list. chic thief can manifest any talent he knows for
free a number of times per day equal to his
To manifest a power within a particular disci- level +2. After exhausting his daily allotment,
pline, a psychic thief must have a key ability the psychic warrior must pay 1 power point per
score of at least 10 + the power’s level. Psionic manifestation of a 0-level power for the rest of
attack and defense modes are exempt from this the day.
restriction and do not possess levels. The DC
for saving throws to resist a psychic thief’s Psionic Combat Modes: At 1st level, a psy-
powers is 1d20 + the power’s level + the psy- chic thief can choose to learn two of the 10
chic thief’s key ability modifier. The 1d20 roll psionic combat modes. At succeeding levels,
is made by the attacking character when the he can learn one additional psionic combat
power is manifested. Certain powers can be mode according to the above table.
enhanced as they are manifested at the cost of
additional power points. Note: A psychic thief Psychic Thief Powers
may choose to discover a lower-level power in
place of a higher-level power normally granted 0—level (talents): bolt (Int), burst (Dex), cat-
by level advancement, just as psions can. fall (Dex), control shadow (Con), daze (Cha),
detect psionics (Wis), distract (Cha), elfsight
Power Points: A psychic thief can manifest a (Str), far hand (Con), float (Dex), know direc-
certain number of 1st-level and higher powers tion (Wis), talons (Str), valor (Str), verve (Str)
per day based on her available power points.
Psychic thieves do not gain bonus power points 1st—level: call weaponry (Dex), compression
for exceptional ability scores, and so at 1st (Str), conceal thoughts (Cha), expanded vision
level have only 2 power points. Special rules (Wis), feather fall, feel light (Str), feel sound
govern the manifestation of 0-level powers and (Str), hear light (Str), hustle (Str), know
psionic combat modes. location (Wis), lesser mindlink (Cha),
object reading (Wis), spider climb (Dex)
127
2nd—level: body equilibrium (Str), chameleon Individually targeted spells have a 50% chance
(Str), darkvision (Wis), invisibility (Con), to fail against the character while blinking
knock (Dex), levitate (Dex), sensitivity to psy- unless the character’s attacker can target invis-
chic impressions (Wis), slipping the ranks* ible, ethereal creatures. Likewise, the charac-
(Dex), sudden minor creation (Int), vigilance ter’s own spells have a 20% chance to activate
CHAPTER THREE: Core Classes
5th—level: adapt body (Str), clairtangency While blinking, the character can step through
(Con), mind probe (Cha), seeming* (Cha), (but not see through) solid objects. For each 5
sending (Dex), sense psionics (Cha), teleport feet of solid material the character walks
(Dex) through, there’s a 50% chance that the charac-
ter becomes material, with regrettable conse-
6th—level: aura alteration (Cha), ethereal quences (see below). The character can move
jaunt (Dex), mislead* (Cha), retrieve (Dex), only at three-quarters speed: Movement on the
suspend life (Str), true seeing (Wis), veil* ethereal plane is at half speed, and the charac-
(Cha) ter spends about half the character’s time there
and half the character’s time material.
Blink
Since the character spends about half the char-
Psychoportation (Dex) acter’s time on the ethereal plane, the character
Level: Psychic Thief 3 can see and even attack ethereal creatures. The
Display: Vi character interacts with ethereal creatures
Manifestation Time: 1 action roughly the same way the character interacts
Range: Personal with material ones. For instance, the charac-
Target: The character ter’s spells against ethereal creatures are 20%
Duration: 1 round/level (D) likely to activate just as the character goes
Power Points: 5 material and be lost.
The blink effect rapidly cycles the character in An ethereal creature who becomes material
and out of the ethereal plane. Blinking has sev- while in a material object is shunted off to the
eral effects: nearest open space and takes 1d6 points of
damage per 5 feet so traveled.
Physical attacks suffer a 50% miss chance, and
the Blind-Fight feat doesn’t help (since the
blinker is ethereal and not merely invisible). If
Mislead
the attack is capable of striking ethereal or Telepathy (Cha) [Mind-Affecting]
incorporeal creatures, the miss chance is only Level: Psychic Thief 6
20% (for one-half concealment). If the attacker Display: Ma
can see invisible creatures, the miss chance is Manifestation Time: 1 action
also only 20%. If the attacker can both see and Range: Close (25 ft. + 5 ft./2 levels)
strike ethereal creatures, he suffers no penalty. Target/Effect: The character/one illusory dou-
Likewise, the character’s own attacks suffer a ble
20% miss chance, since the character some- Duration: 1 round/level (D)
times goes ethereal just as the character is Saving Throw: Will partial
about to strike. Power Resistance: No
Power Points: 18
128
An illusory double of the character appears,
Slipping the Ranks
and at the same time, the character becomes
invisible (as amplified invisibility). The charac- Psychoportation (Dex) [Teleportation]
ter is then free to go elsewhere while the char- Level: Psychic Thief 2
acter’s double moves away. The double appears Display: Vi
129
CHAPTER FOUR: The Rogue’s Tools
CHAPTER FOUR
The Rogue’s
Tools
The powder’s useful properties begin with its
New unique composition, but do not stop there. With
the addition of water, the powder bonds to the
surface on which it lies, resulting in a bright,
Equipment rosy glow that will not come off (much to the
horror of many a thief caught red-handed). The
more water added, the brighter the glow. The
This section presents new equipment of partic- powder can only be removed with the use of a
ular interest to rogue characters. Availability of companion liquid called “thief’s soap,” avail-
these items will be restricted to specialty ven- able exclusively to agents of the crown and
dors, thieves’ guilds, or other individuals who usually only offered to the accused in exchange
specialize in illegal items or highly question- for their confession. This has given rise to the
able clientele. As such, any items that need to colloquial phrase, “come clean,” meaning to
be custom made or that are highly sensitive confess. Without the thief’s soap to remove it,
may be raised in price as much as 150%, if the the glow wears off in 3d4 days.
