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Lord Iames Osari
2007-06-27, 01:16 AM
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Tyrath Campaign Setting

Table of Contents


Table of Contents................................1
Chapter 1: Overview and History..................2
History.....................................2
Chapter 2: Races and Subraces....................3
Dwarves.....................................3
Elves.......................................3
Dark Elves.............................3
Gnomes, City................................3
Half-Elves..................................3
Half-Orcs...................................3
Humans, Complacent..........................3
Orcs........................................3
Warforged...................................3
Chapter 3: Classes and Prestige Classes..........4
Classes.....................................5
Bard...................................5
Fighter................................6
Monk...................................7
Psychic Monk...........................8
Trooper................................9
Wilder................................10
Substitution Levels........................11
Cleric of Bella/Vala..................11
Cleric of Maia........................11
Cleric of Karan.......................11
Cleric of Solaan......................11
Cleric of Valdersaan..................11
Cleric of Scitayr.....................11
Cleric of Naturan.....................11
Cleric of Maleth......................11
Prestige Classes...........................12
Blademaster of Karan..................12
City Watchman.........................12
Crimson Executioner...................13
Darkfire Oppressor....................13
Eidolon Blade.........................14
Enlightened Fist......................14
Firetamer.............................14
Master Craftsman......................15
Master of Styles......................15
Merciful Confessor....................16
Mind Diver............................16
Neo-Penumbran Guard...................17
Rage Mage.............................18
Sacred Fist...........................18
Soulfire Guardian.....................18
Chapter 4: Skills...............................19
Diplomacy..................................19
Knowledge..................................19
Speak Language.............................19
Chapter 5: Feats, Flaws, and Styles.............20
Feats......................................20
General Feats.........................20
Accuracy.........................20
Aim..............................20
Ambidexterity....................20
Augment Critical.................20
Blood Magic......................20
Devout Ascetic...................20
Elven Blood......................20
Extend Stun......................20
Extra Daily Performance..........20
Extra Performance Known..........20
Fey Sorcery......................20
Kazejutsu Grand Master...........20
Light Adaptation.................20
Multidexterity...................20
Multiweapon Defense..............20
Multiweapon Fighting.............20
Multiple Threat..................20
Orcish Blood.....................20
Oversized Multiweapon Fighting...20
Personal Focus...................20
Slashing Blades..................20
Trapfinding......................20
Twin Threat......................20
Two As One.......................20
Two-Weapon Defense...............20
Two-Weapon Fighting..............20
Divine Feats..........................20
Darkfire Channeler...............20
Soulfire Channeler...............20
Insanity Feats........................20
Greater Mad Resistance...........20
Greater Surging Madness..........20
Improved Mad Resistance..........20
Mad Clarity......................20
Mad Insight......................20
Madness..........................20
Mad Resilience...................20
Mad Resistance...................20
Mad Symbiosis....................20
Shifting Madness.................20
Surging Madness..................20
Metamagic Feats.......................20
Darkfire Spell...................20
Soulfire Spell...................20
Metaperformance Feats.................20
Combine Performances.............20
Distinctive Opening..............20
Dramatic Pause...................20
Lingering Performance............20
Virtuoso Performance.............20
Wider Audience...................20
Psionic Feats.........................20
Blade to the Soul................20
Double Focus.....................20
Illithid Blast...................20
Immediate Recovery...............20
Improved Mindblade...............20
Mindblade........................20
Nexus of Power...................20
Shape Mindblade..................20
Split Mindblade..................20
Throw Mindblade..................20
Style Feats...........................20
Arcane Blades....................20
Elven Fighting Style.............20
Tactical Feats........................20
Dancing Blades...................20
Flaws......................................21
Addiction.............................21
Allergy...............................21
Dyslexia..............................21
Fumble-Fingered.......................21
Illiteracy............................21
Illogical.............................21
Styles.....................................22
Cobra Strike..........................22
Denying Stance........................22
Hand and Foot.........................22
Invisible Eye.........................22
Kazejutsu.............................22
Mind and Fist.........................22
Overwhelming Attack...................22
Passive Way...........................22
Rushing River.........................22
Sleeping Tiger........................22
Striking Viper........................22
Undying Way...........................22
Way of Fire...........................22
Way of the Frog.......................22
Way of the Giant......................22
Way of the Mountain...................22
Chapter 6: Equipment............................23
Weapons....................................23
Bayonet, Ring.........................23
Carbine...............................23
Elven Warblade, Greater...............23
Elven Warblade, Lesser................23
Enkiduan Glaive.......................23
Mehrune Fighting Shield...............23
Penumbran Spear.......................23
Musket................................23
Pistol, Flintlock.....................23
Rifle, Breachloading..................23
Rifle, Muzzle-Loading.................23
Armor......................................23
Shields....................................23
Enkiduan Tower Shield.................23
Main Gauche...........................23
Adventuring Gear...........................23
Adventurer's Pack, Basic..............23
Adventurer's Pack, Superior...........23
Chequebook............................23
Gunman's Bandolier....................23
Powederhorn...........................23
Spell Component Pouch.................23
Poisons....................................23
Bliss Oil.............................23
Bliss Perfume.........................23
Bliss Seed............................23
Magic and Psionic Items....................23
Boots of the Spider...................23
Cloak of Elemental Endurance..........23
Circlet of the Headmaster.............23
Nokatsu's Ring........................23
Quicksilver Ring......................23
Ring of Arcane Signing................23
Ring of Self-Sacrifice................23
New Weapon Abilities.......................23
Augmented.............................23
Darkfire..............................23
Darkfire Burst........................23
Soulfire..............................23
Soulfire Burst........................23
Chapter 7: Deities, Magic, and Psionics.........24
Deities....................................24
Bella/Vala............................24
Maia..................................24
Karan.................................24
Solaan................................24
Mariko................................24
Valdersaan............................25
Scitayr...............................25
Naturan...............................25
Fortuna...............................25
Maleth................................26
Merx..................................26
Xarakh Nam............................26
Moraan................................26
Magic and Psionics in Tyrath...............27
Augmenting an Ongoing Power...........27
Magic, Psionics, and Rage.............27
Returning from the Dead...............27
Going Over Your Limits................27
Psychic Monk Powers........................28
New Domains................................28
Fertility Domain......................28
New Powers.................................28
New Spells.................................28
Chapter 8: The World............................29
Diseases...................................29
Fortuna's Bane........................29
Libiditis.............................29
Nations and Regions........................30
Akashakyo.............................30
Chain Islands, The....................30
Emorian Empire, The...................30
Enkidu................................30
Fienna................................30
Isle of the Craven, The...............30
Mehrune...............................30
Mothga's Wastes.......................30
Neo-Penumbra..........................30
Plateau Realm, The....................30
Southern Kingdom, The.................30
Vaynai................................30
Yuan-ti Empire, The...................30
Chapter 9: Organizations........................31
Darkfire Knights......................31
Great Houses..........................31
House Marionette.................31
House Raysson....................31
House Kimura.....................31
Seven Paths Guild.....................31
Soulfire Knights......................31
University of Enkidu..................31
Chapter 10: Monsters and NPCs...................32
Monsters...................................32
Afterborn.............................32
Battle Automaton......................33
Bliss Vine............................34
Darkwater Leviathan...................35
Dinosaurs.............................36
Dreadling.............................37
Dreamshards...........................38
Elementals............................39
Farsighter............................40
Inevitable............................41
Lustdriven Creature...................42
Raptorfolk............................43
Stormsorrow...........................44
Zhamachs..............................45
NPCs.......................................46
Children of Destiny...................46
Denizens of Seven Paths...............47
Fortuna's Hand........................48
Iames Osari, Child of Passion.........49
Jiro Kimura...........................50
Lady Ariaj............................51
Xarakh Nam............................52
Chapter 11: Sample Locations....................53
Kharmathi Bholiz...........................53
Seven Paths................................54
Acknowledgements................................55

Lord Iames Osari
2007-06-27, 01:19 AM
Chapter 1: Overview and History

Tyrath’s year is 360 days long and is divided into four seasons (Spring, Summer, Autumn/Harvest, and Winter) of ninety days each. The seasonal divisions are never quite exactly aligned with the calendar, but it is very, very close, at least in the temperate regions. Each season of the calendar is divided into ten nine-day weeks. Most people work six days out of the nine, taking the first, the fifth, and the ninth off. While different nations have different names for their days, the most commonly used names of the days are as follows: Dawnsday, Hopesday, Goodsday, Balanceday, Freeday, Payday, Faithsday, Tryday, Godsday. The years are numbered according to the elven dating system; hence, E.D. for Elven Date. Year One of Elven Date is the year that the War of Undeath ended. The cataclysm that ended the war created the enormous crater that is now Mothga’s Wastes and reshaped the land, isolating the Mehrune region from the areas to the west for almost eight thousand years. Events that took place prior to the War of Undeath are dated backwards; this time is referred to as the Primal Age.

There are three eras of play in Tyrath, the Golden Age, the Modern Age, and the Resuffused Age. Historians on Tyrath define the Golden Age (GA) as lasting from the end of the War of Undeath to the end of the Second Dragon War in 7631 ED, while the Modern Age (MA) ended two millennia later in 9631 ED. The Resuffused Age (RA) is still ongoing. The default era of play is the Golden Age; a future, separate work will cover the Modern and Resuffused Ages.