DM feels it is appropriate to his campaign. The
names and game statistics of entries in this sec- False Seal: A seal is a piece of metal engraved
tion are designated as Open Game Content. with a design representing a noble title or fam-
ily, official government or church correspon-
Burglar’s Bane: This powder is a favorite of dence, or otherwise wealthy or important indi-
investigators and others charged with uphold- viduals. These seals are often cast into rings or
ing the crown’s laws. Alchemical in nature, this set into the end of a wood block. They are used
ultra-fine powder is tasteless, odorless, and along with heated wax to place an imprint on a
translucent, making it nearly invisible to an document in question, verifying the official
untrained observer. It is typically dusted upon signature of a person in authority. The same
papers, art objects, jewels, or other valuables method is also used to seal letters, designating
that are feared to be the targets of intruders. to whom this correspondence belongs. In parts
The reason for this is that the powder provides of the world where this custom is observed, a
a harmless but invaluable service to the prop- false or forged seal is a necessity for anyone
erty’s rightful owners. who indulges in a bit of forgery (or who has a
130
desperate need to read the Count’s correspon- to listen in on, then place your ear to the base
dence without being noticed). of the cup. Conversation-level sounds that were
once muffled become far clearer, allowing for
A false seal can only be obtained from a skilled evildoers to be caught red-handed. Best of all,
gold or silversmith or from a thieves’ guild the collapsible size of the cup means that get-
New
Weapons
This section presents two new weapons of par-
ticular interest to rogue characters. The names
and game statistics of theses weapons are des-
ignated as Open Game Content.
New Weapons
Exotic Weapons • Ranged
Weapon Cost Damage Critical Range Increment Weight Type
Medium-size
Blow tube 2 gp — — 10 ft. 1 lb. —
packet. Obviously, only inhaled or contact poi- item is transferred into an extradimensional
sons are effective projectiles for a blow tube. A holding space. A hand-drawn sketch of the item
blow tube’s maximum range is 20 feet. appears on the page (front and back), accompa-
Reloading a blow tube is a full-round action nied by a detailed description of the item and
that provokes attacks of opportunity. any known qualities or history thereof. When a
page is touched and the command word spoken
a second time, the item appears in the user’s
New Magic hand. Each item stored can be no larger than 6
cubic feet in size.
its own is incompatible with any others, though that sparkle in the light as though faceted.
a ring created while wearing an already exist- When sprinkled from the bag, the dust creates
ing ciphering ring will be attuned to the exist- an illusion that may be used to distract guards
ing one. or other observers. Each dose affects roughly a
2-ft. by 2-ft. area.
Cipher rings allow an individual to create
extremely difficult codes, either as obviously To activate the powder, simply sprinkle it on
encoded missives or as innocuous-looking the floor or any other surface. The dust acti-
maps, ledgers, or other common documents as vates in three combat rounds. Once activated,
described under New Skill Use, page 136. The the dust creates a subtle illusion roughly five
individual creating the original document feet in height, just above the dusted area, which
receives a +20 circumstance bonus to any lasts for 1 round. The illusion is subtle and
existing Decipher Script skill check for the pur- indistinct, consisting mostly of dim flashes of
poses of creating a coded message. Anyone not light, muted colors, and faint scraping sounds
already possessing the skill can use the ring’s reminiscent of weapons being drawn from
ability, which automatically takes 10 on behalf sheaths. The overall effect is similar to catching
of the user on top of the +20 bonus (giving the a glimpse of someone attempting to remain
code a DC 30 to decipher). unseen from the corner of your eye. At no time
is the illusion of a person complete, but it is
Decoding a message with a linked cipher ring sufficient to distract guards and possibly lure
is automatic and requires no roll. Anyone not them away from their station for a short time. If
wearing a linked cipher ring (including those the dust is disturbed after the illusion has start-
who own cipher rings not linked to the original) ed (for instance, if someone walks through it),
must make a Decipher Script check to decode the effect is dispelled and the dust turns dull.
the message, with the DC equal to the original
check result of the code’s creator. Caster Level: 3rd; Prerequisites: Craft
Wondrous Item, minor image; Market Price;
Caster Level: 5th; Prerequisites: Forge Ring, 300 gp per dose.