A brief and incomplete timeline of Tyrath follows:
Date Unknown (PA): The Gods, the planes, and inhabitants of all the planes are created.
Date Unknown (PA): Moraan directs his followers to search out ways to escape death; their early experiments create zombies and other undead creatures, which are destroyed or hidden. Later experiments result in the ability to return the dead to life, but Moraan has now come to see the intelligent undead varieties as superior, as they are no longer subject to death.
Summer 86, -116 ED (PA): Elven sea-explorers discover the Great Southern Island. One of Moraan's most powerful followers establishes a secret colony there.
Date Unkown (PA): Scitayr informs Naturan of the undead. Outraged at this perversion of the natural order, and they lay a curse upon his followers, transforming the elves into orcs, the dwarves into hobgoblins, and the gnomes into goblins. Moraan’s human followers are strangely unaffected by the Great Curse. Some of Moraan’s elven and dwarven followers escape the curse by fleeing into the Underdark, where they are enslaved by the illithids.
circa -15 ED (PA): One of the new orcs, the powerful magic-user who founded the secret colony on the Great Southern Island, takes the name Mothga and gathers the orcs to achieve Moraan's goal of a world of undead, beginning the War of Undeath. Mothga begins to build a magical device of enormous destructive power. In later ages it will be known as Mothga’s Lightning.
c. -1 ED (PA): Upon learning of Mothga’s Lightning, fully half of the elven population decides to flee rather than face such power. This act becomes known as the Great Rout and gives all elves a reputation for cowardice. The fleeing elves destroy knowledge of the location of the Great Southern Island. Forever afterwards, the descendant of the elves who fled would be known as the Craven Elves, and their home as the Isle of the Craven.
1 ED (GA): The War of Undeath ends with the defeat of Mothga the Terrible. Mothga’s Lightning is destroyed and its parts lost. Due to a psychic build-up of fear, the destruction of Mothga’s Lightning unleashes a Vril, a devastating psionic explosion that creates Mothga’s Wastes and leeches psionic potential from people born in the region for millennia to come.
17 ED (GA): The chromatic dragons begin wreaking havoc and conquering humanoid nations. The blue dragons of Mothga’s Wastes begin breeding bugbears and trolls. To protect the humanoids still free of the chromatic dragons' tyranny, the metallic dragons appoint themselves the protectors of some humanoid nations and over time become the rulers of those nations. A long period of tension begins as the dragons plot and scheme against each other.
2139-2145 ED (GA): The First Dragonwar occurs when the chromatic dragons and their minions attack the other lands, which are protected by the metallic dragons. The horrific destruction caused by the warring dragons spurs a group of artificers to create the Orbs of Dragonkind, which are then used to end the Dragonwar. The Orbs are then scattered across the lands, hidden in isolated locations, and protected by powerful wards.
2146 ED (GA): The dragons, faced with the threat of the Orbs and the dragonslaying bands roaming the world, retreat into the wilderness and seclude themselves from the humanoid races, who immediately begin squabbling with each other.
((Big empty space that needs to be filled #1))
5937 ED (GA): The High Seer Palanya, a priestess of Scitayr, prophesizes the coming of the Child of Passion.
5982 ED (GA): Artesia the Great unites the warring kingdoms of the Mehrune peninsula and establishes the Great Kingdom, becoming its first Queen.
((Big empty space that needs to be filled #2))
7060 ED (GA): King Gehran XI of the Royal House of Mehrune dies childless, leaving the succession in doubt. Internal strife fractures the human Great Kingdom of Mehrune. Refugees fleeing the bloody civil war found Enkidu City and establish a democratic republic.
7071 ED (GA): Enkiduan soldiers help the nearby dwarven mine of Krafdheubh fend off an attack from Neo-Penumbra. In gratitude, Krafdheubh pledges its loyalty to the Enkiduan government. The Kingdom of Mehrune splits into three pieces: the Duchy of Mehrune in the north and northeast, the Principality of Mehrune in the southwest, and the Southern Kingdom in the east and southeast.
7382 ED (GA): The orc war chieftain Hrak Nam rallies the disparate, squabbling orc tribes of Mothga's Wastes into a cohesive whole for the first time since the War of Undeath. It is rumored that Hrak Nam is a descendant of Mothga the Terrible.
7384 ED (GA): Hrak Nam begins a war against the elves and Enkidu.
7387 ED (GA): Hrak Nam is defeated and his armies shattered. He and the remnants of his forces limp back into the Wastes.
7576 ED (GA): Larh Nam, a half-orc descendant of Hrak Nam, is seduced by the succubus Hulnathia. Hulnathia gives birth to a son, whom they name Xarakh.
7583 ED (GA): Larh Nam is killed by adventurers. Hulnathia takes the seven-year-old Xarakh Nam from the Material Plane and brings him to her home in the Abyss. After an early life of being respected and feared as the chieftains son and a half-fiend, the experience of being ridiculed and beaten by his many half-siblings for being half-mortal makes an indelible impression on young Xarakh. He vows that he will one day make all beings throughout all the planes fear his name.
7591 ED (GA): Xarakh Nam returns to the Material Plane at the age of 15 and is rejected by his former tribe because he has no fighting skills. Appalled by the stupidity of purebred orcs, Xarakh gathers a group of half-orcs under his banner, returns to his tribe and kills the chieftain in single combat with his arcane power.
7591-7603 ED (GA): Xarakh Nam unifies the orc and human tribes of Mothga's Wastes and gathers many allies and pawns. He also invents a new kind of construct which he names the Zhamachs. The Zhamachs are unparalleled in reaction time. They are less strong than other constructs, but are built with force-based magical abilities which make them highly formidable.
7597 ED (GA): The ruler of Enkidu, Elector Cordell, retires, and Jiro Kimura, brother-in-law to the head of the wealthy and powerful mercantile House Zohar, is elected.
7603 ED (GA):
***Spring: In Krafdheubh, a gnome inventor from House Marionette, a gnomish mercantile house, invents a new ranged weapon which uses the detonation of explosive powder to propel a metal ball at great speeds from a metal tube. The gnome calls his invention the blaster. Xarakh Nam sets his plans for universal domination into motion, capturing Krafdheubh. Refugees from the dwarven mining city flee to Enkidu City.
******70: Jujiro Nakaza and Karanette Zekk of the Seven are married, as are Kenji X and Mariko Hitomi of the Seven.
***Summer: The Yuan-ti Empire declares a holy war against all non-Yuan-ti surface-dwellers and conquers the lands of the former Great Kingdom. The Duke of Mehrune flees to Enkidu City. The head of House Zohar, Jiro Kimura’s brother-in-law, becomes a vampire and bites Jiro Kimura. The Seven destroy Zohar and perform a holy ritual before Kimura’s transformation is complete, making him a good-aligned vampire. Immediately a controversy starts over the fact that the Electorship is held for life and the fact that vampires do not die. Kimura puts the debate to rest by promising to resign in five years. Lady Ariaj arrives in Enkidu City as an ambassador from Xarakh Nam. As a gift and a sign of goodwill, she presents the Elector with a life-size statue of the city’s founder, the half-elf Aeslan Enkidu. There is a failed assassination attempt on Elector Kimura, after Lady Ariaj later leaves the city.
******65: Nintari Goju and Kamoko, the nymph, both of the Seven, are married.
***Harvest
******44: Xarakh Nam's army, commanded by Lady Ariaj, marches on Enkidu City; the Battle of Enkidu City begins.
******45: The Gods Maleth and Moraan appear on the battlefield to aid the orcs and trolls.
******46: The Three Goddesses and Solaan appear in the city and spearhead and all-or-nothing attack. The orcs and trolls are routed.
******46-52: The Enkiduan Army pursues the orcs to Krafdheubh over six days of marching. The orc-held dwarven city is besieged by the Enkiduan forces for 19 days until the Seven assassinate Lady Ariaj and open the city gates for the army.
******69: Iames and his siblings, a set of triplets, are born in a nomad camp near Mothga’s Tomb.
******71: The Seven journey into Mothga's Wastes to the small volcano, Mothga’s Tomb, where Xarakh Nam is overseeing the addition of the salvaged and rebuilt Mothga’s Lightning to his floating castle, Fortress Tanagr. Xarakh Nam is defeated utterly by the Seven and Mothga's Lightning destroyed. Xarakh Nam's body is destroyed, but his spirit flees to the spare body he grew in case of just such an eventuality.
******72: Prompted by a dream had by Karanette, Nintari and Kamoko Goju journey into Mothga's Wastes, find an infant in the ruins of the nomad camp, and bring him back to Enkidu, where he is adopted by the Osari family and named Iames.
******74: House Marionette and House Raysson begin to study the remains of Zhamachs destroyed by the Seven in Krafdheubh.
***Winter
******3: The Seven found a school for adventurers called the Seven Paths to Power Academy, and a bank called the Dragon's Hoard Bank. The gnome who invented the blaster makes a refinement to the design, introducing the rifled blaster.
******16: Elector Kimura negotiates a military alliance with the elven nation of Akashakyo.
******30: Elector Kimura orders a preemptive invasion of the former Principality of Mehrune. House Marionette and House Raysson succeed in building their own version of the Zhamachs, which they christen Sentinels. The project is revealed to Elector Kimura, and the government is presented with a 15-construct squad to use as part of the Elector’s security force.
******31: Kimura commissions the two Houses to design and create a construct soldier to augment Enkidu’s existing Army. House Marionette secures a patent for the blaster and rifled blaster and continues joint experiments in construct design with House Raysson.
******62: The first creation forge is built by a team of Raysson and Marionette artificers.
******87: Kira and Kael Nakaza are born to Karaniko and Jujiro Nakaza. Kira is older by five minutes and 32 seconds.
******90: The first battalion of construct soldiers, called Battle Automatons, is delivered.
7603-7618 ED (GA): The Yuan-ti War occurs. Xarakh Nam quietly reaffirms his old alliances and forges new ones. Among these pacts is a deal made with Moraan, God of Undeath, to gain immortality in exchange for a legion of undead creatures. As a result of this deal, Xarakh Nam becomes a vampire.
7604 ED (GA): The Raysson-Marionette Battle Automatons prove their worth in the recapture of the Duchy of Mehrune’s capital city. However, the priests of Scitayr and Naturan are unsettled. They tell Houses Raysson and Marionette that the deaths of living beings on so large a scale by soulless constructs is disturbing the balance of the planes. To remedy the situation, the construct soldiers must be made in such a way that Scitayr and Naturan can infuse them with life. Houses Marionette and Raysson do what they can, designing greater and greater levels of intelligence into each successive model of Battle Automaton. At the same time, Yuan-ti are demonstrating the advantages their dinosaur-mounted cavalry and dragoons give them in Mehrune’s open plains, putting pressure on Houses Raysson and Marionette to develop some sort of cavalry unit. The first of the barely-sentient Battle Automaton Mk. IIs emerge from the creation forges. The premises of Seven Paths to Power Academy for Adventurers and Dragons Hoard Bank are completed.
***Spring 1: Aerin Hitomi is born to Kenji and Mariko Hitomi.
7605 ED (GA): The lands of the former Principality of Mehrune are under the control of the Mehrune Alliance. Another campaign is launched to liberate the former Duchy of Mehrune to the north. At the end of the year, Houses Raysson and Marionette unveil the Battle Automaton Mk. III, which is marginally more sentient than the Mk. II.
7606 ED (GA): The bloody campaign to free the Duchy of Mehrune from the heel of the Yuan-ti and their lizardfolk footsoldiers continues for most of the year, succeeding just as Winter begins to take hold. Duke Perreth Oenomel is reinstalled as the country’s leader, and he promptly formally joins the Mehrune Alliance, which now consists of three nations: Akashakyo, Enkidu, and the Duchy of Mehrune. The new Raysson-Marionette cavalry unit, the Warforged Mobilipede, is sent to the front, were it is quickly accepted and nicknamed “Mopede”. The Mk. IV Battle Automaton makes its first appearance. It is more intelligent than its predecessors. The Yuan-ti fortify and reinforce their remaining territory.
7607 ED (GA): Vicious Yuan-ti counter-offensives once again conquer the Principality and the eastern half of the Duchy, making fearsome use of their tyrannosaur battle-platforms. The Mk. V Battle Automaton is rushed into production as a result, but all efforts to oust the Yuan-ti before they can become entrenched fail.
7608 ED (GA): True to his word, Jiro Kimura resigns from the Electorship in Spring. His successor is Nishiko Mifune, the first female Elector ever to be elected. Mifune’s first act of office is to unilaterally send teams of House Raysson and House Marionette artificers into Mothga’s Wastes to restore Fortress Tanagr. Xarakh Nam decides not to present them with any organized threats, realizing that impatience was the cause of his first downfall and now content to wait and watch. House Marionette engineers perfect a mass-production system for the blaster, but when the artificers of neither House Raysson nor House Marionette are able to produce sufficient quantities of the firearms, House Kimura, formerly House Zohar, offers to fill the shortage. The Mk. VI Battle Automaton and the Warforged Titan, Enkidu’s answer to the Yuan-ti tyrannosaurs, are revealed. The Titan project completed, the Raysson-Marionette research and development teams turn to the design of a construct soldier which will be customizable from a basic version to fill a variety of roles in the army.
7609 ED (GA): The Yuan-ti are once again driven from the Principality. Alliance soldiers are rotated through blaster training in the use of the blaster, and the war settles into an uneasy stalemate, both sides digging in and fortifying their trenches. The Yuan-ti secretly prepare for a massive offensive campaign.
7610 ED (GA): The Yuan-ti offensive takes the Mehrune Alliance completely by surprise as they first sweep through the Principality for a third time, then begin pushing north into the Duchy of Mehrune along the Shield Hills. Unfortunately for the Alliance, the assault from the Shield Hills is only a feint; as troops are withdrawn from the eastern front, the real Yuan-ti offensive rolls over the reduced defenses and begins moving toward the Duchy’s capital city. The elven king personally leads a contingent of Alliance soldiers and is killed in the fighting. The customizable construct project, known as the Warforged Mutable, proves to be more complex than originally anticipated, and production is postponed for a year.
7611 ED (GA): The Yuan-ti once again have control of the entire eastern peninsula, and Duke Perreth Oenomel is killed fleeing the capital city. His younger sister Rosan escapes, however, and forms a government-in-exile. Fortress Tanagr is halfway restored, and Mothga’s Lightning completely restored, though not empowered by the requisite blood of twin infants. From the Marionette-Raysson creation forges emerges the first of the Warforged Mutables, number L-000A. Unbeknownst to the R&D teams, the very nature and complexity of the Mutables meant that Scitayr and Naturan were able to infuse them with lives and souls of their own, creating an entirely new race. L-000A is named Spatha, and it is decided to drop the Mutables portion of the project name; henceforth, Spatha and his brethren shall be known simply as Warforged.
7612-7617 ED (GA): After undergoing training as a soldier, Spatha leads 99 other Warforged into fierce battle in the Principality; he alone survives. His organic superiors, not grasping the idea that the new Warforged are sentient beings who can feel pain, loss, and grief, ignore his struggles with these emotions and immediately order him back into battle with another 99 Warforged. Over the course of battle after battle, campaign after campaign, Spatha grows to hate his organic superiors as he watches them spend Warforged lives as if they were nothing. He sees them grieve for organic soldiers, but not for Warforged, and his hatred festers.
7618 ED (GA): Fortress Tanagr is finally completely restored. When Elector Mifune reveals this to her fellow heads of state, King Norikazu of the elves is shocked and enraged by the depth of human folly and quits the Alliance in protest. Under the threat of Mothga’s Lightning, the Yuan-ti are forced to sign a treaty and give up all claims to any lands belonging to Enkidu, the Duchy of Mehrune, the Southern Kingdom, Akashakyo, and the Principality of Mehrune. As part of this Treaty, signed in the town of Queme, the Principality, leaderless as a result of the war, becomes part of Enkidu. Houses Marionette and Raysson are instructed to shut down the production of Warforged, Warforged Titans, Warforged Mobilipedes, and Battle Automatons, and the Warforged are granted the full rights of sentient beings. The head of House Raysson, refusing to comply with the decree to stop production, flees to Vaynai, bringing a creation forge with him. Most of House Raysson relocates to Vaynai. The army of Warforged serving Enkidu is given the option of disbanding or enlisting as an organic being might. Half of them choose to enlist; Spatha leads a quarter of the former army to one of the Chain Islands, where he takes over, renames himself Lord of Chains, and begins preaching against what he calls the weak, fleshy races in favor of Warforged. He sends agents to steal the plans for a creation forge from House Marionette, and begins constructing one on the Isle of Broken Chains, as he calls his island stronghold.
7621-7631 ED (GA): Xarakh Nam makes another bid for power and achieves godhood, then conquers the Mehrune region before being overthrown and imprisoned by the Seven's offsrping, their friends, and the Child of Passion.
7632-9631 ED (MA): The Modern Age of Tyrath, during which the deeper, more potent flows of planar energy are diverted to the maintenance of Xarakh Nam’s imprisonment.
9632+ ED (RA): The Resuffused Age begins with the release of Xarakh Nam from His crystalline prison.

Lord Iames Osari
2007-06-27, 01:22 AM
Chapter 2: Races and Subraces
All the racial variants described here replace the standard race or subrace as described in the PHB, MM, or ECS, with the two exceptions of city gnomes and complacent humans, which exist alongside standard (hill) gnomes and standard humans. Also, halflings are unknown on Tyrath.

Dwarves
The dwarves of Tyrath are the offspring of the deities Vala, whom they call Bella, and Valdersaan, and their personalities fall between those of their divine parents. Most of the time, dwarves are stoic, enduring and persevering through hardship as would their father, Valdersaan. But deep in their souls, Bella’s flame still burns fiercely. Though slow to anger, dwarves when roused are capable of mighty rages.

Dwarves lose the following abilities from the PHB:
+4 dodge bonus to Armor Class against creatures of the giant type.
Dwarves gain or change the following abilities:
+1 racial bonus to attack rolls against dark elves and duergar. Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. This ability replaces the bonus against orcs and goblinoids.
Rage: 1/day, a dwarf can enter a state of powerful rage. This ability is identical to the barbarian class ability of the same name. A 1st-level dwarf barbarian can rage 2/day, once from his race and once from his class. A dwarf barbarian’s racial rage ability improves along with his class ability.

Elves
Like the dwarves, the elves trace their race back to the Gods of Tyrath - Solaan, in their case. Through his music, Solaan awakened the first female elf from animalism and took her as his wife, thus giving rise to the elven race. Elves in Tyrath are taller than humans, and thus they and half-elves use the half-orc height tables and the human weight tables found in the PHB instead of the normal elf and half-elf tables. Elves in Tyrath come in two varieties, common and noble. Common elves are the elves in the PHB, while the noble elves are as the gray elves described in the MM.

Both common and noble elves change the following ability:
Weapon Proficiency: Elves gain the Martial Weapon Proficiency feats for the longsword, scimitar, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of archery and graceful swordplay, so all elves are familiar with these weapons. This ability replaces the weapon proficiencies listed in the PHB.
Dark Elves
The dark elves of Tyrath are the descendants of those elves who fled underground to escape the Great Curse and fell under the thrall of the illithids. Dark elves have adapted to years of living underground, becoming shorter than above-ground elves. They thus use the standard elven height and weight tables.

Dark elves lose the following abilities from the MM:
All spell-like abilities.
Dark elves gain or change the following abilities:
Weapon Proficiency: Dark elves automatically gain the Martial Weapon Proficiency feat for the rapier and shortsword. This ability replaces the weapon proficencies listed in the MM.
Weapon Familiarity: Dark elves wield the Penumbran spear (see Chapter 6) as a martial weapon.
Psi-like Abilities: 1/day – control light, eradicate invisibility. The manifester level for these effects is equal to the dark elf’s number of Vitality Dice.

Gnomes, City
Generations after gnomes first moved into the cities of the big folk, they found their talents with illusions and connection to the earth fading. To compensate for that loss, the city-dwelling gnomes threw themselves into honing their already impressive mechanical skills. The gnomes of the cities are now master tinkerers and inventors.

City gnomes lose the following abilities from the PHB:
Racial bonus to saves against illusions.
+1 to the DC to all illusion spells cast by gnomes.
+1 racial bonus to attack rolls against kobolds and goblinoids.
+4 dodge bonus against creatures of the giant type.
All spell-like abilities.
City gnomes gain or change the following abilities:
Alertness: City gnomes gain the Alertness feat for free at first level. No longer able to tell instinctively what is real and what is an illusion, city gnomes sharpen their already acute senses.
+2 racial bonus on Craft, Disable Device, and Open Lock checks: city gnome technological prowess far outstrips any other races, as they have an innate understanding of all things mechanical.
Jury-Rig (Ex): 2/day as a full-round action, a city gnome may make a Craft (locksmithing) check against DC 15 to create a jury-rigged clockwork gadget out of a lock and whatever is handy. This gadget can have a variety of effects, depending on what it is made of; for example, it could be made into a timer that strikes a tindertwig to light a smokestick or a puddle of oil. The time delay is dependent on the complexity of the lock used. A gadget can incorporate a time delay of up to a number of rounds equal to the city gnome’s Intelligence modifier + 5 for a simple lock, 10 for an average lock, 15 for a superior lock, and 20 for an amazing lock. A city gnome can use this ability an additional number of times per day equal to half his Intelligence modifier, rounded down, as long as he has a lock.
Favored Class: Rogue or Artificer. At first level, a city gnome chooses either the rogue class or the artificer class as his favored class. The city gnome’s favored class does not change thereafter. A multiclass city gnome's rogue (or artificer) class levels do not count when determining whether or not he takes an experience point penalty for multiclassing. The rogue (or artificer) class presents many more opportunities for city gnomes to put their newly honed knowledge of mechanical devices to work.

Half-Elves
Half-elves in Tyrath are most prevalent in the Enkidu and Akashan peninsulas, where elves and humans live most closely together. While a growing number of half-elves are the children of two half-elven parents, most tend to gravitate towards embracing one side or another of their heritage.

Half-elves lose the following ability from the PHB:
+2 racial bonus on Diplomacy and Gather Information checks.
Half-elves gain or change the following abilities:
Cultural Immersion: If raised in an elven community, a half-elf gains one of the bonus weapon proficiencies of an elf. If raised in a human community, she gains 4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 racial bonus on Listen, Search, and Spot checks.

Half-Orcs
Half-orcs inherit the more advantageous of their orcish parent's traits, but the Great Curse still dulls their wits. Still, their human blood leads them to develop a greater sense of self and force of personality than full-blooded orcs, and it is not uncommon to find half-orcs in positions of influence in orcish tribes.

Half-orcs lose the following ability:
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Half-orcs gain or change the following abilities:
+2 Strength, -2 Intelligence. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s Intelligence score to 1 or 2, his score is nevertheless 3.
Low-Light Vision: A half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Humans, Complacent
In their minds, the humans have won. The frontiers have been explored, the wilds tamed, and every perceived enemy defeated. With their peaceful cities expanding and the wealth of the world’s farthest reaches flowing eagerly in, the pinnacles of human achievement have been reached. Decadence and complacency are swift to take root in the human soul. Confident in the power they hold and the riches theyve earned, human civilization shifts, resting on its laurels rather than fighting to protect what it has. This decadence leads to some great advances, since money not only buys luxury, but fine education in both physical and mental pursuits. However, these scholars and athletes lack the drive of their predecessors and accomplish much only because of the advantages their situation gives them, not because of their own excellence.

Complacent humans lose the following abilities from the PHB:
Bonus feat at 1st level.
Bonus skill points at 1st level and subsequent levels.
Complacent humans gain or change the following abilities:
+2 racial bonus to any one ability score. Complacent humans are known to train their bodies for sport and beauty, or their minds for intellectual debate, but they no longer care much for the real world applications of their abilities. Thus they tend to be talented, but not particularly accomplished.
Favored Class: Bard. A multiclass complacent human’s bard class does not count when determining whether or not he takes an experience point penalty for multiclassing. With a definite preference for style over substance, complacent humans make skilled but uncommitted bards.

Orcs
Tyrathian orcs have adapted to a life as tribal desert-dwellers. This stunts their growth as individuals, and the Great Curse still dulls their minds, but their senses and instincts are just as strong as any other race's.

Orcs lose the following ability:
Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Orcs gain or change the following abilities:
+4 Strength, -2 Intelligence, -2 Charisma. An orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s Intelligence score to 1 or 2, his score is nevertheless 3.
Low-Light Vision: An orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Survival checks.

Warforged
The word “Warforged” is always capitalized because it is a registered trademark of House Marionette. (House Raysson got Battle Automaton.) As per the Treaty of Queme, the Warforged themselves are permitted to use it free of charge in whatever way they like, and use of the term in casual conversation by anyone carries no legal implications. Warforged typically name themselves after objects that they work with often, usually (not always) one that reflects their occupation. In addition to this self-given name, almost every Warforged has an alphanumeric designation, such as N-072A. That designator indicates that that Warforged was produced in 7613, was the 73rd out of 1000 Warforged (the first unit in a set of 1000 was designated 000), and has adamantine-laced composite plating (the Adamantine Body feat). Warforged who start out with levels in the barbarian class receive the B designator, for berserker, while Warforged with the Mithral Body and Adamantine Body feats receive the designators M and A, respectively. (Warforged with other Body feats were not produced during the legal run of 7611-7618, and only the legally-produced Warforged have designators.) Out of every set of 1000, one tenth were laced with adamantine, another tenth with mithral, and another tenth were built with berserking capability; the other seven hundred Warforged were standard. The legally produced Warforged, those produced in the years from 7611 to 7618, have initial letters ranging from L to V depending on the year of their creation, as follows: L = 7611 ED; M = 7612 ED; N = 7613 ED; O = 7614 ED; P = 7615 ED; Q = 7615 ED; R = 7616 ED; S = 7616 ED; T = 7617 ED; U = 7617 ED; V = 7618 ED. Because of this numbering system, it is advised that the DM keep track of the Warforged designations he has used in order to avoid having two with the same designation. Warforged that have been produced illegally, whether by House Raysson on Vaynai or by the Lord of Chains in the Chain Islands, have no alphanumerical designations.

Warforged change the following ability:
Composite Plating: The plating used to build a warforged provides DR 2/adamantine. This plating does not stack with other effects that grant DR, unlike most DR gained as a racial trait. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant it. Composite plating also provides a Warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Warforged to ignore the arcane spell failure chance for light armor lets it ignore this penalty as well. A Warforged with the Mithral Body feat has DR 5/adamantine, and a Warforged with the Adamantine Body feat has DR 10/adamantine.

Lord Iames Osari
2007-06-27, 01:26 AM
Chapter 4: Classes and Prestige Classes
The Tyrath Campaign Setting uses variants of the Vitality/Wound point system and the Defense Bonus system. Also, Will saves are based on Charisma rather than Wisdom.

{table="head"]Class Name|Abbreviation|Defense Bonus Progression|Source
Adept|Adp|NPC|Dungeon Master's Guide
Ardent|Ard|Fair?|Complete Psionic
Aristcrat|Ars|NPC|Dungeon Master's Guide
Artificer|Art|Fair|Eberron Campaign Setting
Barbarian|Bbn|Good|Player's Handbook
Bard|Brd|Fair|Player's Handbook
Beguiler|Beg|Fair?|Player's Handbook II
Cleric|Clr|Fair|Player's Handbook
Commoner|Com|NPC|Dungeon Master's Guide
Divine Mind|Div|Fair|Complete Psionic
Dragon Shaman|Drg|Fair?|Player's Handbook II
Druid|Drd|Fair|Player's Handbook
Duskblade|Dsk|Good|Player's Handbook II
Expert|Exp|NPC|Dungeon Master's Guide
Factotum|Fct|Fair|Dungeonscape
Favored Soul|Fav|Fair?|Complete Divine
Fighter|Ftr|Best|Original
Gleaner|Gln|NPC|Giant in the Playground
Hexblade|Hex|Good?|Complete Warrior
Knight|Knt|Best|Player's Handbook II
Lurk|Lrk|Fair|Complete Psionic
Magewright|Mag|NPC|Eberron Campaign Setting
Monk|Mnk|Good|Original
Ninja|Nja|Good|Complete Adventurer
Paladin|Pal|Best|Player's Handbook
Psion|Psi|Poor|Expanded Psionics Handbook
Psychic Monk|Pmk|Good|Original
Psychic Warrior|Pwr|Best|Expanded Psionics Handbook
Ranger|Rgr|Best|Player's Handbook
Rogue|Rog|Fair|Player's Handbook
Samurai|Sam|Best|Complete Warrior
Scout|Sct|Fair?|Complete Adventurer
Shugenja|Shg|Poor|Complete Divine
Spellthief|Spl|Fair?|Complete Adventurer
Spirit Shaman|Shm|Poor?|COmplete Divine
Sorcerer|Sor|Poor|Player's Handbook
Swashbuckler|Swb|Good|Complete Warrior
Trooper|Trp|Good|Original
Warlock|Wrl|Fair|Complete Arcane
Warmage|Wrm|Fair|Complete Arcane
Warrior|War|NPC|Dungeon Master's Guide
Wilder|Wld|Fair|Expanded Psionics Handbook
Wizard|Wiz|Poor|Player's Handbook
Wu Jen|Wuj|Poor|Complete Arcane[/table]

Defense Bonus Progression Table
{table="head"]Level|NPC|Poor|Fair|Good|Best
1|0|1|2|3|4
2|1|2|3|4|5
3|1|2|3|4|5
4|1|2|3|4|5
5|2|3|4|5|6
6|2|3|4|5|6
7|3|4|5|6|7
8|3|4|5|6|7
9|3|4|5|6|7
10|4|5|6|7|8
11|4|5|6|7|8
12|5|6|7|8|9
13|5|6|7|8|9
14|5|6|7|8|9
15|6|7|8|9|10
16|6|7|8|9|10
17|7|8|9|10|11
18|7|8|9|10|11
19|7|8|9|10|11
20|8|9|10|11|12[/table]
Apply your full defense bonus to your normal AC, and half (rounded down) to your touch and flat-footed AC. Characters with levels in the Monk and the Psychic Monk classes receive the AC bonus granted by their class ability as well as the one listed on the above table. When multiclassing between PC classes, add the Defense bonuses from each class together and subtract 2, unless your new class shares a progression with one of your previous classes. In that case, add your levels in those classes together to determine the Defense bonus they grant. For example, Kira is a 2nd-level rogue who wants to multiclass into cleric. Since both rogues and clerics have a "Fair" defense progression, Kira would look at the 3rd level row of the Fair column to figure out her Defense bonus.

When taking levels in a prestige class, add your prestige class levels to your levels in whichever base class you have the most levels. If you have equal levels in two or more base classes, add your prestige class levels to the class that grants the best Defense progression. You do not gain Defense bonuses at epic levels.

Two Important Notes about Spellcasters and Manifesters: During the Modern Age, spells that would use a slot of higher than third level cannot be cast. The exception to this rule is bardic magic. All bard spells can be cast, regardless of level.

Also, spellcasters use different ability scores in Tyrath. Charisma determines the save DC of spells for all casters (and manifesters). Bonus spells/power points per day are based on the normal ability scores, and sorcerers and bards gain bonus spells known based on their Intelligence. In order to learn and cast a spell, a character must have 10 + spell level in all applicable ability scores.

Lord Iames Osari
2007-06-27, 08:52 AM
Bard
Alignment: Any.
Vitality Die: d6.

Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Bardic performance, bardic knowledge
2nd|+1|+0|+3|+3|~
3rd|+2|+1|+3|+3|~
4th|+3|+1|+4|+4|~
5th|+3|+1|+4|+4|Bonus feat
6th|+4|+2|+5|+5|~
7th|+5|+2|+5|+5|~
8th|+6/+1|+2|+6|+6|~
9th|+6/+1|+3|+6|+6|~
10th|+7/+2|+3|+7|+7|Bonus feat
11th|+8/+3|+3|+7|+7|~
12th|+8/+3|+4|+8|+8|~
13th|+9/+4|+4|+8|+8|~
14th|+10/+5|+4|+9|+9|~
15th|+11/+6/+1|+5|+9|+9|Bonus feat
16th|+12/+7/+2|+5|+10|+10|~
17th|+12/+7/+2|+5|+10|+10|~
18th|+13/+8/+3|+6|+11|+11|~
19th|+14/+9/+4|+6|+11|+11|~
20th|+15/+10/+5|+6|+12|+12|Bonus feat[/table]

Class Features
Bardic Performance: The bard can make a number of performances equal to her bard level per day.

Starting a bardic music effect is a standard action unless otherwise specified. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell campletion (such as scrolls), spell trigger (such as wands), or command word. If a bard's primary Perform skill is sound-based, a deaf bard has a 20% chance to fail when attempting to use bardic performance. If he fails, the attempt still counts against his daily limit.

At 1st level, a bard learns 3 performances, and she learns an additional performance every level thereafter. Performances are selected from this list.
{table="head"]Performance|Prerequisites
Countersong|Perform 3 ranks
Fascinate|Perform 3 ranks
Inspire Courgae|Perform 3 ranks
Inspire Fear|Perform 3 ranks
Mimicking Song|Perform 3 ranks
Draining Performance|Bard 2, Perform 5 ranks
Refreshing Performance|Bard 2, Perform 5 ranks
Double Time|Bard 3, Perform 6 ranks
Inspire Competence|Bard 3, Perform 6 ranks
Renew Energy|Bard 3, Perform 6 ranks
Counterperformance|Bard 4, Perform 7 ranks
Emerging Talent|Bard 4, Perform 7 ranks
Song of Learning|Bard 4, see text
Dance of Battle|Bard 5, Perform 8 ranks
Involving Storyteller|Bard 5, Perform 8 ranks
Encourage Failure|Bard 6, Perform 9 ranks
Inspire Dread|Bard 6, Perform 9 ranks
Inspire Hope|Bard 6, Perform 9 ranks
Inspire Toughness|Bard 6, Perform 9 ranks
Sound of Silence|Bard 6, Perform (sound-based) 9 ranks
Suggestion|Bard 6, Perform 9 ranks
Warning Shout|Bard 6, Perform (sound-based) 9 ranks
Distracting Performance|Bard 7, Perform 10 ranks
Inspire Resilience|Bard 7, Perform 10 ranks
Inflame the Righteous|Bard 8, Perform 11 ranks, Knowledge (religion) 5 ranks
Persuasive Song|Bard 8, Perform 11 ranks
Singing Shout|Bard 8, Perform 11 ranks
Dishearten|Bard 9, Perform 12 ranks
Inspire Recklessness|Bard 9, Perform 12 ranks
Convert the Unfaithful|Bard 10, Perform 13 ranks, Knowledge (religion) 5 ranks
Sustaining Song|Bard 10, Perform 13 ranks
Incite Mob|Bard 10, Perform 13 ranks
Aid Metamagic|Bard 11, Perform 14 ranks
Boosting Flattery|Bard 11, Perform 14 ranks
Dirge of Binding|Bard 12, Perform 15 ranks
Inspire Awe|Bard 12, Perform 15 ranks
Jarring Song|Bard 12, Perform 15 ranks
Song of Freedom|Bard 12, Perform 15 ranks
Diabolus en Musica|Bard 13, Perform (sound based) 16 ranks
~|Bard 13, Perform 16 ranks
Song of Fury|Bard 14, Perform 17 ranks
~|Bard 14, Perform 17 ranks
Discourage Legion|Bard 15, Perform 18 ranks
Inspire Legion|Bard 15, Perform 18 ranks
Mindbending Melody|Bard 16, Perform 19 ranks
~|Bard 16, Perform 19 ranks
Revealing Meldoy|Bard 17, Perform 20 ranks
~|Bard 17, Perform 20 ranks
Drain Prowess|Bard 18, Perform 21 ranks
~|Bard 18, Perform 21 ranks
~|Bard 19, Perform 22 ranks
~|Bard 19, Perform 22 ranks
Swan Song|Bard 20, Perform 23 ranks
~|Bard 20, Perform 23 ranks[/table]
Countersong (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can counter magical effects that depend on sound or vision (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic, pattern, or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic, pattern, or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is a mind-affecting ability.
Inspire Courage (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear or see the bard perform. The effect lasts for as long as the ally perceives the bard performing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Fear (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire fear in his enemies, opening them to fear and weakening their combat abilities. To be affected, an enemy must be able to hear or see the bard perform. The effect lasts for as long as the enemy perceives the bard performing and for 5 rounds thereafter. An affected enemy receives a -1 morale penalty on saving throws against fear effects and a -1 morale penalty on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). Inspire fear is a mind-affecting, fear ability.
Mimicking Song (Sp): A bard with at least 3 ranks in a Perform skill who learns this performance can imitate the natural sounds of the environment around him, granting all allies (including himself) within 30 feet a +2 bonus on Move Silently checks. This bonus increases by 2 for every five bard levels you have (to a maximum of +10 at 20th level). Ths effect lasts as long as the bard performs.
Draining Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can drain one of an enemy's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save. If the Perform check is successful, the target loses 1d4 daily uses of the selected ability. Spell slots cannot be lost as a result of this ability. This is a mind-affecting ability.

At 4th level, and every 4th level thereafter, a bard who knows this performance drains an additional daily use when successfully using this ability.
Refreshing Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can refresh one of an ally's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save, which the target may elect to fail as normal. If the Perform check is successful, the target regains a daily use of the selected ability. Expended spell slots cannot be regained in this manner. This is a mind-affecting ability.

At 4th level, and every 4th level thereafter, a bard who knows this performance grants an additional daily use when successfully using this ability.
Double Time (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend 1 minute performing to prevent himself and all his allies within 60 feet who can see and hear him from taking nonlethal damage from hustling for 1 hour. This is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill who learns this performance can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Renew Energy (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend a move action and a daily performance to remove fatigue or mental fatigue from up to 1 ally within 30 feet per level, including himself. If he spends 3 daily performances, he can remove exhaustion or mental exhaustion instead.
Counterperformance (Su:) A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can negate the effect of another bard's performance. The opposing bard must be within 60 feet, and the bards must be able to see and hear each other. In order to suppress his opponent's performance, the bard must succeed on an opposed Perform check (use whichever Perform skill each has the most ranks in) in the round he activates this performance, and maintain concentration on this performance on subsequent rounds.
Emerging Talent (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can take an hour performing to grant himself and his allies a +1 bonus on Diplomacy and Gather Information checks for the next 24 hours. Additionally, the bard may make a Perform check as part of this performance; at the end of it, he receives 2 times the amount normally indicated. This performance can only be used once per day, and only when in an established community.

At 8th level, the bonus increases to +2, and the money received is 4 times normal. At 12th level, the bonus increases to +4, and the money received is 8 times normal. At 16th level, the bonus increases to +8, and the money received is 16 times normal. At 20th level, the bonus increases to +16, and the money received is 32 times normal.
Song of Learning (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance learns one spell which is not normally on the bard spell list. The maximum level spell a bard can learn is one less than his highest spell level. The bard needs 7 ranks in perform to learn a 1st level spell, plus an additional three ranks per additional spell level (thus to learn a 2nd level spell, he would need 10 ranks in Perform). To learn a spell from the Cleric list, he needs a number of Knowledge (Religion) ranks equal to the required number of Perform ranks. To learn a Druid spell, he needs an equal number of Knowledge (Nature). To learn a Sorcerer/Wizard spell, he needs an equal number of ranks in Knowledge (Arcana).
Dance of Battle (Ex): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can lead his allies in a wheeling, changing dance that helps them avoid blows and keeps them from leaving themselves vulnerable. The bard's allies (including himself) within 30 feet who can see and hear him gain a +1 dodge bonus to their AC, and can't be denied their Dex bonus to AC by any means short of total immobilization while this effect continues. The dodge bonus granted by this performance increases by 1 at 10th level, and again every 5 levels thereafter. This is a sonic, pattern effect.
Involving Storyteller (Su): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can weave an illusionary vision for a person he has fascinated, making them oblivious to the world about them. The bard can show the person anything which he has seen, or can vividly imagine. To the subject, it will seem as though they are actually experiencing it. The bard can choose to make the person feel as though they are a neutral observer, or an active participant of the story which is unfolding. During this time, the target automatically fails any sensory checks (Listen, Spot, and Search) and is completely oblivous to anything that goes on around him, up to and including shoving and/or shaking him. This affect can be negated by a Will save against a DC equal to the bard's Perform check. Any attack which causes damage, even nonlethal damage, will instantly break the effect, and the target must make a Will save (DC 15) or be stunned for one round as his surroundings abruptly snap back to reality. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Successfully saving against this effect does not break the fascinate effect. Since the subjects of this ability are still fascinated, the bard can use his suggestion ability on the targets of this effect without ending this effect.

When the bard is able to fascinate multiple targets, he may affect all his fascinated targets with one use of this ability, although all of them will have exactly the same view in the vision. At level 15, his control improves, and each person can have a different view of the same vision.
Encourage Failure (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can cause an enemy to fail at a task. The enemy must be within 30 feet and able to see and hear the bard. The bard must also be able to see the enemy. If the target fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he takes a -2 penalty on all rolls for 1 round. This is a mind-affecting ability.
Inspire Dread (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire hopelessness in enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet who can see and hear the bard. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Hope (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire spiritual resilience in allies within 30 feet. This ability gives the bard and all allies who can see and hear his performance a +4 competence bonus on Will saves. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Toughness (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can impart a certain resilience to his allies (including himself). Allies who can hear and see the bard receive +2 temporary hit points per class level of the bard producing this effect. At 9th level and above, affected allies also gain the benefits of the Diehard feat. This ability lasts for as long as the bard performs and for 5 rounds thereafter.
Sound of Silence (Su): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can deafen an opponent within 30 feet who can hear the bard for X+1 rounds, where X is the number of daily performances the bard spent using this ability. This is a mind-affecting, sonic effect that can be negated by a successful Will save against the bard's Performance check.
Suggestion (Sp): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Warning Shout (Ex): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can, as an immediate action, spend a daily performance and grant an ally (other than himself) within 30 feet a +5 morale bonus on her next Reflex save. If the bard spends 2 daily performances, the ally also gains evasion, as the rogue class ability. This is a mind-affecting, sonic ability. The ally must be able to hear the bard.
Distracting Performance (Ex): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can, as an immediate action, use his performance to distract an opponent within 30 feet who can see or hear him. He makes a feint, substituting his Perform skill for Bluff. If the target's Sense Motive check fails, he becomes flat-footed against the ally of your choice until attacked or just before your next action.