secret page; Market Price: 8,000 gp per ring
created. Gloves of Filching: These delicate, well-made
gloves are constructed out of light black suede
Clanwarden’s Stick: This magical club is the or lambskin. Designed to make a rogue’s life
signature weapon of a halfling clanwarden. It is easier, they are multi-function items that any
usually distinctive, resembling a walking stick pickpocket would love to have. Their first
with bronze, iron, or steel tips, and engraved function is to grant a +10 circumstance bonus
with appropriate clan signs. The weapon’s to all Pick Pocket checks undertaken while
upper half is usually bored and the cavity filled wearing the gloves. In addition, should the
with iron to give added heft when swung. A rogue’s skill fail and his attempt be discovered,
clanwarden’s stick is generally available to any the gloves can cast modify memory as a touch
lodge member who can afford the weapon’s attack once per day, allowing the rogue to
market price, assuming the community has a cover his mistake by removing the victim’s
caster able to craft the weapon. A clanwarden’s memory of the failed theft.
stick is a +2 club that when wielded or carried,
usually across the back, grants a +2 compe- Caster Level: 10th; Prerequisites: Craft
tence bonus to Climb, Jump, Hide, Listen, and Wondrous Item, modify memory; Market Price:
Move Silently checks. A clanwarden’s stick 18,000 gp.
does not glow as a side effect of the magic
imbued within it. Gossamer Cloak: This filmy, lacy garment
looks like an extravagant half-cloak, a suitable
Caster Level: 5th; Prerequisites: Craft Magic accessory for court wear or evening dress. The
Arms and Armor, creator must be a halfling; real function of the cloak is hidden, however,
134
Sound Catcher
until the command word is uttered. At that a 15-ft. radius, similar to the effect of a silence
point, the translucent drapes of the cloak trans- spell. The effect lasts until the bottle is stop-
form into functional wings, allowing the wear- pered again. It is important to note that the
er to feather fall as the spell. sounds are not erased from existence, merely
trapped. Each bottle has a limited capacity for
Caster Level: 2nd; Prerequisites: Craft storage, a total of 500 minutes worth in all.
Wondrous Item, feather fall; Market Price: Sounds cannot be freed except by destroying
3,600 gp. the bottle, which releases a sonic shockwave in
a 20-ft.-radius spread from the point of origin
Lookout Strips: These ingenious strips of dark (the broken bottle). Any creature within the
gray paper can be a rogue’s best friend when it area of the shockwave suffers the effects listed
comes to making sure you aren’t surprised by in the above table.
an untimely interruption. These strips are made
of a sturdy paper with dried glue on one side. A successful Fortitude save (DC 17) reduces
When moistened and stuck in place across the the damage by half and negates the deafening
opening of a closed door or window, they acti- effect. Any exposed brittle or crystalline object
vate and fade into invisibility. When the strip is or crystalline creature takes twice the listed
broken by the opening of the door or window damage from the attack, though a successful
(or tug of a trip line, etc.), a mental alarm is Fortitude save can reduce the damage to the
triggered in the mind of the individual who listed amount. Creatures holding fragile objects
placed the strip. can negate damage to them with successful
Reflex saves (DC 22). A deaf character, in
Caster Level: 1st; Prerequisites: Craft addition to the obvious effects, suffers a –4
Wondrous Item, alarm; Market Price: 50 gp penalty on initiative and a 20% chance to mis-
per strip. cast and lose any spell with a verbal (V) com-
ponent. Previously deafened characters still
Sound Catcher: This cleverly made bottle take damage.
stands roughly eight inches tall and six inches
in diameter and is made of a thick opaque Additionally, there is no accurate method by
glass, either brown or white with swirls of red which to judge the number of storage minutes
or blue through its depths. The stopper to the remaining. As the bottle fills with sound, it will
bottle is made of the same glass and curiously begin vibrating for 10 rounds at the end of each
shaped, fitted to the inside of the neck so that it use; gently at first, but more strongly the more
can be raised from the mouth of the bottle but it gets used. When it reaches the end of its
not withdrawn. The stopper of the bottle will 500th minute, the vibrations will become so
remain raised when opened until someone strong as to shatter the bottle at the end of the
either pushes it back into place or until 10 min- round, causing the maximum damage as listed
utes have expired, at which time it will close on above to anyone within the area of effect.
its own.
Caster Level: 7th; Prerequisites: Craft
The puzzle of the stopper’s creation and place- Wondrous Item, sculpt sound; Market Price:
ment, however, is not the only interesting thing 21,000 gp.
about the item. When the stopper is raised, the
bottle absorbs sounds into it, muting sounds in
135
garden—in short, anything innocuous you care
to think of. Codes such as this are very useful
New Skill in that most people who read them will not
realize that there is a code to be broken. They
masquerade under the guise of an innocent
CHAPTER FOUR: The Rogue’s Tools
time”), you can make it more difficult for affected when the spell turns out to be protec-
someone to interact favorably with other NPCs, tion from good.
applying penalties to their Charisma checks or
other social skills. In order to spread rumors The rogue must make a successful Use Magic
about someone, the DM must make a Charisma Device check (DC equal to the spellcaster’s
check for the NPC in question. You must then primary spellcasting ability score [i.e.,
make a successful Gather Information check Charisma, Intelligence, or Wisdom] + caster
(DC equal to the result of the NPC’s Charisma level). Divination spells add a +5 to the
check). Success indicates that the target Difficulty Class for this check. If he succeeds,
receives a –2 circumstance penalty to all he may bypass the spell without incident. If he
socially based Charisma skill checks (Bluff, fails, he forfeits his chance at any possible sav-
Diplomacy, Gather Information, Intimidate, ing throw and suffers the full effect of the spell.
and Perform) for the next week. Exceeding the The DM should make Spellcraft checks and
DC by 20 gives the target a –4 penalty to the emulation rolls secretly, so that the player will
above-listed skill checks for a week. not know whether they have succeeded or
failed.