Alternately, a bard can use this ability to force a spellcaster in the process of casting a spell to make a Concentration check against his Perform check, or lose his concentration on the spell. This is a mind-affecting ability.
Inspire Resilience (Su): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can to inspire resolution and endurance in an ally, granting a +4 competence bonus on Constitution checks and Fortitude saves, as well as DR 5/-. The ally must be within 30 ft and able to see and hear the bard, and the bard must be able to see the ally. This effect lasts as long as the bard performs, and for 1 minute thereafter. After this effect ends, the ally is fatigued. This is a mind-affecting effect.
Inflame the Righteous (Su): A bard of 8th level or higher with at least 11 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can invoke the power of a deity and wreath himself and any of his allies within 30 feet in divine flame. Each target of this ability is affected as if by a fire shield spell, using the bard’s class level as the caster level. However, the flame produced by this effect is purely divine and not subject to a creature’s resistance or immunity to fire. This ability requires a full-round action to activate and concentration each round to continue the effect. This effect lasts as long as the bard performs and for 3 rounds thereafter.
Persuasive Song (Ex):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can sway the attitude of his audience. Treat this as a Diplomacy check, but replace the Diplomacy check with a Perform check. All targets must be within 30 feet of the bard, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 rounds of consecutive concentration to take effect, and it can affect a particular creature only once per day. Creatures with a relationship of Personal Foe or Nemesis with regards to the bard cannot be influenced with this ability.
Singing Shout (Su):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can let out a singing shout as a standard action. All allies (including herself) within 60 feet of the bard at the time of the shout gain a +4 enhancement bonus to Strength for a number of rounds equal to ½ the bard’s class level.
Dishearten (Su): A bard of 9th level or higher with at least 12 ranks in a Perform skill who learns this performance can dishearten a single enemy within 30 feet, causing the enemy to cower against even the weakest foe. For every three bard levels the character attains beyond 15th, he can affect one additional creature with this ability. To dishearten, a bard must perform and the enemy must hear or see the bard perform for 1 full round. The enemy can attempt a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier); if he fails, he takes a -4 penalty on saving throws and AC. This effect lasts as long as the enemy hears or sees the bard perform and for 5 rounds thereafter. This is a mind-affecting ability.
Inspire Recklessness (Su): A bard of 9th level of higher with at least 12 ranks in a Perform skill who learns this performance can inspire a dangerous but effective ferocity in an ally within 60 feet (or himself). This effect lasts for as long as the bard performs and for 5 rounds thereafter. An affected ally (or the bard himself) gains the ability to decrease his Armor Class by up to her base attack bonus and add that number to her melee attack rolls as a morale bonus.

On her action, the affected character must choose to subtract a number from her Armor Class and add this number to her melee attack rolls (this number can be 0). The penalty to Armor Class and the bonus to attack rolls apply until the character’s next action. This is a mind-affecting ability.
Convert the Unfaithful (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can attempt to convert a single enemy within 30 feet. As a full-round action, the bard makes an impassioned performance specifically targeting a particular enemy, who must attempt a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier). If he succeeds, he is shaken for 1 round. If he fails, he converts. Creatures with alignment subtypes cannot be affected by this ability.

A converted creature reacts to the bard as if the bard had cast charm monster on him and temporarily assumes the bard’s alignment and acts accordingly. This may mean that some of the creature’s abilities and spells may be temporarily unavailable to it.

When this ability’s duration (as that of charm monster) has elapsed, the affected creature then has a choice. It can continue to act according to its new alignment, or it can shift back. If it chooses to permanently change its alignment, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to go back to its original alignment, it must make another saving throw (with the same DC as before). If it fails, its alignment changes back, but it needs an atonement spell to regain any abilities it lost as a result of the temporary alignment change. If it succeeds, it changes its alignment back and regains any lost abilities without the need for atonement. This is a mind-affecting ability.
Sustaining Song (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 wound point (if stable and between -1 and -9 wound points). A sustaining song has no effect on enemies or allies with 0 or more wound points. A bard can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.
Incite Mob (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can incite a crowd of people to form a mob (stats in DMGII and Cityscape) by making a DC 25 Perform check. Only one mob can be formed at a time, so if a crowd is too large to be a single mob, a bard who wants to incite the entire crowd must use this ability multiple times.

The mobs created by this ability are under the bard's control and can obey simple directions. The mobs created by this ability last for a number of hours equal to the bard's class level. This ability is a language-dependent, mind-affecting effect.
Aid Metamagic (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can use his performance to aid the concentration of friendly spellcasters and manifesters. Spellcasters and manifesters within 30 feet who can hear and see the bard use up a spell slot one level lower, or do not need to expend their psionic focus when attempting to cast a spell enhanced by metamagic or manifest a power being augmented or enhanced by metapsionics.

For every additional daily performance the bard spends when activating this ability, spellcasters use up a spell slot one level lower, and manifesters spend 2 less power points. This ability cannot reduce the spell slot or power point cost below the base level or cost of the spell being cast.
Boosting Flattery (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can provide his allies with a substantial boost by extolling and exaggerating their abilities. An ally within 60 feet (including himself) who can hear or see the bard receives a +1 morale bonus to the ability score of the bard's choice. For every round that the bard continues this performance, the bonus increases by 1, to a maximum of half the bard's class level (round down). The bonus lasts until the affected ally fails a check or attack roll based on the affected ability score.

At 16th level, a bard who knows this performance can target multiple allies with this ability, up to 1 for every 3 bard levels he possesses. This ability is a mind-affecting effect.
Dirge of Binding (Sp): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can paralyze an opponent. The bard must be able to see the target, and the target must be able to see or hear the bard. If the opponent fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he is paralyzed. This effect lasts as long as the target can see or hear the bard.
Inspire Awe (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inspire terror in his foes. To be affected, a foe must be within 60 feet of the bard and able to see and hear him. Foes get a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to resist the effect. The severity of the effect depends on the difference between the foe’s Hit Dice and the bard’s level, as shown on this table.
{table="head"]HD Difference|Effect
10 or more|Foe is paralyzed
1 to 9|Foe is panicked
0 to -5| Foe is frightened
-6 or less|Foe is shaken[/table]
This effect lasts for as long as the foes can hear and see the bard and for 1 round thereafter. This is a mind-affecting, fear ability.
Jarring Song (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inhibit spellcasting. Any enemy within 30 feet of the bard who attempts to cast a spell or use a spell-like ability during a jarring song must make a Concentration check with a DC equal to the bard’s Perform check to avoid losing the spell. A bard can keep up his jarring song for 10 rounds.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill who learns this performance can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Diabolus en Musica (Su): A bard of 13th level or higher with at least 16 ranks in a sound-based Perform skill who selects this performance can create a dissonant chord that deals 2d6 points of sonic damage to all creatures within 30 feet except himself as long as the bard concentrates. The bard can maintain this ability for a number of rounds equal to his bard level. This is a sonic effect.
Song of Fury (Su): A bard of 14th level or higher with at least 17 ranks in a Perform skill who learns this performance can turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the bard can choose to enter a rage on her turn. This functions identically to a barbarian’s rage, except that it ends automatically if the bard stops performing. If the ally already already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A bard can’t use a song of fury on himself. This is a mind-affecting ability.
Discourage Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can sow discord among his enemies and make them fight poorly. To be affected, an enemy must be within 60 feet of the bard and must be able to see and hear the bard. Only enemies who meet these requirements at the beginning of this ability are affected, and enemies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.

When the bard activates this ability, determine the worstst base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they take a -2 penalty on damage rolls as well. This is a mind-affecting ability.
Inspire Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can unite his allies and make them fight better together. To be affected, an ally must be within 60 feet of the bard and must be able to see and hear the bard. Only allies who meet these requirements at the beginning of this ability are affected, and allies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.

When the bard activates this ability, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they gain a +2 competence bonus on damage rolls as well. This is a mind-affecting ability.
Mindbending Melody (Sp): A bard of 16th level or higher with at least 19 ranks in a Perform skill who learns this performance can dominate a humanoid that he has already fascinated. This ability functions like the dominate person spell with a caster level equal to the bard’s class level. The target can make a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to negate the effect. This is a mind-affecting, language-dependent, enchantment (compulsion) ability.
Revealing Melody (Su): A bard of 17th level or higher with at least 20 ranks in a Perform skill who learns this performance can reveal all things as they really are. All allies with 30 feet who can see and hear the bard’s performance are affected as if by a true seeing spell with a caster level equal to the bard’s class level. The effect lasts as long as the bard performs.
Drain Prowess (Su): A bard of 18th level or higher with at least 21 ranks in a Perform who learns this performance can drain the capabilities of up to four enemies within 30 feet, weakening them. For every 3 levels a bard attains beyond 18th, he can target one additional creature with a single use of this ability. To be affected the enemies must be able to hear or see the bard’s performance. A creature that fails its Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier) gains 2 negative levels. These negative levels remain as long as the affected creature can hear or see the bard. They never result in a permanent level loss.
Swan Song (Su): A bard of 20th level or higher with at least 23 ranks in a Perform skill who learns this performance is capable of producing an elegy of such profound sorrow and sadness that those that overhear or witness the performance are drained of their very life force. One enemy who can see or hear the bard must make Will saves against DC 10 + 1/2 the bard's Perform ranks + the bard's Charisma modifier or die. On a successful save, they receive 1d4 negative levels. This is a death, mind-affecting effect. A target that saves successfully against this effect is immune to subsequent attempts for 24 hours.Bardic Knowledge: As the standard bard.
Spells: Charisma determines the bard's bonus spells per day and the save DCs of those spells. Intelligence grants the bard bonus spells known. Use the spell tables found in the PHB to determine the base number of spells a bard knows and can cast per day. If you have the Perform (dance) skill, your spells must include somatic components. If you have the Perform (acting, comedy, oratory, or singing) skill, your spells must include verbal components. If you have the Perform (keyboard, percussion, stringed, or wind instruments) skill, your spells must include the instrument of your choice as a focus component. If you have multiple Perform skills, pick one to determine which type of component is required for your spells. If you would learn a spell that ordinarily lacks a component of the required type, add the missing component.
Bonus Feat: Every 5th level, a bard can take a metaperformance feat or a feat related to bardic music, as detailed in Chapter 5.

Lord Iames Osari
2007-06-27, 09:06 AM
Fighter
Vitality Die: d10.

Class Skills
The fighter's class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (war) (Int)*, Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Bonus feat, weapon aptitude
2nd|+2|+3|+0|+3|Bonus feat
3rd|+3|+3|+1|+3|Mettle
4th|+4|+4|+1|+4|Bonus feat
5th|+5|+4|+1|+4|Deflection
6th|+6/+1|+5|+2|+5|Bonus feat
7th|+7/+2|+5|+2|+5|Evasion
8th|+8/+3|+6|+2|+6|Bonus feat
9th|+9/+4|+6|+3|+6|Improved deflection
10th|+10/+5|+7|+3|+7|Bonus feat, improved mettle
11th|+11/+6/+1|+7|+3|+7|Ally deflection, preemptive counterstrike
12th|+12/+7/+2|+8|+4|+8|Bonus feat
13th|+13/+8/+3|+8|+4|+8|Greater deflection
14th|+14/+9/+4|+9|+4|+9|Bonus feat
15th|+15/+10/+5|+9|+5|+9|Weapon attunement
16th|+16/+11/+6/+1|+10|+5|+10|Bonus feat
17th|+17/+12/+7/+2|+10|+5|+10|Critical expertise 1/day
18th|+18/+13/+8/+3|+11|+6|+11|Bonus feat
19th|+19/+14/+9/+4|+11|+6|+11|Critical expertise 2/day
20th|+20/+15/+10/+5|+12|+6|+12|Bonus feat, weaponmaster[/table]
Class Features
Weapon and Armor Proficiency: As standard fighter.
Bonus Feats: As standard fighter.
Weapon Aptitude (Ex): Starting at 1st level, the Fighter has the flexibility to adjust his weapon training. He can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change the designated weapon for his Weapon Focus feat from greatsword to longsword, he must have a longsword available to practice with during his practice session.
He can adjust any number of his feats in this way, and he doesn't have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meets the prerequisite for some other feat he possesses. For instance, if he has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless he also changes the weapon for Weapon Specialization in the same way.
Mettle (Ex): Beginning at 3rd level, the fighter can resist magical and unusual effects with great willpower or fortitude. If he makes a succesful Will or Fortitude save against an attack that would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
Deflection (Ex): At 5th level, the fighter gains the ability to deflect one ranged attack per round. This ability functions as the Deflect Arrows feat, except that the fighter does not need a free hand to use it.
Evasion (Ex): Starting at 7th level, whenever the fighter would be subject to an effect allowing him a Reflex save to take half damage, he takes no damage on a successful save.
Improved Deflection (Ex): At 9th level, a fighter's deflection ability improves; he can now deflect a number of ranged attacks equal to 1 + his Dex mod.
Improved Mettle (Ex): At 10th level, a fighter’s mettle ability improves. He still suffers no effect on a successful save, but he now takes only the lesser effect on a failed save. An unconscious or sleeping fighter does not gain the benefits of improved mettle.
Ally Deflection (Ex): Beginning at 11th level, a fighter can deflect ranged attacks that are targeting allies within his melee reach in addition to those targeting himself.
Preemptive Counterstrike (Ex): Beginning at 11th level, when attacked, a fighter may once per round make an attack of opportunity against an opponent who attacks him. This attack of opportunity takes place after the attack is declared but before any dice are rolled. If his attack hits, his opponent takes a -5 penalty on his attack rolls against the fighter for that round.
Greater Deflection (Ex): Beginning at 13th level, a fighter can deflect ranged attacks generated by spell effects and unusual ranged attacks with his deflection ability.
Weapon Attunement (Su): Beginning at 15th level, when wielding a weapon for which he has the Weapon Focus feat, a fighter applies 1.5 times the weapon's magical enhancement bonus to damage. The bonus damage resulting from magical weapon abilities that add extra damage dice is also increased by 50%.
Critical Expertise (Ex): Once per day beginning at 17th level, a fighter can make an attack that instantly kills its target. He must declare his intent to use this ability beforehand, and creatures immune to critical hits are immune to this ability. Otherwise, if the fighter successfully makes a melee attack and the target takes damage, the target must then make a Fortitude save against DC 11 + 1/2 the fighter's class levels + Wisdom modifier or die instantly. If the target succeeds on its save, it still takes triple the damage the fighter dealt. If the fighter acheived a critical hit using this ability, the target takes a -4 penalty on his save and takes quadruple damage on a success.

Starting at 19th level, the fighter can use this ability a number of times per day equal to his Wisdom modifier.
Weaponmaster (Ex): At 20th level, a fighter is so skilled in armed combat that he may perform maneuvers with them that most would not even believe possible. Feats and abilities that let the fighter sacrifice one statistic to benefit another (like Power Attack or Combat Expertise) increase their returns by 1.5, so that a fighter who uses Combat Expertise and sacrifices five points of attack bonus gains seven points of AC. Other feats and abilities that give a fighter a set bonus to attack, damage, or AC (such as Weapon Specialization or Dodge) multiply their bonuses by 2.

Furthermore, threat ranges on all weapons he wields are increased by one point. This is above and beyond the effects of effects like Improved Critical, and is added after the effects of effects that alter critical threat ranges (so that a keen greataxe +1 would have a critical threat range of 18-20, while a keen greatsword +1 would have a critical threat range of 16-20).

Lord Iames Osari
2007-06-27, 09:08 AM
Monk
Alignment: Any lawful.
Vitality Die: d8.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Decisive Strike|Flurry of Blows|Enhanced Damage|Unarmored AC Bonus|Unarmored Speed Bonus
1st|+1|+2|+2|+2|Combat technique, enhanced strike, style training I|-1|-1/-1|1d6|+0|+0 ft.
2nd|+2|+3|+3|+3|Evasion, style training II|+0|+0/+0|1d6|+0|+0 ft.
3rd|+3|+3|+3|+3|Still mind|+1|+1/+1|1d6|+0|+10 ft.
4th|+4|+4|+4|+4|Ki strike (magic)|+2|+2/+2|1d8|+0|+10 ft.
5th|+5|+4|+4|+4|Purity of body|+4|+4/+4|1d8|+1|+10 ft.
6th|+6/+1|+5|+5|+5|Style training III|+5|+5/+5/+0|1d8|+1|+20 ft.
7th|+7/+2|+5|+5|+5|Uncanny dodge|+6|+6/+6/+1|1d8|+1|+20 ft.
8th|+8/+3|+6|+6|+6|Air walk| +7|+7/+7/+2|1d10|+1|+20 ft.
9th|+9/+4|+6|+6|+6|Improved evasion|+9|+9/+9/+4|1d10|+1|+30 ft.
10th|+10/+5|+7|+7|+7|Ki strike (alignment)|+10|+10/+10/+5|1d10|+2|+30 ft.
11th|+11/+6/+1|+7|+7|+7|Diamond body|+12|+11/+11/+11/+6/+1|1d10|+2|+30 ft.
12th|+12/+7/+2|+8|+8|+8|Style training IV|+13|+12/+12/+12/+7/+2|2d6|+2|+40 ft.
13th|+13/+8/+3|+8|+8|+8|Diamond soul|+14|+13/+13/+13/+8/+3|2d6|+2|+40 ft.
14th|+14/+9/+4|+9|+9|+9|Improved uncanny dodge|+15|+14/+14/+14/+9/+4|2d6|+2|+40 ft.
15th|+15/+10/+5|+9|+9|+9|Quivering palm|+16|+15/+15/+15/+10/+5|2d6|+3|+50 ft.
16th|+16/+11/+6/+1|+10|+10|+10|Ki strike (material)|+17|+16/+16/+16/+11/+6/+1|2d8|+3|+50 ft.
17th|+17/+12/+7/+2|+10|+10|+10|Dimension door, timeless body|+18|+17/+17/+17/+12/+7/+2|2d8|+3|+50 ft.
18th|+18/+13/+8/+3|+11|+11|+11|Style training V|+19|+18/+18/+18/+13/+8/+3|2d8|+3|+60 ft.
19th|+19/+14/+9/+4|+11|+11|+11|Empty body|+20|+19/+19/+19/+14/+9/+4|2d8|+3|+60 ft.
20th|+20/+15/+10/+5|+12|+12|+12|Perfect self|+21|+20/+20/+20/+15/+10/+5|2d10|+4|+60 ft.[/table]

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.