Use Magic Device (Cha;
Trained Only; Bard, Rogue Use Rope (Dex)
Only) As listed, the Use Rope skill allows you to tie
knots and bind people effectively. Ropes can be
Typically, the Use Magic Device skill is help- used in a number of other ways, however, even
ful in emulating qualities you don’t actually in combat. To accomplish this requires an alter-
possess in order to meet the requirements to use nate use of the Use Rope skill to make and
certain restricted magic items. That same tal- accurately throw a lasso.
ent, however, can also serve in another capaci-
ty: fooling spells. A lasso is a length of rope with a small loop
tied in the end, through which the rope passes.
There are a number of spells in existence This creates a larger sliding loop at the end of
whose effects are dependent on some quality of the rope. With sufficient skill, the lasso is
the individual who encounters them, such as twirled over the head so that the loop stays
protection from chaos/evil/good/law. These open, then thrown toward a target. The loop
spells apply penalties (or damage) to those of a settles over the top of the target and is pulled
specific alignment. There might even be spells tight, effectively capturing the target or secur-
in some places that could ward an area or dam- ing the rope to an immovable object. Creating
age those who possess a certain quality such as a lasso requires a successful Use Rope check
race, gender, age, or other determinate attribute (DC 20).
just as magic items sometimes do. The Use
Magic Device skill, however, can allow a To throw a lasso, you must make a successful
determined rogue to bypass such protections ranged touch attack using your Use Rope check
without penalty or damage. result in place of a normal attack roll. If the tar-
get is aware of the attack, she can make a
To fool a spell, the rogue must first know Reflex save (DC 15) and avoid being entan-
which quality he needs to emulate (alignment, gled. If the target manages to avoid becoming
race, class, etc.), meaning that it is helpful to entangled but the attack is successful, then the
know what spell is being cast. The Spellcraft attacker can only control their movements
skill could be useful to determine this but isn’t within the limits of the rope by succeeding at
necessary to make the attempt. Using this skill an opposed Strength check. The lasso does no
takes the place of any saving throw to which damage and cannot limit the target’s movement
you might otherwise be entitled. If the rogue toward the attacker (unless the target is cap-
emulates the wrong condition for the spell tured by multiple lassos from flanking posi-
138
tions). Spellcasters who are successfully cap- Intelligence score of 3 or higher that can nor-
tured by a lasso must make Concentration mally be affected by sneak attacks.
checks (DC 15) to cast spells. A captured indi-
vidual may use their arms freely, including
actions such as cutting the rope (if they are
Desperate Interrupt
Lucky [General]
The gods seem to have blessed you and your
endeavors, regardless of how undeserving you
may seem.
CHAPTER FIVE
Schools &
Organizations
Anyone who finds and trains under these mas-
ters of the shadowy arts is called a student. A
Shadow student may pay gold and spend XP to learn a
master’s secrets and apply them in his own
adventures. Typically, each master offers a
Schools series of 10 lessons, each progressively more
difficult to learn. Once a student has learned
five or more lessons from a single master, he
This section lists several specialized schools, may in turn teach others the tricks he knows.
paths, and traditions that rogue characters can Each master’s body of knowledge is known as
take advantage of to develop their skills and a school, though his body of knowledge is
abilities. The game rules and mechanics rarely presented in a codified manner. Instead,
describing each lesson are designated as Open each master draws on his experience and the
Game Content. Background information and bits of knowledge gleaned from older rogues to
flavor text is designated as closed content. form the basis of his instructions. Despite this
scattershot approach, over the decades and cen-
Since the civilized races first learned to engage turies, a few typical schools have emerged that
in trade, there have been those who seek to share the same lessons and knowledge.
profit from the hard work of others. Burglars,
flimflam men, and pickpockets invariably arise
in any area where money changes hands. While Each lesson must be studied in order, from the
those who practice these talents rarely seek any first to last. A student cannot initially master
formal training, there exist experts of such the third lesson and then proceed to the fifth or
exceeding ability and talent that eager young first. Furthermore, it becomes progressively
rogues seek them out to learn their tricks and more difficult for a student to learn the ways of
techniques. In some cases, these masters estab- more than one school. The first school a stu-
lish informal schools for training the next gen- dent studies with is known as his primary
eration of confidence men and robbers. After school. When training in schools other than his
all, these experts can make more coin pawning primary one, a student must pay twice the XP
their experience to others rather than going costs as he struggles to juggle his original train-
to the trouble of applying it. ing and his new talents.
142
Training Cost and Time
XP Time Level
The level cap listed on the table reflects the Gather Information check (DC 25) and 1d4
general worldliness and experience a student weeks of searching. Note that the prospective
should have before attempting to master a spe- student need not be the one who makes this
cific talent. A master’s teachings draw on both check. For example, Alewic the bard could
the master’s and the pupil’s experiences and search for a master on behalf of his friend
knowledge. A student may attempt to learn a Barnabas. Upon finding a master, a student
lesson if he does not meet the level cap but he must either undertake some task or complete a
must pay an additional 20% XP to complete his test to prove himself worthy. Otherwise, a hefty
training. The student struggles to keep up with bribe is often proof enough of a student’s wor-
the master and must devote additional energy thiness. Wandering masters offer the advantage
to learning talents that are beyond his under- of individual training. Cut the time needed to
standing. train under such a tutor by 15%.
what a particular master, thieves’ guild, or civ- complexion marks him as a desert nomad, and
ilization may call it. for decades he wandered the sands as an assas-
sin for hire, thief, and tomb robber. On his final
Academy robbery, he made the mistake of pillaging a set
of jewels promised to a powerful efreeti lord by
The Slayers’ Brotherhood nominally supplies the sorcerer who owned them. Pursued by fire
mercenaries and guards for nobles, caravans, demons and howling genies, Arragat used a
and other legitimate businesses. During times magical talisman to teleport himself halfway
of need, it has even provided warriors to the around the world. Unfortunately for Arragat, a
town guard to help control riots and reign in particularly determined efreeti caught hold of
bold criminals. However, its primary mission is his left hand as the spell took effect, rending the
to provide criminal gangs and the thieves’ guild limb from his body.
with muscle capable of working quickly and
quietly. Today, Arragat lives in a small, rundown tene-
ment in the city’s slums. He long ago pawned
Prospective members must demonstrate their his weapons, armor, and other gear to heal his
skill and technique to the brotherhood. They wounds and purchase food and shelter. He hap-
may opt to defer payment on their training by pily charges eager young thieves and fighters
accepting contracts with the Slayers, working who, in his words, see the error in their simple
as a guard or thug to work off their debt. fighting styles and wish to learn how a real
Adventurers who break this promise of service warrior, a man of the desert, fights. Arragat
find themselves pursued by some of the best does this partly to earn a few extra gold, but
freelance warriors in the city, fighters drawn mostly because at night he is plagued with
from the brotherhood’s own ranks. visions of fiery, flying demons streaking
through the darkness on a relentless hunt to
Traveling Master: Arragat Bladehand track him down and carry his soul to hell.
This elderly warrior (male human N Arragat knows his day of reckoning approach-
Ftr6/Rog6) has made and lost a dozen for- es and he wishes to have as many allies on hand
tunes in his lifetime. His dark, swarthy as possible when it comes.
144
Lesson 7 – Improved Burst of Speed
Lessons
The blade dancer’s combat speed increases by
In order to train as a blade dancer, a character an additional 5 ft. Otherwise, this ability func-
must have a Dexterity of 13 or higher. In addi- tions as burst of speed.
tion, all of the following abilities function only
into the king’s service and provides a conve- commonly spoken by a race in the campaign
nient cover story for agents sent to train in world but does not include any secret or hidden
adopting accents, using makeup, and other language. In addition, the student learns to
skills useful for undercover work. quickly assimilate accents and local dialects of
languages he already knows. With 5 – his
Normally, the fee paid to gain the lessons avail- Intelligence modifier days of study, he can
able through this school are paid to the crown learn the speech patterns used by the locals for
or charged in the form of missions a character any language he already knows.
must undertake on behalf of the kingdom.
These may include tasks such as recovering a Lesson 2 – Superior Disguise
magical item, hunting down a wanted criminal, The student learns to better create disguises
or guarding an ambassadorial mission. that radically alter his appearance. Using pros-
thetics and other tools, he may ignore the stan-
Traveling Master: Nine-Faced Whitaker dard penalties to the Disguise skill for altering
his sex, race, age, or character class.
Attempting to describe Nine-Faced Whitaker
(male human NG Rog10) is an exercise in futil- Lesson 3 – Clever Improvisation
ity. This brilliant master of disguise is said to While applying a useful disguise takes time,
never go out in public wearing the same dis- sometimes the master of disguise does not have
guise more than once. So great is his skill, and the time necessary to create a full disguise. The
so widespread the stories of his capers, that student learns to don a disguise in 1d3 x 10
some criminals manage to succeed in robberies rounds, rather than minutes, at the cost of a –5
merely by claiming to be Whitaker in disguise. circumstance penalty to his Disguise check.
Since none know his true face, any such claims Furthermore, the master of disguise cannot
are invariably treated with caution. Whitaker is make any drastic changes to his appearance,
known not only as an expert in disguise but such as altering his race, sex, height, or age.
also a skilled swordsman.