Class Features
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Combat Technique (Ex): At 1st level, a monk learns how to deliver a rapid flurry of blows or a single decisive strike.

When unarmored, a monk who is using the flurry of blows technique may strike with a rapid series of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows column on the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When unarmored, a monk who is using the decisive strike technique may deliver a single powerful blow as a standard action. When doing so, her attack roll is made with a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Decisive Strike column on the above table. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. At 11th level, a monk gains a +1 bonus on the attack roll of a decisive strike. A monk must use an attack action to perform a decisive strike. If the attack hits, it deals double damage. These modifiers and conditions apply for 1 round and so also affect any attacks of opportunity the monk might make before her next action.

When using a decisive strike, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can’t use any weapon other than a special monk weapon for a decisive strike.

If a decisive strike is used to deliver a stunning attack or a quivering palm attack, the save DCs to resist those abilities are increased by 2.
Enhanced Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on the above table is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage (http://www.d20srd.org/srd/classes/monk.htm#tableSmallorLargeMonkUnarmedDamage).

The increased damage from this ability applies to special monk weapons and weapons with the ki focus special ability in addition to unarmed strikes.
Style Training I: At 1st level, a monk selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Unarmored AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Style Training II: At 2nd level, a monk learns the second-tier bonus feat of the style she selected at 1st level. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Still Mind (Ex): A monk of 3rd level or higher may add her Wisdom modifier as an insight bonus to Will saves.
Unarmored Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on the table above. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Strike (Su): Starting at 4th level, the monk's enhanced strikes are treated as if they were magic weapons for the purposes of overcoming damage reduction. If the monk performs a special ritual, they also gain an effective enhancement bonus up to half of his monk class level. This effective enhancement bonus functions exactly like the enhancement bonus of a magical weapon in all respects. A 4th level monk who performs this ritual can treat his fists as +2 weapons, or as +1 weapons with a special ability. Upon gaining this ability, and every other level thereafter, the monk can perform a ritual which involves meditating for 1 hour and the burning of special incense, which costs an increasing amount of money as indicated on the following table, to increase the effctive overall enhancement bonus of his fists. A monk can meditate for 1 hour to change the way this effective bonus is distributed, but he must possess special incense appropriate for how much of the bonus he is altering.
{table="head"]Effective Bonus|Incense Cost
+1|2,000 gp
+2|6,000 gp
+3|10,000 gp
+4|14,000 gp
+5|18,000 gp
+6|22,000 gp
+7|26,000 gp
+8|30,000 gp
+9|34,000 gp
+10|38,000 gp[/table]Example: Kenji is a 3rd level monk. On gaining his 4th level, he can purchase 4,000 gp worth of special incense (1,000 gp for the +1 and 3,000 gp for the increase to +2) and meditate for an hour, after which his fists become +1 shocking weapons. Later on during his 5th level, Kenji wants to change his fists to be +1 frost weapons instead. He is altering the equivalent of a +1 ability, so he has to buy 1,000 gp worth of incense and meditate for an hour. This incense is a specially prepared variety, and each batch weighs 1lb., no matter how much it costs.

Starting at 10th level, the monk's enhanced strikes are treated as lawful-aligned weapons for the purposes of overcoming damage reduction. Lawful good monks' enhanced strikes are additionally treated as good-aligned, and lawful evil monks' enhanced strikes are treated as evil-aligned.

Starting at 16th level, the monk's enhanced strikes are treated as if made out a special material (defaulting to adamantine) for the purposes of overcoming damage reduction. A monk can meditate for 1 hour to change which special material his enhanced strikes are treated as.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Style Training III: At 6th level, a monk learns the 3rd-tier bonus feat of the style she selected at first level. A monk need not have any of the prerequisites normally required for the feats learned as part of a style. If she meets the prerequisites, she also learns the bonus ability.
Uncanny Dodge (Ex): Beginning at 7th level, a monk retains his Dex bonus to AC even when flat-footed.

If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead.
Air Walk (Sp): Starting at 8th level, the monk can duplicate the effect of the air walk spell for up to 10 rounds per day. These rounds need not be successive, and he may use this ability multiple times per day as long as the total time spent with this ability active does not exceed 10 rounds per day.

At 16th level, this ability improves and he can air walk for up to 20 rounds per day.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Ex): At 11th level, a monk gains immunity to poisons of all kinds.
Style Training IV: At 12th level, a monk continues to study her chosen style, gaining the 4th-tier bonus feat or special ability. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Diamond Soul (Ex): At 13th level, monk gains spell resistance equal to his monk level x 2.
Improved Uncanny Dodge (Ex): Beginning at 14th level, a monk can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a monk already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Quivering Palm (Ex): Once per day beginning at 15th level, the monk can make an attack that instantly kills its target. He must declare his intent to use this ability beforehand, and creatures immune to critical hits are immune to this ability. Otherwise, if the monk successfully makes a melee attack and the target takes damage, the target must then make a Fortitude save against DC 11 + 1/2 the monk's class levels + Wisdom modifier or die instantly. If the target succeeds on its save, it still takes triple the damage the monk dealt. If the monk acheived a critical hit using this ability, the target takes a -4 penalty on his save and takes quadruple damage on a success.
Dimension Door (Sp): Once per day for every 5 monk levels attained, starting at 17th level, a monk may create a dimension door effect, as the spell. His caster level for this effect is half his monk level. By expending two uses of this ability, a monk can activate this ability as a move action and retain the ability to act after using it.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Style Training V: At 18th level, a monk learns the 5th-tier bonus feat or special ability of her chosen style. A monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self (Su): At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 15/magic and adamantine and chaos which allows her to ignore the first 15 points of damage from any attack made by any weapon that is not magical, adamantine, and chaotic-aligned or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

Lord Iames Osari
2007-06-27, 09:10 AM
Psychic Monk
Alignment: Any lawful.
Vitality Die: d8.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level
1st|+0|+2|+2|+2|Combat technique, enhanced strike (1d6), style training I|0|2|1st
2nd|+1|+3|+3|+3|Evasion, style training II|2|3|1st
3rd|+2|+3|+3|+3|~|4|4|1st
4th|+3|+4|+4|+4|~|6|5|2nd
5th|+3|+4|+4|+4|Enhanced strike (1d8)|8|6|2nd
6th|+4|+5|+5|+5|Style training III, unarmored speed +10 ft.|11|7|3rd
7th|+5|+5|+5|+5|~|15|8|3rd
8th|+6/+1|+6|+6|+6|~|19|9|4th
9th|+6/+1|+6|+6|+6|Improved evasion, unarmored speed +20 ft.|24|10|4th
10th|+7/+2|+7|+7|+7|Enhanced strike (1d10), unarmored AC bonus +1|29|11|5th
11th|+8/+3|+7|+7|+7|~|35|12|5th
12th|+8/+3|+8|+8|+8|Style training IV|42|13|6th
13th|+9/+4|+8|+8|+8|Unarmored speed bonus +30 ft.|49|14|6th
14th|+10/+5|+9|+9|+9|~|57|15|7th
15th|+11/+6/+1|+9|+9|+9|Enhanced strike (2d6), unarmored AC bonus +2, unarmored speed bonus +40 ft.|65|16|7th
16th|+12/+7/+2|+10|+10|+10|~|74|17|8th
17th|+12/+7/+2|+10|+10|+10|Timeless body|83|18|8th
18th|+13/+8/+3|+11|+11|+11|Style training V, unarmored speed bonus +50 ft.|93|19|9th
19th|+14/+9/+4|+11|+11|+11|~|104|20|9th
20th|+15/+10/+5|+12|+12|+12|Perfect self, enhanced strike (2d8), unarmored AC bonus +3|121|21|9th[/table]Class Skills
The psychic monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at 1st Level: (4 + Intelligence modifier) x 4.
Skill points at Each Additional Level: 4 + Intelligence modifier.

Class Features
Weapon and Armor Proficiency: As the standard monk.
Combat Technique (Ex): As the monk ability of the same name.
Style Training I: At 1st level, a psychic monk selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A psychic monk need not have any of the prerequisites normally required for the feats learned as part of a style.
Enhanced Strike (Ex): As the monk ability of the same name, except with regards to the damage dealt and as otherwise noted here. A psychic monk may imbue her unarmed strikes with a trickle of psionic power, allowing her to strike harder than most people. This ability functions even in antimagic fields and null psionics zones. When wielding a special monk weapon or weapon with the ki focus special ability, a psychic monk may deal her unarmed damage with that weapon. Starting at 1st level, a psychic monk deals 1d6 points of bludgeoning damage with her unarmed strikes. At 5th level, this improves to 1d8. At 10th level, she deals 1d10 points of damage, 2d6 at 15th, and 2d8 at 20th.
Unarmored AC Bonus (Ex): As the monk ability of the same name.
Unarmored Speed Bonus (Ex): As the monk ability of the same name.
Evasion (Ex): As the monk ability of the same name.
Style Training II: As the monk ability of the same name.
Style Training III: As the monk ability of the same name.
Improved Evasion (Ex): As the monk ability of the same name.
Style Training IV: As the monk ability of the same name.
Timeless Body (Ex): As the monk ability of the same name.
Style Training V: As the monk ability of the same name.
Perfect Self (Su): As the monk ability of the same name.
Powers: A psychic monk begins play knowing two 1st-level powers from the psychic monk power list. Wisdom determines how many bonus power points psychic monks receive and how hard their powers are to resist.

Lord Iames Osari
2007-06-27, 10:20 AM
Trooper
The trooper is a skilled combatant, like the fighter, but more suited to a more modern sort of combat. He shares some traits with the ranger, but without the latter's magical connection to nature.
Alignment: Any.
Vitality Die: d8.
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Bonus feat
2nd|+2|+3|+3|+0|Precise strike +1d6
3rd|+3|+3|+3|+1|Bonus feat
4th|+4|+4|+4|+1|Trapfinding
5th|+5|+4|+4|+1|AC Bonus +1
6th|+6/+1|+5|+5|+2|Bonus feat
7th|+7/+2|+5|+5|+2|Special ability
8th|+8/+3|+6|+6|+2|Precise strike +2d6
9th|+9/+4|+6|+6|+3|Bonus feat
10th|+10/+5|+7|+7|+3|Special ability
11th|+11/+6/+1|+7|+7|+3|AC Bonus +2
12th|+12/+7/+2|+8|+8|+4|Bonus feat
13th|+13/+8/+3|+8|+8|+4|Special ability
14th|+14/+9/+4|+9|+9|+4|Precise strike +3d6
15th|+15/+10/+5|+9|+9|+5|Bonus feat
16th|+16/+11/+6/+1|+10|+10|+5|Special ability
17th|+17/+12/+7/+2|+10|+10|+5|AC Bonus +3
18th|+18/+13/+8/+3|+11|+11|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+11|+6|Special ability
20th|+20/+15/+10/+5|+12|+12|+6|Precise strike +4d6[/table]Class Skills
The trooper's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disable Device (Int), Hide (Dex), Intimidation (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficency: The trooper is proficient in all simple and martial weapons and in light armor and shields.
Bonus Feats: At 1st and 3rd level, and every third level thereafter, the trooper gains the Track feat or a feat from the fighter bonus feat list. Note that the trooper must still meet all prerequisites for the feats he selects.
Precise Strike (Ex): At 2nd level, the trooper learns how to place his attacks with precision to cause greater damage. On gaining this ability, he must choose one of the following versions of this ability:
Melee Precision: As the rogue's sneak attack ability, except usable with melee weapons only.
Short-Range Precision: As the rogue's sneak attack ability, except usable with ranged weapons only.
Long-Range Precision: A trooper may take a full-round action to fire a projectile weapon at a target who is no less than 90 feet away and denied his Dexterity bonus to AC. Any penalties to the trooper's attack roll because of range are reduced by half (round down).
AC Bonus (Ex): Starting at 5th level, the trooper gains a +1 bonus to his AC, which increases by 1 every sixth level thereafter.
Special Abilities: At 7th level, and every third level thereafter, the troopr gains a special ability, which can be chosen from the following list. The trooper's special abilities only function when he is wearing light or no armor, and all of them are extraordinary.
Light Sleeper: Whenever the trooper is sleeping, he gains a bonus to all Listen checks equal to half his soldier level (maximum +10). Note that sleeping characters usually have a -10 penalty to all Listen checks.
Evasion: The trooper gains the evasion ability.
Ranged Flanking: When the trooper is wielding a ranged weapon, he threatens foes (for purposes of flanking only) from up to 30 feet away. In order to threaten an enemy in this way, he must have line of sight and line of effect, and his foe must be aware of his presence. Normally, you can only flank enemies with melee weapons.
Ranged Threat: When the trooper is wielding a ranged weapon, he is considered to threaten in a 30-foot cone as well as his normal threatened area, and he gains the ability to make attacks of opportunity with a ranged weapon. In order to take an attack of opportunity with a ranged weapon, the trooper must have line of sight and line of effect to his target. The trooper must have selected the ranged flanking special ability prior to taking this ability. A trooper attacking with a ranged weapon in melee combat provokes attacks of opportunity as normal.
Defensive Roll: The trooper gains the ability to roll with otherwise lethal attacks, as the rogue ability of the same name.
Skill Mastery: The trooper selects a number of skills equal to 3 + his Intelligence modifier. He can take 10 on those skills even when distractions or other adverse conditions would otherwise prevent him from doing so.
Camouflage: The trooper can use the Hide skill in any kind of terrain, even if it does not provide cover or concealment.
Unimpeded Stride: The trooper's speed is unaffected by mundane impediments such as undergrowth, rubble, mud, or the like. Magically enhanced impediments have their full effect on him.
Secondary Precision: Choose another range for precise strike; you may perform precise strikes at both ranges.

Lord Iames Osari
2007-06-27, 10:22 AM
Wilder
Alignment: Any
Vitality Die: d6.

Class Skills
The wilder’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Power Points/Day|Powers Known|Maximum Power Level Known
1st|+0|+0|+0|+2|Surge (+0) 1/day|2|2|1st
2nd|+1|+0|+0|+3|Surging euphoria +1|7|3|1st
3rd|+2|+1|+1|+3|Surge (+1)|12|4|1st
4th|+3|+1|+1|+4|Surge 2/day|19|5|2nd
5th|+3|+1|+1|+4|Surging euphoria +2|28|6|2nd
6th|+4|+2|+2|+5|Surge (+2)|39|7|3rd
7th|+5|+2|+2|+5|~|52|8|3rd
8th|+6/+1|+2|+2|+6|Surge 3/day|65|9|4th
9th|+6/+1|+3|+3|+6|Surge (+3)|81|10|4th
10th|+7/+2|+3|+3|+7|Surging euphoria +3|99|10|5th
11th|+8/+3|+3|+3|+7|Greater surge|119|10|5th
12th|+9/+4|+4|+4|+8|Surge (+4) 4/day|142|12|6th
13th|+9/+4|+4|+4|+8|~|165|13|6th
14th|+10/+5|+4|+4|+9|Psychic inertia|191|14|7th
15th|+11/+6/+1|+5|+5|+9|Surge (+5), surging euphoria +4|219|14|7th
16th|+12/+7/+2|+5|+5|+10|Surge 5/day|249|15|8th
17th|+12/+7/+2|+5|+5|+10|Effortless surge|281|16|8th
18th|+13/+8/+3|+6|+6|+11|Surge (+6)|315|17|9th
19th|+14/+9/+4|+6|+6|+11|~|350|17|9th
20th|+15/+10/+5|+6|+6|+12|Mighty surge, surge 6/day, surging euphoria +5|386|18|9th[/table]

Class Features
Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Power Points/Day: A wilder’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A wilder begins play knowing two wilder power of your choice. At the levels indicated on the table, she unlocks the knowledge of new powers.
Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a wilder can manifest in a day is limited only by her daily power points.
A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier.
Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level.
Surge (Su): A certain number of times per day, a wilder can enter a state of surging passion that enhances her psionic strength but leaves her drained when the heat of the moment has passed. She temporarily gains a +4 bonus to her Charisma score, which increases the save DCs of her powers and grants her temporary bonus power points, which go away at the end of the surge when her Charisma score drops back down to normal. A surge of passion lasts for a number of rounds equal to the character's unimproved Charisma modifier. A wilder may prematurely end her surge. At the end of her surge, a wilder loses the surge modifiers and becomes mentally fatigued (-2 to all mental scores, resulting in temporary loss of bonus power points and access to higher-level powers, as well as decrease in save DCs, for more information, see here (http://www.giantitp.com/forums/showthread.php?t=42535)) for the duration of the current encounter (unless she is a 17th-level wilder, at which point this limitation no longer applies; see below).

A wilder can surge only once per encounter. At first level, she can use her surge ability only once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of 6 times per day at 20th level). Surging takes no time itself, but a wilder can do it only during her action, not in response to someone else's action.