Lesson 4 – Master of Words
The truth is much less threatening than the leg- While in disguise, the student gains a +2 com-
end. Whitaker is a skilled spy and thief who petence bonus to all Bluff checks. He learns to
over the years has taken a number of young- so thoroughly sink into the roles he assumes
sters under his wing. Working through them, he that he believes his own lies. Half-truths and
has established a small but highly effective net- falsehoods come easily to him when they are
work of agents who seek to disrupt slavers, part of his role.
bandits, and others who prey on the weak.
Whitaker or one of his associates posing as the Lesson 5 – Mimic
old spy approaches the villains and insinuates If the master of disguise has at least three days
himself into their network, destroying it from to study a specific figure, he can adopt that per-
the inside. With their skill in disguise, Whitaker son’s mannerisms and dress and claim his iden-
and his allies leave their victims without an tity. The master’s skill with disguise and thor-
enemy to target and allow themselves to con- ough study of his target’s mannerisms reduces
tinue their activities. the bonus his target’s friends and acquaintances
receive to penetrate his disguise by 2.
Characters who distinguish themselves as
clever, industrious, and dedicated to the com- Lesson 6 – Cloak Nature
mon good may be approached by Whitaker to Magical divinations are the bane of any spy,
work with him and his benevolent conspiracy. but the master of disguise learns to so thor-
The gold and time spent in training go to fund- oughly immerse himself into his chosen role
ing efforts to help the disadvantaged and stand that the sheer force of his belief can foil some
vigilant against predatory criminals. divinations. When subject to detect chaos,
detect evil, detect law, or detect good, the mas-
148 ter of disguise is allowed a Will save to detect
as the alignment of his choice. The save DC enough to learn how to make poisons. The
equals 10 + the spell’s level + the caster’s rele- master of venoms must also know how to use
vant ability modifier. them.
Lessons
CHAPTER FIVE: Schools and Organizations
Still, such comforts were not enough for him. Lesson 4 – Harvest Poisons
Always eager to add more coins to his trea- As the master of venoms learns more of the
suries, he took to selling his wares to duergar, noxious chemicals he employs and their manu-
kuo-toa, drow, and any other race that could facture, he studies creatures that use poison and
meet his asking prices. At the height of a derro- learns how to harvest and use their venom.
duergar war, his business reached its peak. With a successful Alchemy or Heal check (DC
Both sides were eager for his poisons. 20) the master of venoms can extract 1d3 doses
Unknown to each, he simply played them of poison from a freshly killed creature that has
against each other and sold to the highest bid- a poison special attack. This poison functions
der. With Syric’s coffers bulging and several exactly as the creature’s venom.
derro patrols falling to crossbow bolts coated
with suspiciously familiar poisons, the derro Lesson 5 – Poison Craftsman
leaders put two and two together. Soon, Syric As the master of venom’s training progresses,
was running for his life with a cadre of derro he learns to concoct poisons from their base
inquisitors close behind him. Through pure ingredients. He may use the Alchemy or Craft
luck, Syric stumbled into the sewers of a (poison) skills to produce any poison that costs
human city. The derro who pursued him were 200 gp or less per dose. Treat the poison as any
caught in the city above and slaughtered by the other item created using the Craft skill.
town guard. Since then, Syric has lived within
an abandoned tenement. He managed to steal Lesson 6 – Poison Dealer
enough equipment to begin producing poisons The master of venoms may now purchase poi-
and selling them to robbers and bandits. To sons at a 10% discount. His increasing skill and
supplement his income, he has eagerly taken renown in his art puts him into contact with
on apprentices. Syric makes no judgement likeminded craftsmen who offer him good bar-
150
gains in exchange for advice and assistance in turned into a full-blown war, many razorfiends
their endeavors. were forced to flee to the surface rather than
remain in the underworld and face torture and
Lesson 7 – Strengthen Poison execution at the hands of their enemies. Using
The master of venoms learns to create more connections with black market traders who
sentence for his murder of not one, but three count 16 comes up, he completes that action.
high priestesses of the dark elf church. As a On the third round, he slashes at the wizard and
youth, the temple had ordered the execution of leaps through a window to escape an approach-
the majority of his family for treason and sold ing golem. Since this action does not involve a
him into slavery. His natural athleticism and full-attack action, he goes on initiative count
cunning made him an ideal candidate to receive 15. The razorfiend gains this bonus only if he
an assassin’s training. For years, he fulfilled his does nothing but attack with a dagger on his
duties with the utmost loyalty and competence. action.
Finally, after centuries of work, he established
the contacts and mastered the skills to wreak Lesson 2 – Stinging Cut
his vengeance. In one bloody night, he slaugh- When the razorfiend strikes his foe, he turns
tered the clerics of the temple, leaving behind and twists his blade to rend flesh and cut into
only a mithral pendant of his family’s seal on his opponent. He can use his Dexterity modifi-
each victim before fleeing to the surface world. er instead of his Strength modifier on damage
rolls when fighting with a dagger.