Starting at 3rd level, a wilder gains +1 to her manifester level when she is in a surge. This bonus increases by 1 at every third level thereafter (to a maximum of +6 at 18th level).
Surging Euphoria (Ex): Starting at 2nd level, a wilder entering a surge gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for the duration of the surge. This bonus increases by 1 at 5th level, and every fifth level thereafter (to a maximum of +5 at 20th level).
Greater Surge (Su): Starting at 11th level, a wilder's bonus to Charisma during a surge increases to +6.
Psychic Inertia (Ex): Starting at 14th level, a wilder's passion has become so forceful that she is difficult to control through magic and psionics. If a wilder is targeted by an enchantment or telepathy effect and she fails her saving throw, she can attempt a second saving throw against the same DC 1 round later. She gets only this one extra chance to succeed on her saving throw.
Effortless Surge (Ex): Starting at 17th level, a wilder no longer becomes mentally fatigued at the end of her surge.
Mighty Surge (Su): At 20th level, a wilder's bonus to Charisma during a surge increases to +8.

Lord Iames Osari
2007-06-27, 10:25 AM
Substitution Levels

Cleric of Vala/Bella
Alignment: LG, NG, or LN.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Merciful smite|As standard cleric[/table]
Merciful Smite (Su): As the Destruction domain's granted power, but all damage dealt is nonlethal damage, and this ability is usable a number of times per day equal to 1 + your Charisma modifier (minimum 1). You may use this ability to deal lethal damage, but you suffer the normal -4 penalty to your attack rolls. This ability replaces your ability to turn undead.

Cleric of Maia
Alignment: LG, NG, or CG.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Healing domain, spontaneous domains, maximize healing|As standard cleric[/table]
Healing Domain: One of your domains is the Healing domain.
Spontaneous Domains (Su): Instead of converting prepared spells into cure spells, you can convert them into domain spells. Your domain slots can be used to prepare normal cleric spells.
Maximize Healing (Su): A number of times per day equal to 1 + your Charisma modifier (minimum 1), you may maximize the effects of a healing spell you cast, as per the Maximize Spell metamagic feat, without using up a higher-level spell slot. This ability replaces your ability to turn undead.

Cleric of Karan
Alignment: LG, NG, or LN.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Touch of the storm|As standard cleric[/table]
Touch of the Storm (Su): A number of times per day equal to 3 + your Charisma modifier (minimum 1), you may make a melee touch attack in order to deal 1d4 points of electricity damage per caster level. This ability replaces your ability to turn undead.

Cleric of Solaan
Alignment: NG, CG, or CN.
Hit Die: d6.
Skills: Add Perform (Cha) to the list of class skills, increase skill points per level to 4 + Int mod.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+2|+2|Music of Solaan, wanderer's knowledge|As standard; see text[/table]
Saves: A cleric of Solaan has a good Reflex save and a bad Fortitude save.
Armor Proficiencies: Clerics of Solaan do not gain proficiency with medium and heavy armors.
Music of Solaan: You can produce bardic performance effects instead of turning undead. You gain access to new bardic performances as a bard of half your class level, and you can use these performances a number of times per day equal to half your cleric level, with a minimum of 1 use per day. You select only 1 domain, but you can prepare spells from the bard spell list in your domain slots.
Wanderer's Knowledge (Ex): As bardic knowledge, treating your cleric level as your bard level.
Spellcasting: Add summon instrument to your spell list.

Cleric of Valdersaan
Alignment: LG, LN, or LE.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Smite|As standard cleric[/table]
Smite (Su): As the Destruction domain's granted power, but you can choose whether to deal lethal or nonlethal damage, and this ability is usable a number of times per day equal to 1 + your Charisma modifier (minimum 1). This ability replaces your ability to turn undead.

Cleric of Scitayr
Alignment: Any neutral.
Hit Die: d6.
Skills: Add Knowledge (all) (Int) to the list of class skills, increase skill points per level to 4 + Int mod.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Divine scholarship, turn undead|As standard cleric[/table]
Divine Scholarship (Ex): As bardic knowledge, treating your cleric level as your bard level. This ability replaces your ability to spontaneously cast cure or inflict spells.
Turn Undead (Su): All clerics of Scitayr, no matter their alignment, turn undead.

Cleric of Naturan
Alignment: LN, N, CN.
Hit Die: d8.
Skills: Add Knowledge (nature) (Int) to the list of class skills.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+2|+0|+2|Cycle of life, turn undead|As standard cleric[/table]
Cycle of Life (Su): You can spontaneously cast both cure and inflict spells.
Turn Undead (Su): All clerics of Naturan, no matter their alignment, turn undead. However, you can only do so a number of times per day equal to 2 + your Charisma modifier (minimum 1).

Lord Iames Osari
2007-06-27, 03:24 PM
Prestige Classes

Blademaster of Karan
Blademasters of Karan are selected from among her most devoted worshippers. They have no formal organization, but they share a general feeling of comradeship - after all, they are the hand-selected agents of their goddess.
Vitality Die: d8

REQUIREMENTS
BAB: +4
Alignment: Chaotic Good
Skills: Knowledge (religion) 9 ranks, Perform (dance) 4 ranks, Tumble 4 ranks
Spells: Ability to cast 3rd level divine spells
Feats: Dodge, Mobility
Special: Must be a worshipper of Karan.

Class Skills
The Blademaster of Karan's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (History) (Int), Perform (dance) (Cha), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
1st|+1|+2|+0|+2|Dance of death 1/day, forceknife|~
2nd|+2|+3|+0|+3|Smite evil 1/day|+1 level of spellcasting class
3rd|+3|+3|+1|+3|Dance of death 2/day, smiting spell|+1 level of spellcasting class
4th|+4|+4|+1|+4|Fast movement +5 ft.|~
5th|+5|+4|+1|+4|Dance of death 3/day, dance of the storm|+1 level of spellcasting class
6th|+6|+5|+2|+5|Smite evil 2/day|+1 level of spellcasting class
7th|+7|+5|+2|+5|Dance of death 4/day|~
8th|+8|+6|+2|+6|Fast movement +10 ft.|+1 level of spellcasting class
9th|+9|+6|+3|+6|Dance of death 5/day|+1 level of spellcasting class
10th|+10|+7|+3|+7|Smite evil 3/day, whirlwind strike|~[/table]

Class Features
Weapon and Armor Proficiency: A blademaster gains no proficiency in any weapons or armor.
Spells: At the indicated levels, levels of blademaster stack with divine casting class levels for the purposes of determining spells per day.
Dance of Death (Ex): A blademaster can make a full attack with her forceknife and still move up to her movement. She must move at least 5 feet between each attack, though she cannot move back to a square she just left. She gains a bonus to attack and damage rolls, and a dodge bonus to AC, equal to half her blademaster level. The dance of death lasts 1 round for every 2 ranks she possesses in Perform (dance). She is still subject to attacks of opportunity while moving, but she can use the Tumble skill to avoid them. The dance of death only works if the blademaster is wearing armor no heavier than light, and the effects of the dance of death do not stack with those of rage or frenzy. After the dance of death ends, the blademaster becomes fatigued for the duration of the encounter.
Forceknife (Su): As a move action, a blademmaster can create a semisolid blade composed of pure force. The blade is identical in all ways (except visually) to a greatsword of a size appropriate for its wielder. The wielder of a forceknife gains the usual benefits to her attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a blademaster can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates. A forceknife is considered a magic weapon for the purpose of overcoming damage reduction.

A blademaster’s forceknife improves as the character gains higher levels, gaining an equivalent +1 bonus at each level. These +1 bonuses can be as regular enhancements or as other equivalent forms of magical enhancement. For instance, a third-level blademaster can have a flaming forceknife +2, a forceknife +3, or a shocking burst forceknife +1, as long as the total bonus of the forceknife does not exceed the blademaster's class level.

Even in places where magic effects do not normally function (such as within an antimagic field), a blademaster can attempt to sustain her forceknife by making a DC 20 Will save. On a successful save, the blademmaster maintains her forceknife for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the forceknife vanishes. As a move action on her turn, the blademistress can attempt a new Will save to rematerialize her forceknife while she remains within the magic negating effect.

A blademaster can change the enchantments on her forceknife by meditating for four hours. Interrupting the process will cause the forceknife to revert to its preexisting state.
Smite Evil (Su): A blademaster can Smite Evil as a paladin, up to a number of times per day as indicated on the table.
Smiting Spell: At 3rd level, the blademaster gains the Smiting Spell metamagic feat.
Fast Movement (Ex): At 2nd level and higher, a blademaster gains an enhancement bonus to her land speed. This bonus does not function is the blademaster wears armor heavier than light or carries more than a light load.
Dance of the Storm (Su): Starting at 5th level, a blademaster adds her class level in electrical damage to all attacks made while in a dance of death.
Whirlwind Strike (Ex): At 10th level, the blademaster gains the ability to make a full attack against every target she threatens while using the dance of death. She cannot move between attacks while using this ability, and she can only use this ability once per dance of death. At the end of a dance of death in which she uses this ability, the blademaster becomes exhausted rather than fatigued.

City Watchman
Warriors who aren’t good enough to make the cut as adventurers, elite soldiers, or mercenaries, tend to gravitate to the position of City Watchman. They don’t get honor or glory, they don’t slay evil dragons with magic swords, and they’re lucky to have two meals a day. However, they are essential to life, for, without someone to guard the gates, catch the petty criminals, and file the paperwork, where we would be? They aren’t the best of the best, but they’ve got swords, badges, and numbers–and know how to use all of them.
Vitality Die: d8

REQUIREMENTS
BAB: +4
Feats: Combat Expertise or Power Attack
Skills: Knowledge (Local) 2 ranks, Search 2 ranks

Class Skills
The City Watchman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Take ‘Em Down
2nd|+2|+3|+0|+0|Protect And Serve
3rd|+3|+3|+1|+1|Strength in Numbers[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Take ‘Em Down (Ex): At 1st level, you gain the ability to deal nonlethal damage with any melee weapon without taking a penalty to your attack roll.
Protect and Serve (Ex): At 2nd level, whenever you use the Combat Expertise feat or fight defensively, you may choose to not receive the normal bonuses to AC. If you do, all adjacent allies gain those bonuses to AC as a circumstance bonus. In addition, whenever you and one or more adjacent allies all use the Combat Expertise feat or fight defensively, you become immune to flanking until the beginning of the next turn.
Strength In Numbers (Ex): At 3rd level, whenever you and an ally flank an opponent, you both receive a +4, rather than +2, bonus on attack rolls. If both of you are City Watchmen with the strength in numbers ability, then the bonus increases to +5.

Lord Iames Osari
2007-06-27, 03:25 PM
Crimson Executioner
The Crimson Executioners are an elite band of warriors, renowned both for their cold, heartless expertise and their savage, unrelenting bloodlust. The Executioners all draw their martial techniques from an ancient manuscript of warfare known as the Crimson Protocol, and there is a certain sense of brotherhood among them–but that is all. There is no guild, organization, or hierarchy amongst the Executioners. They are utterly free agents, putting their swords and skills to whatever causes they see fit. A noble champion, a stern lawman, a self-serving mercenary, an evil assassin: a Crimson Executioner could be any of them.
Vitality Die: d10

REQUIREMENTS
BAB: +7
Feats: Death Blow, Improved Initiative, Power Attack
Special: Must acquire a copy of the Crimson Protocol, and spend at least a month studying it.

Class Skills
The Crimson Executioner’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Crimson Slash
2nd|+2|+3|+0|+0|Improved Death Blow
3rd|+3|+3|+1|+1|Bonus Feat
4th|+4|+4|+1|+1|Mettle
5th|+5|+4|+1|+1|Terrifying Execution
6th|+6|+5|+2|+2|Bonus Feat
7th|+7|+5|+2|+2|Improved Mettle
8th|+8|+6|+2|+2|Crimson Razor
9th|+9|+6|+3|+3|Bonus Feat
10th|+10|+7|+3|+3|Sudden Death[/table]

Class Features
Weapon and Armor Proficiency: You gain proficiency with all light and martial weapons, as well as the bastard sword. In addition, you gain proficiency with all armor and shields, except tower shields.
Crimson Slash (Ex): At 1st level, you gain the ability to maim foes with your blade. Once per day, you may declare one melee attack a crimson slash. You must do so before you make the attack roll; if the attack misses, you still lose that use. A creature hit by a crimson slash takes 1d4 points of Str damage. A critical hit does not affect the amount of ability damage dealt. At each odd level, you gain an additional daily use of the crimson slash ability. At 5th level, the ability damage dealt by the crimson slash ability increases to 1d6. At 9th level, you may deal Con damage, rather than Str damage with the crimson slash ability.
Improved Death Blow (Ex): At 2nd level, you become skilled at dispatching already wounded foes. You may make a coup de grace attack against a helpless defender as a swift action. In addition, as a full round action, you may make a single coup de grace attack against all helpless defenders within your reach.
Bonus Feat (Ex): At 3rd, 6th, and 9th levels, you gain a bonus feat, drawn from the list of Fighter bonus feats. You must still meet all the prerequisites of that feat.
Mettle (Ex): At 4th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Terrifying Execution (Ex): At 5th level, the bloody violence you are capable of can shake the hearts of lesser foes. Whenever you kill a creature with a melee attack, all enemies within 30 ft. of you that both saw the killing and have an amount of HD less than or equal to that of the killed creature are intimidated by your skill. They must make a Will save, DC 10 + your class level + your Strength modifier, or be panicked for as long as they remain within 30 ft. of you. Even if they save, they are shaken for one round. At 7th level, the range affected by this ability increases to 60 ft. Once a creature successfully saves against this ability, it is immune to it for 24 hours. This is a mind-affecting, fear effect.
Improved Mettle (Ex): At 7th level, your mind and body are impervious to harm. Even if you fail a Fortitude or Will save against an effect that allows a save for half or partial effect, you still only suffer the reduced effect.
Crimson Razor (Ex): At 8th level, you gain the ability to unerringly strike at the vitals of your foes. Once per day, you may declare one melee attack a crimson razor. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, than it is automatically a critical hit. You cannot declare an attack both a crimson slash and a crimson razor. You gain an additional daily use of the crimson razor ability at each subsequent level.
Sudden Death (Ex): At 10th level, you gain the ability to slay a foe before they even realize you’ve struck them. Once per day, you may declare one melee attack a sudden death attack. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, then the enemy you struck is automatically dazed for 1d4 rounds. At the end of those 1d4 rounds, it must make a Fortitude save, DC 10 + your class level + your Strength modifier. If it fails, then its hit points fall to -10, and it dies. Even creatures immune to dazing are subject to the latter part of this ability.

The Darkfire Oppressor
Darkfire Oppressors are those chosen to wield Maleth's darkfire with its greatest potency. Most of them are members of the Darkfire Tyrants organization, but occasionally Maleth will single out a worshipper from outside the organization to take on this mantle. They bitterly oppose the Soulfire Knights.
Vitality Die: d8.

REQUIREMENTS
Alignment: Lawful evil.
BAB: +3.
Skills: Knowledge (the planes) 3 ranks, Knowledge (religion) 8 ranks.
Feats: Darkfire Spell*.
Spells: Ability to cast 1st-level divine spells.
Special: Must be a worshipper of Maleth.

Class Skills
The Darkfire Oppressor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
1st|+1|+2|+0|+2|Aura of evil, darkfire weapon|~
2nd|+2|+3|+0|+3|Smite good1/day|+1 level of spellcasting class
3rd|+3|+3|+1|+3|Aura of despair|+1 level of spellcasting class
4th|+4|+4|+1|+4|Smite good 2/day|~
5th|+5|+4|+1|+4|Improved darkfire spell|+1 level of spellcasting class
6th|+6|+5|+2|+5|Smite good 3/day|+1 level of spellcasting class
7th|+7|+5|+2|+5|Darkfire aura|~
8th|+8|+6|+2|+6|Smite good 4/day|+1 level of spellcasting class
9th|+9|+6|+3|+6|Darkfire blast|+1 level of spellcasting class
10th|+10|+7|+3|+7|Smite good 5/day|~[/table]

Class Features
Weapon and Armor Proficiency: A Darkfire Oppressor gains no proficiency in any weapons or armor.
Spells: At the indicated levels, a Darkfire Oppressor's spellcasting ability improves as if she had gained a level in the spellcasting class she previously possessed. If the Darkfire Oppressor possesses multiple spellcasting classes, she must choose which class to apply this ability to. The Darkfire Oppressor gains no other benefits of having gone up a level in whichever spellcasting class she chooses.
Aura of Evil: A Darkfire Oppressor's class levels stack with her cleric levels to determine the strength of her aura of evil.
Darkfire Weapon (Su): At 1st level, the Darkfire Oppressor chooses a weapon with which to dispense Maleth's will. The Darkfire Oppressor must be proficient with this weapon, and it must have been in her possession for the last 24 hours. This can be any weapon that meets the above requirements, magical or mundane. While wielding this weapon, the Darkfire Oppressor has a +1 sacred bonus on attack rolls, and the weapon counts as magic for the purpose of overcoming damage reduction. A Darkfire Oppressor may only have one darkfire weapon at a time.

Starting at 2nd level, the Darkfire Oppressor's chosen weapon counts as cold iron as well as magic for the purpose of overcoming damage reduction.

Starting at 4th level, the Darkfire Oppressor's chosen weapon is treated as evil-aligned.

Starting at 6th level, the Darkfire Oppressor's chosen weapon deals an additional 1d6 points of darkfire damage.