Today, Uphal travels in the guise of Oleg
Karnakov, a wiry, balding human thief from the Lesson 3 – Flurry of Cuts
eastern tundra. Using a hat of disguise, he sub- When using the full-attack action with a dag-
sists by preying on criminals and tyrants who ger, the razorfiend may make an extra attack at
prey upon the weak, all while keeping one step his best base attack bonus if he takes a –2
ahead of the temple avengers sent to drag him penalty to all of his attacks for that round.
back to the underworld for torture and execu-
tion. A potential student who proves his brav- Lesson 4 – Quickest Strike
ery and daring can gain Uphal’s trust and train- This ability functions as swift strike, except the
ing from him. A character who fights against a razorfiend now gains a +2 bonus to initiative.
tyrant or aids “Oleg” against the drow who
hunt him may train with the drow warrior. Lesson 5 – Tendon Strike
However, only under the direst circumstances When fighting a creature armed with a weapon,
does “Oleg” reveal his true nature or identity. If the razorfiend may attempt to slice his foe’s
pressed, he claims that the dark elves seek him tendons in order to disarm him. The razorfiend
for his involvement with a band of adventurers uses a full-attack action to strike a single blow
who sacked a drow temple. against his opponent. If he hits, he rolls damage
as normal. His opponent must then make a
Lessons Fortitude save with a DC equal to the damage
inflicted or be disarmed. Creatures that are not
Before studying as a razorfiend, a prospective subject to critical hits are immune to this abili-
student must have the following feats: Weapon ty.
Finesse (dagger) and Weapon Focus (dagger).
Lesson 6 – Precise Blow
Note that some of the razorfiend’s abilities The razorfiend learns to study his opponent’s
require him to use a full-attack action to make protective gear and strike a blow that lands at
a single attack. He may only use one of these the intersection of two armored plates or a sim-
abilities per round. For example, a razorfiend ilar vulnerable spot. If the razorfiend uses a
cannot use tendon strike and precise blow in full-attack action to make a single blow with a
the same round. dagger, he may ignore half his opponent’s
armor bonus to AC. Note that magical armor
Lesson 1 – Swift Strike provides both an enhancement and armor
The razorfiend learns to strike hard and fast. He bonus to AC. For example, +2 chainmail
gains a +1 bonus to initiative when he uses the grants a +5 armor bonus and a +2 enhancement
full-attack action with a dagger. Rather than bonus to AC.
declare his action on his regular initiative
count, the razorfiend declares his attack one
152
Lesson 7 – Hurricane of Cuts
This ability functions as per the flurry of cuts
lesson, except the razorfiend may now suffer a
–5 penalty to all of his attacks for the round in
return for two additional strikes (instead of
A veteran of the goblin wars and various other time may be studied and used in this manner.
border skirmishes along the northern frontier,
Eli Olcam (male half-orc N Ftr5/Rog8) spends Lesson 4 – Connections
his retirement years tending to his farm. Few in The shadowlurker cultivates contacts in a wide
the area suspect that he was at one time an elite variety of places. He may now use Gather
spy and assassin who helped blunt innumerable Information at 10 times the necessary time and
humanoid invasions before they could gain 20 times the cost to learn about a single, spe-
enough momentum to threaten the civilized cific, public figure who lives in a civilized area.
south. One dagger to the right throat was often He can uncover a person’s character level,
enough to disrupt most assaults before they alignment, and daily routine.
started. To most travelers and residents of the
area, Eli is a simple farmer who prefers to be Lesson 5 – Escape Route
left alone. After studying a location using his scout loca-
tion ability, the shadowlurker can plot an
Though too old to ever again wield a blade in escape route from that area. When fighting
battle, Eli still helps train the next generation of within that area, the shadowlurker may ignore
warders and protectors who must help stem the all attacks of opportunity caused by movement
tide of barbarism and evil. Young scouts and for one round as he uses the terrain to cover his
infiltrators are sent to his farm to learn the actions. During this round, the shadowlurker
shadowlurker’s secrets. Eli puts his charges to may do nothing but move.
work on the farm, punctuating their days of
grueling labor with lessons in stealth, trickery, Lesson 6 – Silent Killer
ambushes, and other tactics. With several While hiding or sneaking through an area, the
months of backbreaking work and intense shadowlurker may make a grapple check as a
instruction under their belt, his students are free action before attacking a victim in order to
ready for the shadowlurker’s demanding task. silence him. If the grapple succeeds, his victim
cannot scream or cry out until he breaks free.
Lessons
Lesson 1 – Information Network Lesson 7 – Sniper
A shadowlurker thrives on information. As he After scouting a location, the shadowlurker can
learns more of his target’s history, actions, and pick a place to snipe at his targets if appropri-
abilities, he slowly weaves a web that can ate. For example, a shadowlurker cannot act as
entrap and destroy his enemy. A shadowlurker a sniper in a 10-foot-by-10-foot dungeon room.
may use Gather Information at 10 times the In an appropriate area, the shadowlurker gains
listed time and gold necessary to learn about a +5 circumstance bonus to Hide checks. After
any subject that he could normally hear of attacking from hiding, his opponents must
using that skill. Using a network of informers make a Spot check to see him. If he attacks
and spies, the shadowlurker spreads word that again, he is discovered as normal.
travels via merchants, wizards, travelers, and
others, eventually filtering the information he Lesson 8 – Contacts and Informants
seeks back to him. Distance is no longer a bar- The shadowlurker can now learn one of the fol-
rier to using the Gather Information skill. lowing facts about a specific person, even pri-
vate figures: spells known and commonly used,
Lesson 2 – Face in the Crowd magical items owned, or magical abilities com-
When using the Disguise skill to mimic a monly used. He must make a Gather
guard, servant, or other person who is a mem- Information check (DC 25) and spend two
ber of a large, organized body, the shadowlurk- weeks and 2d6 x 100 gp to pay off informants
er gains a +2 circumstance bonus to his check. and uncover this information. The shadowlurk-
er may use this ability once per person and may
Lesson 3 – Scout Location only pursue information on one subject at a
If the shadowlurker spends one hour exam- time.
154
Lesson 9 – Devious Escape realm. Though they do not maintain any guild-
When pursued by his opponents, the shad- halls or similar institutions, the local chapters
owlurker is an expert at doubling back, using meet regularly at a tavern or festhall to discuss
obstacles and other tricks to escape. Those who their findings and share knowledge with one
attempt to track him suffer a –5 circumstance another.
Unfettered Falcons study locks and learn their This section provides archetypes and templates
inner workings, giving them an edge when for several organizations that serve the interests
attempting to open them. Before attempting to of rogue characters in various capacities. Game
open a lock, the student may make an mechanics and statistics describing member-
Intelligence check (DC 20). On a successful ship requirements and benefits are designated
test, the student recognizes some aspect of the as Open Game Content. Background infor-
lock’s manufacture, gaining a +2 circumstance mation and descriptive text are designated as
bonus to his Open Lock check. closed content.
158
CHAPTER FIVE: Schools and Organizations
Rank 5 – Senior Assassin: 7 ranks in Rank 3 – The permission to recommend new
Disguise; 9 ranks in Hide or Move Silently; members to the Guild, as well as to act as a
Base Attack Bonus +8. mentor to them. A +2 circumstance bonus to all
Intimidate checks when dealing with NPC-
Rank 6 – Guildmaster: The murder of the cur- class characters in the town or city where the
rent guildmaster, followed by the approval of Assassin’s Guild is located. Access to poisons
the majority of the rank 5 members of the as above, but they are sold at 75% listed mar-
Guild. ket prices. A +2 bonus on Fortitude saves
against poisons.
Benefits
Rank 4 – A +3 circumstance bonus to all
Immediately upon being inducted to each rank Intimidate checks when dealing with NPC-
of this organization, the character gains the fol- class characters in the town or city where the
lowing benefits. Guild is located. Access to poisons as above,
but they are sold at 50% market prices. A +3
Rank 1 – Access to the local Assassins’ bonus on Fortitude saves against poisons.
Guildhall and the use of its facilities for a fee.
Each new member is also assigned a mentor Rank 5 – Lifetime free access to the
(rank 3+ member), who is the character’s Guildhall’s services. Waiver of monthly dues.
“chaperone” within the Guild and who assigns Position on the Ruling Council of the Guild,
him minor jobs to prove his worth to the orga- which sets policy and adjudicates disputes
nization. within the organization. A +4 circumstance
bonus to all Intimidate checks when dealing
Rank 2 – Access to the Guild hiring hall, with NPC-class characters in the town or city
where postings of jobs are made available to all where the Assassin’s Guild is located.
rank 2+ members. Access to poisons that would
otherwise be difficult to find, which are sold at Rank 6 – Absolute rulership of the
listed market prices. A +1 bonus on Fortitude Guild—until someone can kill the char-
saves against poisons. acter and take his place.
159
Drawbacks
Hermod’s Traveling
There are two drawbacks to membership in the
Assassin’s Guild. The first is purely monetary. Exhibition of Wonders
Every month, a guild member is expected to
CHAPTER FIVE: Schools and Organizations
Rank 1 – 40%
Rank 2 – 30%
The Web of Lies
Rank 3 – 20% Knowledge is power, or so goes the old saying.
Rank 4 – 10% Many rulers have taken this wisdom to heart
Rank 5 – 5% and formed spy networks to ensure that they
Rank 6 – 0% always have more knowledge than their ene-
mies. The Web of Lies is one such spy network.
Causes for Expulsion Created by a good king with an interest in the
affairs of his evil neighbors, the Web’s mem-
As an organization of cutthroats, the Thieves’
bers infiltrate these wicked societies and oper-
Guild has many hidden dangers for those who
ate from within in order to gather the informa-
pay little heed to its rough standards of justice.
tion that might save their homeland from suf-
Any member that does not obey his superiors,
fering at the hands of villainy. Members of
as noted above, or whose reckless actions jeop-
the Web are ever on the verge of discov-
ardize the Guild, will be punished harshly, pos-
ery, the penalty for which may well be
171
their very lives. For this reason, the Web con- Will saves to resist mind-affecting and
sists entirely of neutrally aligned individuals enchantment effects.
who nevertheless understand that evil cannot
be allowed to rise to power, even if preventing Drawbacks
this occurrence can only be achieved at the cost
CHAPTER FIVE: Schools and Organizations
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