Starting at 8th level, the Darkfire Oppressor's chosen weapon is treated as lawful-aligned.
Smite Good (Su): At 2nd level, the Darkfire Oppressor gains the ability to smite good 1/day. This ability functions like smite evil, except that only good creatures are affected. Cleric and Darkfire Oppressor levels stack to determine the power of the Darkfire Oppressor's smite attack. At every even-numbered level, the Darkfire Oppressor can smite good an additional time per day.
Improved Darkfire Spell (Ex): Starting at 5th level, spells a Darkfire Oppressor prepares and/or casts with the Darkfire Spell metamagic feat use a spell slot one level higher than the unmodified spell.
Darkfire Aura (Su): Beginning at 7th level, a Darkfire Oppressor can activate this ability as a move-equivalent action. Black flames that harm neither the Darkfire Oppressor nor her equipment engulf her entire body. While she is aflame, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of darkfire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of darkfire damage. This ability lasts for up to 5 rounds per Darkfire Oppressor level and is usable once per day. The Darkfire Oppressor gains additional daily uses at to 9th and 10th levels.
Darkfire Blast: Starting at 9th level, while her Darkfire Aura is activated, the Darkfire Oppressor can lose one of her prepared spells to gain a number of power points equal to (spell level x 2) - 1 as a free action. 0-level spells grant 1 power point for this purpose, and the Darkfire Oppressor gains bonus power points based on her Wisdom modifier. The Darkfire Oppressor then gains the ability to manifest both of the following psionic powers: energy burst (http://www.d20srd.org/srd/psionic/powers/energyBurst.htm), energy cone (http://www.d20srd.org/srd/psionic/powers/energyCone.htm), or energy push (http://www.d20srd.org/srd/psionic/powers/energyPush.htm). These powers can deal only fire damage and are treated as if they were modified by the Darkfire Spell metamagic feat. They otherwise follow all the normal rules for manifesting psionic powers. Her Charisma modifier determines how hard these powers are to resist, and her manifester level is equal to her divine caster level. Any power points gained with this ability disappear at the end of the day.

Lord Iames Osari
2007-06-27, 03:41 PM
Eidolon Blade
Eidolon Blades are master mindblade wielders who have unlocked the secret of eidolons. They have learned to transform their mind blades into channels for their own subconscious. By opening the mind blade as a psychic conduit, they can bestow it with sentience, a persona derived from their own subconscious, along with considerable power. Even master swordsmen are wary of crossing blades with an Eidolon Blade, for he never fights without an ally or a weapon–he has both in his eidolon.
Vitality Die: d10.

REQUIREMENTS
To qualify to become an Eidolon Blade, you must fulfill all the following criteria.
BAB: +6.
Feats: Psionic Meditation, Mindblade, Shape Mindblade.
Skills: Concentration 10 ranks, Knowledge (Psionics) 6 ranks.

Class Skills
The Eidolon Blade’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+2|Awaken Least Eidolon
2nd|+1|+0|+3|+3|Lesser Eidolon Power, Shape Eidolon
3rd|+2|+1|+3|+3|Aligned Eidolon, Awaken Lesser Eidolon
4th|+3|+1|+4|+4|Lesser Eidolon Power
5th|+3|+1|+4|+4|Eidolon Focus
6th|+4|+2|+5|+5|Awaken Greater Eidolon, Lesser Eidolon Power
7th|+5|+2|+5|+5|Adamant Eidolon
8th|+6|+2|+6|+6|Greater Eidolon Power
9th|+6|+3|+6|+6|Awaken Major Eidolon
10th|+7|+3|+7|+7|Eidolon Unbound, Greater Eidolon Power[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Awaken Least Eidolon (Su): At 1st level, your mind blade becomes an eidolon. It is treated as an intelligent object. Its alignment is decided by the DM, although it is always within one step of yours. It has two mental ability scores of 12 and one of 10. These scores are decided by you and, once determined, cannot be changed. It can communicate with you through empathy alone, and has 30 ft. vision and a sense of hearing. It has no powers, lesser or greater, and no dedicated purpose. When your mind blade is unformed, it can still communicate with you–and only you–as a voice in your head, though it cannot perceive the outside world. If you split your mind blade, then both are intelligent, though each of their mental scores is 2 less than normal.
Lesser Eidolon Power (Ps or Su): At 2nd, 4th, and 6th levels, your mind blade gains a minor power. Rather than using the standard list of minor powers, choose powers from the list of below. Your mind blade cannot use its powers, minor or greater, while it is unformed or split into multiple blades. Powers limited to a certain number of uses per day can only be used that many times a day, regardless of how many times you form or dissipate the blade. Your mind blade’s manifester level is equal to your class level, and all psi-like abilities are fully augmented for its manifester level. The minor powers you may choose from are as follows:
{table=head]Power|Description
Concealing Amorpha|Mind blade can use concealing amorpha on you 1/day.
Detect Hostile Intent|Mind blade can use detect hostile intent 3/day.
Detect Psionics|Mind blade can use detect psionics at will.
Dispel Psionics|Mind blade can use dispel psionics 1 /day.
Eradicate Invisibility|Mind blade can use eradicate invisibility 1/day.
Know Direction|Mind blade can use know direction and location at will.
Precognition|Mind blade can use either defensive precognition or offensive precognition on you a total of 3/day.
Prevenom|Mind blade can use prevenom weapon on itself 3/day.
Psicraft|Mind blade has 10 ranks in Psicraft
Vigor|Mind blade can use vigor on you 3/day.[/table]
Shape Eidolon (Su): With sentience comes greater control over form. At 2nd level, you may shape your mind blade as a standard, rather than a full-round, action. In addition, you can change your mind blade into the form of any one-handed or light martial or simple weapon, or any one-handed exotic weapon you are proficient with. If you change it into a light weapon, you may split it as usual.
Aligned Eidolon (Su): At 3rd level, your mind blade becomes aligned, and is treated as a weapon of one aspect of its alignment, chosen by you, for overcoming damage reduction. If the mind blade’s alignment is different than your own, then you must choose the aspect of its alignment it shares with you. If either you or your mind blade is true neutral, or your mind blade has no non-neutral aspect of alignment in common with you, then you may align the blade with the alignment of your choice. Thus, the chaotic neutral mindblade of a chaotic good Eidolon Blade would be chaotically aligned, while the neutral evil mind blade of a true neutral Eidolon Blade could be aligned with any alignment of his choice.
Awaken Lesser Eidolon (Su): At 3rd level, your mind blade’s two ability scores of 12 increase to 14, though its ability score of 10 remains unchanged. It gains the power of speech, and the range of its vision increases to 120 ft.
Eidolon Focus (Su): At 5th level, you may store your psionic focus in your mind blade. You can spend a full-round action attempting to psionically focus your mind blade. At any time when you need to expend your psionic focus, you can expend your mind blade’s psionic focus instead. The mind blade cannot focus itself. If your mind blade dissipates, the stored focus is lost.
Awaken Greater Eidolon (Su): At 6th level, your mind blade’s two ability scores of 14 increase to 16, though its ability score of 10 remains unchanged. It gains the ability to read any languages it can speak, and it gains darkvision out to 60 ft.
Adamant Eidolon (Su): At 7th level, your mind blade is treated as an adamantine weapon for ignoring object’s hardness and for overcoming damage reduction.
Greater Eidolon Power (Ps or Su): At 8th and 10th levels, your mind blade gains a greater power. Rather than using the standard list of greater powers, choose powers from the list of below. Greater powers function exactly like minor powers do.
{table=head]Power|Description
Adapt Body|Mind blade can use adapt body on you 1/day.
Aura Sight|Mind blade can use aura sight at will.
Correspond|Mind blade can use correspond 3/day.
Energy Blade|Mind blade can use weapon of energy on itself 1/day.
Keen Edge|Mind blade can use psionic keen edge on itself 3/day.
Psychic Strike|Mind blade’s psychic strike damage increases by 1d8.
Second Chance|Mind blade can use second chance on you 1/day.
Truevenom|Mind blade can use truevenom weapon on itself 1/day.
True Seeing|Mind blade can use psionic true seeing 1/day.
Vampiric Blade|Mind blade can use vampiric blade on itself 3/day.[/table]
Awaken Major Eidolon (Su): At 9th level, your mind blade’s two ability scores of 16 increase to 18, though its ability score of 10 remains unchanged. It gains the ability to communicate telepathically and to read magic, and the range of its darkvision increases to 120 ft. It gains blindsense out to 30 ft.
Eidolon Unbound (Su): At 10th level, your mind blade gains the ability to move and attack foes of its own volition. As a swift action, you may release a held mind blade to act on its own. You cannot use this ability if your mind blade is split. The released mind blade functions as if it were a magic weapon with the dancing special ability. However, instead of fighting for four rounds after being released, instead, each round the mind blade is released, excluding the round you released it, you must make a Concentration check. The DC of the check is 20, plus 5 for each previous round the mind blade has been released. If you fail the check, the mind blade dissipates and reforms in your hand. Otherwise, it continues fighting on.

Enlightened Fist
Enlightened Fists are those monks who have taken up the study of the arcane arts in addition to their physical devotions yadda yadda.
HD: d8.

REQUIREMENTS
Skills: Concentration 8 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist.
Spells or Spell-like Abilities: Arcane caster level 3rd.

Class Skills
The enlightened fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells per Day/Spells Known
1st|+0|+0|+2|+2|Continued training|+1 level of existing spellcasting class
2nd|+1|+0|+3|+3|Arcane channeling, arcane strike|+1 level of existing spellcasting class
3rd|+2|+1|+3|+3|Hold charge|~
4th|+3|+1|+4|+4|Somatic weaponry|+1 level of existing spellcasting class
5th|+3|+1|+4|+4|Ki channeling|+1 level of existing spellcasting class
6th|+4|+2|+5|+5|Hold ray|~
7th|+5|+2|+5|+5|Improved evasion|+1 level of existing spellcasting class
8th|+6|+2|+6|+6|Diamond soul|+1 level of existing spellcasting class
9th|+6|+3|+6|+6|Hold area, timeless body|~
10th|+7|+3|+7|+7|Arcane channeling (full attack)|+1 level of existing spellcasting class[/table]

Class Features
Weapon and Armor Proficiency: Enlightened fists gain no proficiency with any weapons or armor.
Continued Training: An enlightened fist's class levels stack with his monk levels for the purposes of determining his enhanced strike damage, unarmored AC bonus, unarmored speed bonus, combat technique penalty, the number of daily uses of Stunning Fist, and when he acquires style training.
Arcane Channeling (Su): Beginning at 2nd level, an enlightened fist can use a standard action to cast any touch spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 10th level, an enlightened fist can cast any touch spell he knows as part of a full attack action, and the spell affects each target he hits in melee combat that round. Doing so discharges the spell at the end of the round, in the case of touch spells that would otherwise last longer than one round.
Ki Strike (Su): As the monk ability of the same name. Monk levels and enlightened fist levels stack for this purpose.
Hold Charge (Ex): Beginning at 3rd level, an enlightened fist can hold the charge of a number of touch spells equal to the number of iterative attacks he gains when performing a flurry of blows.
Somatic Weaponry: At 4th level, an enlightened fist gains the Somatic Weaponry feat for free.
Ki Channeling (Su): Beginning at 5th level, an enlightened fist learns how to channel his ki to enhance the power of his spells. He may spend a number of his daily stun attempts in order to apply a metamagic feat he knows to a spell he is casting without spending a higher-level spell slot. This ability is activated as part of spellcasting and requires no action other than that necessary to cast the spell.

An enlightened fist using this ability must spend X+1 stun attempts, where X is the number of spell levels added by the metamagic feat being applied.
Hold Ray (Ex): Beginning at 6th level, an enlightened fist can cast any spell that produces a ray effect as a touch spell instead. The spell's range is reduced to touch, and its effect entry is changed to "Target: Creature touched." He can deliver the spell with a touch attack or an unarmed attack, and he can hold the charge as a normal touch spell. An enlightened fist can combine this ability with arcane channeling.
Improved Evasion (Ex): As the monk ability of the same name.
Diamond Soul (Ex): As the monk ability of the same name.
Hold Area (Ex): Beginning at 9th level, an enlightened fist can cast any spell that produces an area effect as a touch spell instead. The spell's range is reduced to touch, and the area effect of the spell, instead of affecting an area within the range of the spell, is centered on the target of your attack as a burst effect with a radius equal to the normal radius of the spell; in the case of lines, the radius of the effect is equal to 1/2 the maximum distance of the line. An enlightened fist can deliver the spell with a touch attack or an unarmed attack, and he can hold the charge as a normal touch spell. An enlightened fist can combine this ability with arcane channeling.
Timeless Body (Ex): As the monk ability of the same name.
Multiclass Note: Monks who take levels in this class may continue to advance as monks.

Firetamer
Firetamers are skilled craftsmen who have tamed elemental fire to do their bidding. Few ‘tamers are adventurers–instead, most are skilled craftsmen who have dabbled in magic, often as adepts or magewrights, and seek to harness its power to aid in their profession. Skilled Firetamers can imbue their forges, ovens, or hearths with radiant flames, and channel raw elemental power into their craft. The workplace of a Firetamer is always marked with the brass badge of the Firetamer’s Guild, a loose association of like-minded ‘tamers. It is not a formal guild, and has few restrictions–but any charlatan who poses as a Firetamer will find himself faced by both angry craftsmen with magic up their sleeves, as well as dissatisfied adventurer customers. Most Firetamers make a living selling masterwork goods to adventurers or military men, often using their prestige to secure lucrative subsidies or contracts.
Vitality Die: d6

REQUIREMENTS
Skills: Craft or Profession (Any) 8 ranks, Spellcraft 8 ranks
Spells: Must be able to cast at least one 1st level or higher spell with the [Fire] descriptor.

Class Skills
The Firetamer’s class skills are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+0|+0|+0|+2|Call Flame|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Flame of Forging|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Burning Companion|+1 level of existing spellcasting class[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Spellcasting: Whenever you gain a new Firetamer level, you gain new spells per day and spells known as if you had also gained a level in an arcane or divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Call Flame (Su): At 1st level, you may, as a swift action, summon a small globe of fire, which levitates a few inches above your hand. The ball of fire gives light as a torch, and you may light easily flammable materials–paper, logs, and so on–with it as a swift action. As a standard action, you may throw the globe at an enemy. Doing so requires a ranged touch attack to hit, and deals 1d3 fire damage. You cannot hold any other items with the hand that holds the globe, but you may, as a swift action, command the globe to orbit your head, like an ioun stone, or return to your hand. It still provides light while orbiting, but you must hold it in hand to light fires with it or throw it.
Flame of Forging (Su): At 2nd level, whenever you use a globe of fire created by the Call Flame ability to light a fire used as part of a Craft or Profession check you make, you gain an enhancement bonus on that check equal to your caster level. Craft and Profession skills that can potentially involve fire include Armorsmithing, Cooking, Glassblowing, Weaponsmithing, and similar.
Burning Companion (Su): At 3rd level, you gain the ability to summon a Small Fire Elemental to serve as your familiar, similarly to the Improved Familiar feat. If you already have a familiar, you must dismiss it before you can summon the elemental, but you do not incur any XP loss for doing so.

Lord Iames Osari
2007-06-27, 04:03 PM
Master Craftsman
They aren’t heroes. They aren’t adventurers. No, Master Craftsmen are far more important than that. Master Craftsmen are paragons of artifice, skilled smithies and bowyers whose goods have saved the life of many an adventurer. Most masters are fairly wealthy, as they learn how to craft items both faster and more cheaply without losing quality, but they tend not to reduce their prices, letting them make a hefty profit. Most Master Craftsmen hold a high position in a trade or mercantile guild, further increasing their economic power. No badge or emblem is needed to distinguish one as a Master Craftsmen–anyone who see’s a master’s goods can tell they are worked with an immensely experienced wright.
Vitality Die: d6

REQUIREMENTS
Feats: Skill Focus (Craft)
Skills: Craft (Any) 10 ranks
Special: You must craft a masterwork item, and show it to another Master Craftsman. If he is satisfied with it, he will claim it as payment, and begin teaching you the art of the Master Craftsmen. Once you have trained under him for a week, you may then take a level in this class.

Class Skills
The Master Craftsman’s class skills are Appraise (Int), Craft (Int), Disable Device (Int), Gather Information (Cha), Knowledge (Local) (Int), Open Lock (Int), and Profession (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+0|Skilled Wright
2nd|+1|+3|+0|+0|Steady Hands
3rd|+2|+3|+1|+1|Efficient Production
4th|+3|+4|+1|+1|Master’s Craft
5th|+3|+4|+1|+1|Craft Magic Item[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Skilled Wright (Ex): At 1st level, you gain a competence bonus on Craft checks equal to twice your class level. In addition, you do not take penalties for using improvised artisan’s tools. These bonuses does not apply to untrained Craft checks.
Steady Hands (Ex): At 2nd level, whenever you fail a Craft check to make an item by 5 or more, you may immediately make a reroll against the same DC. If the reroll is successful, you do not make any further progress on the item, but no raw materials are ruined. Because of this, you may take 20 on Craft checks, though doing so increases the time required to make the check to 20 days, rather than a week.
Efficient Production (Ex): At 3rd level, the crafting time of items you create is halved. If you take 20 on a Craft check, then this reduction does not apply to that crafting time.
Master’s Craft (Ex): At 4th level, the crafting price of items you create is halved.
Craft Magic Item (Su): At 5th level, you may choose one type of magical item. You may, though sheer force of will, forge magic items of that type. The type of item you choose depends on which Craft skills you have access to. You must have at least 15 ranks in the Craft skill corresponding to an item type in order to choose it. If you choose wondrous items or magic weapons, you must choose a further subtype of items which you are limited to. It is up to the DM to determine if a given item fits within the subtype. Rings, wands, scrolls, rods, and staves cannot be created with this ability.

{table=head]Item Type|Subtype|Craft Skill
Magic Armor and Shields|–|Armorsmithing
Magic Weapons|Melee Weapons|Weaponsmithing
Magic Weapons|Ranged Weapons|Bowmaking
Potions|–|Alchemy
Wondrous Items|Books/Tomes|Bookbinding
Wondrous Items|Boots/Shoes|Cobbling
Wondrous Items|Bottles/Glass Objects|Glassblowing
Wondrous Items|Jewelry/Metal Objects|Metalworking
Wondrous Items|Vestments/Cloth Objects|Leatherworking
Wondrous Items|Wooden Objects|Woodworking[/table]

When crafting magic items in this way, it works just as normal, except that you may ignore the item creation feat requirements and spell requirements. However, for every spell requirement you ignore, you must make a Craft check, DC 20 + the spell’s level, at the end of the crafting process. If any of the checks are unsuccessful, the process is ruined and you must begin again. You cannot take 20 or reroll failures on these checks with the Steady Hands ability. You cannot create items with a value of 15,000 gp or greater with this ability.

Master of Styles
A master of styles is a skilled martial artist who has achieved the rank of "master" in a variety of different combat styles. While his skill in each individual style is often not the equal of a master who has dedicated himself to a single style exclusively, the combination of abilities make him a formidable opponent nonetheless.
Vitality Die: d8.

REQUIREMENTS
BAB: +5.
Skills: Knowledge (arcana, psionics, or religion) 10 ranks.
Special: Must have acquired the 3rd-tier special ability of a monk style.

Class Skills
(Cha), (Cha), The master of styles' class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform, (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int mod.

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Continued training, style training I
2nd|+2|+3|+3|+3|Style training II
3rd|+3|+3|+3|+3|Monk training
4th|+4|+4|+4|+4|Style training III
5th|+5|+4|+4|+4|Monk training
6th|+6|+5|+5|+5|Style training I
7th|+7|+5|+5|+5|Style training II
8th|+8|+6|+6|+6|Monk training
9th|+9|+6|+6|+6|Style training III
10th|+10|+7|+7|+7|Style mastery[/table]

Class Features
Weapon and Armor Proficiency: A master of styles gains no proficiency in any weapons or armor.
Continued Training: A master of styles's class levels count as monk levels for the purpose of improving all monk class abilities he gained prior to entering this class, but he does not gain any new abilities of the monk class. Psychic monk levels count as monk levels for this purpose, but manifesting abilities are excluded.
Style Training I: At 1st level and 6th level, a master of styles selects a style to learn from Chapter 5 and gains the first-tier skill bonus and bonus feat of that style. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style.
Monk Training: At 3rd, 5th, and 8th level, a master of styles gains new abilites as if he had advanced a level in the monk (or psychic monk) class. If the master of styles has levels in psychic monk, this excludes manifesting ability.
Style Training II: At 2nd level and 7th level, a master of styles learns the second-tier bonus feat of the style he selected at 1st level. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style.
Style Training III: At 4th level and 9th level, a master of styles learns the 3rd-tier bonus feat of the style she selected at first level. A master of styles need not have any of the prerequisites normally required for the feats learned as part of a style. If he meets the prerequisites, he also learns the bonus ability.
Style Mastery: At 10th level, a master of styles achieves greater mastery of all the styles he has learned according to the following list:
Cobra Strike: (http://www.giantitp.com/forums/showthread.php?t=48929#22) A master of styles receives a +4 dodge bonus from his Dodge feat.
Denying Stance: (http://www.giantitp.com/forums/showthread.php?t=48929#22) When fighting defensively or using the Combat Expertise feat, you gain a +4 bonus on grapple checks and disarm attempts.
Hand and Foot: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You gain a +4 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +8 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed.
Invisible Eye: (http://www.giantitp.com/forums/showthread.php?t=48929#22) When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 4.
Kazejutsu: (http://www.giantitp.com/forums/showthread.php?t=48929#22) When using the Spring Attack feat, you provoke no attacks of opportunity and can make a full attack, and gain a +10 style bonus to damage when you do so.
Mind and Fist: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You do not lose psionic focus by using Psionic Weapon, Greater Psionic Weapon, or Deep Impact until you successfully strike an opponent. In addition, you gain a +10 style bonus to damage when you do successfully strike an opponent while using Psionic Weapon, Greater Psionic Weapon, or Deep Impact.
Overwhelming Attack: (http://www.giantitp.com/forums/showthread.php?t=48929#22) If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +8 bonus on Strength checks made to bull rush or overrun that opponent.
Passive Way: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You gain a +8 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.
Rushing River: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You gain a swim speed equal to your land speed and can hold your breath for a number of rounds equal to 10 times your Constitution score. Also, you gain the benefits of a freedom of movement effect, as the spell, but only when you are underwater.
Sleeping Tiger: (http://www.giantitp.com/forums/showthread.php?t=48929#22) Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 4d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability.
Striking Viper: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You gain the skirmish ability, as per the Scout base class (CAdv). Whenever you move at least ten feet in a round, all your attacks during that round deal an extra 1d6 points of damage, and you receive a +1 competence bonus to AC until the beginning of your next turn. At 12th and 18th monk levels, the extra damage increases by 1d6, and the competence bonus to AC increases by 1. This ability stacks with any skirmish abilities gained from other classes. Your master of styles levels count as monk levels for the purposes of this ability, and your skirmish ability improves by +1d6 and +1.
Undying Way: (http://www.giantitp.com/forums/showthread.php?t=48929#22) When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2+X/-, where X is the penalty you are taking to your attack bonus.
Way of Fire: (http://www.giantitp.com/forums/showthread.php?t=48929#22) By spending 3 stun attempts, you can cast burning hands as a spell-like ability. The save DC for this effect is equal to 10 + 1/2 your HD + your Wisdom modifier, and your caster level equals the sum of your monk and master of styles class levels. Also, the damage cap no longer applies to this ability.
Way of the Giant: (http://www.giantitp.com/forums/showthread.php?t=48929#22) Your reach increases and you gain bonuses to bull rush, disarm, overrun, and trip attempts as if you were two size categories larger, but only when fighting unarmed.
Way of the Mountain: (http://www.giantitp.com/forums/showthread.php?t=48929#22) When overrunning opponents, you trample them, gaining two free unarmed attacks against each trampled opponent.
Way of the Frog: (http://www.giantitp.com/forums/showthread.php?t=48929#22) You treat the light crossbow as a special monk weapon. Also, you gain the ability to deflect or catch a number of projectiles per round equal to double your Wisdom modifier. You can immediately load a light crossbow and fire it when you catch a crossbow bolt.These abilities replace the normal 3rd-tier bonus abilities granted by each style.
Multiclass Note: Monks who take levels in this class may continue to advance as monks.

Lord Iames Osari
2007-06-27, 04:04 PM
Merciful Confessor
Merciful Confessors are pious folk who have taken it upon themselves to redeem their fellow man. Few are adventurers, and their deeds are not remembered in stories. Instead, they are humble village priests or wise men, whose true skill lies in helping others overcome their sin and regret. Though they do not slay dragons, Merciful Confessors help the people around them move on in life without being burdened by a guilty conscience–and in the end, which is greater?
Vitality Die: d6

REQUIREMENTS
Alignment: Any Non-Evil
Skills: Knowledge (Religion) 8 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks
Spells: Must be able to cast 2nd-level divine spells.

Class Skills
The Merciful Confessor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+0|+0|+0|+2|Sinsight|+1 level of existing divine spellcasting class
2nd|+1|+0|+0|+3|Reveal the Lie|+1 level of existing divine spellcasting class
3rd|+1|+1|+1|+3|Rites of Absolution|+1 level of existing divine spellcasting class[/table]

Class Features
Sinsight (Su): At 1st level, you can peer into the minds of those around you, and discern what weighs on their consciousness. As a standard action, you may sense the sin of a single creature within 30 ft. of you. If the creature is unwilling, it may attempt a Will save, DC 10 + ½ your caster level + your Cha modifier, to resist it. If it fails the save, or is willing, then you find out the creature’s alignment, the strength of its alignment aura, and get a vague impression of any deeds weighing on its conscience. You only get a general description of such deeds, and the creature must have at least some trace of regret in order for you to sense the deeds. At 3rd level, when you use this ability, you may also read the creature’s surface thoughts. A creature that successfully saves against this ability is immune to it for 24 hours.
Reveal the Lie (Su): At 2nd level, lying to you becomes very difficult. You gain a +5 insight bonus on all Sense Motive checks. In addition, you may use zone of truth once per day as a spell-like ability, with caster level equal to your class level.
Rites of Absolution (Su): At 3rd level, you gain the power to reconcile a repentant sinner with his god. Once per day, you may spend an hour in meditation to intercede with the divine. This works as the atonement spell. Even if the transgression atoned for was the result of deliberate action, you do not need to spend any XP.

Mind Diver
Some psions specialize in reaching into the minds of others. These talented telepaths can learn any secret, uncover any fear, and break even the strongest of minds. They do not simply read thoughts–they immerse themselves in the minds of others, diving deep into their subconscious. Against such a Mind Diver, there can be no defense but a strong mind–and even that falls before their probing reach.
Vitality Die: d4

REQUIREMENTS
Skills: Psicraft 8 ranks, Sense Motive 8 ranks
Manifesting: Must be able to manifest 3rd level psionic powers. Must know the read thoughts power.

Class Skills
The Mind Diver’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Psionics) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Manifesting
1st|+0|+0|+0|+2|Telepathy|–
2nd|+1|+0|+0|+3|Mind Dive|+1 level of manifesting class
3rd|+1|+1|+1|+3|Defensive Dive|+1 level of manifesting class
4th|+2|+1|+1|+4|Fear Dive|+1 level of manifesting class
5th|+2|+1|+1|+4|Memory Dive|+1 level of manifesting class
6th|+3|+2|+2|+5|Perception Dive|+1 level of manifesting class
7th|+3|+2|+2|+5|Mass Mind Dive|+1 level of manifesting class
8th|+4|+2|+2|+6|Sanity Dive|+1 level of manifesting class
9th|+4|+3|+3|+6|Shattering Dive|+1 level of manifesting class
10th|+5|+3|+3|+7|Ego Dive|–[/table]

Class Features
Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
Manifesting: Whenever you gain a new Mind Diver level, except at 1st and 10th, you gain new power points per day and powers known as if you had also gained a level in a manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Telepathy (Su): At 1st level, you gain the ability to telepathically communicate with any creature that has a language within 10 ft. of you. At each subsequent level, the range of your telepathy increases by 10 ft. As a move action, you may expend your psionic focus to double the range of your telepathy until the beginning of your next round.
Mind Dive (Ps): At 2nd level, you gain the ability to pry into the thoughts of others. At will as a standard action, you may attempt to read the thoughts of any creature within the range of your telepathy. That creature must make a Will save, DC 10 + your class level + your primary manifesting attribute. If it saves, you immediately learn its surface thoughts, as the read thoughts power. In addition, you perceive its past actions, seeing everything it has done from a number of minutes into the past equal to your manifester level to the present. This is a mind-affecting ability.
Defensive Dive (Su): At 3rd level, you gain the ability to telepathically sense your foes’ intent to attack you, and to use this information to dodge their blows. Once per encounter, when you have successfully read an enemy’s thoughts with your mind dive ability, you gain a +1 insight bonus to AC against all attacks made by that enemy for the remainder of the encounter. This bonus increases to +2 at 7th level, and to +3 at 10th level.
Fear Dive (Ps): At 4th level, you gain the ability to awaken a creature’s deepest fears. Once per day, you may telepathically project a wave of dread. All creatures within the range of your telepathy must make a Will save, DC 10 + your class level + your primary manifesting attribute, or be shaken for 2d4 rounds. Even if they succeed on their save, they are shaken for 1 round. If a creature fails its save by 5 or more, it is also nauseated for 1d4 rounds, disgusted by the images it has seen. You cannot spare any creatures other than your self from this–even your own allies fall prey to this dread. You may use this ability two times per day at 7th level, and three times per day at 10th level. This is a mind affecting, fear ability.
Memory Dive (Ps): At 5th level, once per day, when a creature fails its save against your mind dive ability, you may either alter its memories, as the psionic modify memory power, or examine its memories, as the probe thoughts power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist this ability. You may use this ability twice per day at 7th level, and three times per day at 9th level. This is a mind-affecting, compulsion ability.
Perception Dive (Ps): At 6th level, you gain the ability to telepathically alter the perception of those around you, masking your presence. Once per day, as a standard action, you may attempt to cloud the perception of all creatures within the range of your telepathy, as the mass cloud mind power, with manifester level equal to your own. All targets may attempt a Will save, DC 10 + your class level + your primary manifesting attribute, to resist having their minds clouded. If a creature whose mind has been clouded leaves the range of your telepathy, the effect is lifted. However, new creatures entering into your telepathy’s range are not affected. You may use this ability twice per day at 8th level, and three times per day at 10th level. This is a mind-affecting ability.
Mass Mind Dive (Ps): At 7th level, whenever you use your mind dive ability, you may target all creatures within the range of your telepathy, instead of only one.
Sanity Dive (Ps): At 8th level, once per day, when a creature fails its save against your mind dive ability, you may render it insane, as the psionic insanity power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist this ability. This is a mind-affecting, compulsion ability.
Shattering Dive (Ps): At 9th level, any of your class abilities from this class that are mind-affecting ignore the effects of psionic mind block or similar effects.
Ego Dive (Ps): At 10th level, whenever a creature of any type fails its save against your mind dive ability, you may choose to take control of it, as the psionic dominate power, with manifester level equal to your own. The creature is allowed at second Will save, at the same DC as that of the mind dive ability, to resist the control. If it fails its save, it becomes dominated. Although you must concentrate to maintain the duration of this ability, as long as the controlled creature is within the range of your telepathy, you need only take a swift action to maintain concentration. You may only control one creature at a time with this ability. This is a mind-affecting, compulsion ability.

Lord Iames Osari
2007-06-27, 04:06 PM
The Neo-Penumbran Guard
Neo-Penumbran Guards are a group of elite dark elves who protect their illithid masters with the utmost devotion. They undergo a special ritual involving the implantation of a special, slow-growing variety of illithid tadpole that grants them abilities and traits as they grow in power, making them more and more like their masters. The greatest guards are entrusted as their masters' heirs, transforming fully into illithids upon their deaths, or the deaths of their master.
Vitality Die: d10

REQUIREMENTS
Race: Dark elf.
Alignment: Lawful evil or lawful neutral.
BAB: +5.
Skills: Intimidate 4 ranks, Knowledge (psionics) 4 ranks, Sense Motive 4 ranks.
Feats: Combat Expertise, Weapon Focus (Penumbran Spear).
Special: Sworn allegiance to an illithid noble of Neo-Penumbra, must willingly undergo a ritual in which a special illithid tadpole is implanted.

Class Skills
The Neo-Penumbran Guard's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|PP/day|Powers Known|Highest Level Power Known
1st|+1|+2|+0|+0|Penumbra's favor|1|1|1st
2nd|+2|+3|+0|+0|Claim the blow|2|2|1st
3rd|+3|+3|+1|+1|Transformation|3|3|2nd
4th|+4|+4|+1|+1|Penumbra's defender|4|4|2nd
5th|+5|+4|+1|+1|Transformation|5|5|3rd
6th|+6|+5|+2|+2|Transformation|6|6|3rd
7th|+7|+5|+2|+2|Transformation|7|7|4th
8th|+8|+6|+2|+2|Final stand|8|8|4th
9th|+9|+6|+3|+3|Transformation|9|9|5th
10th|+10|+7|+3|+3|Illithid heir, transformation|10|10|5th[/table]

Class Features
Weapon and Armor Proficiency: A Neo-Penumbran Guard gains no proficiency in any weapons or armor.
Powers: Wisdom determines the number of bonus power points a Neo-Penumbran Guard has, and Charisma determines how hard those powers are to resist. The NPG selects his powers known from the psychic warrior list.
Penumbra's Favor (Su): At 1st level, the Neo-Penumbran Guard undergoes a long and painful ritual during which a special illithid tadpole is implanted in her brain by his illithid master. The nascent psionic power of the tadpole creates a continuous mindlink effect between the Guard, the illithid master, and all other Guards who share the same master. The Guard also receives a +2 on all Search, Sense Motive, and Spot checks made to detect threats to the master. The Guard automatically fails all saving throws against mind-affecting spells, powers, spell-like abilities, and psi-like abilities cast, manifested, or activated by the illithid master. Additionally, the Guard gains the Illithid Heritage feat from Complete Psionic.
Claim the Blow (Ex): At 2nd level, the Neo-Penumbran Guard gains the ability to interpose herself between an attacker and her illithid master. Any time that the Guard is within 5 feet of her master and her master is the target of an attack, the Guard may switch places with her master and suffer the attack herself. The Neo-Penumbran Guard must declare that she is using this ability after the attack roll is made, but before she knows whether or not it has hit.
Transformation (Ex): At the 3rd, 5th, 6th, 7th, 9th, and 10th levels, the tadpole implanted in the Neo-Penumbran Guard slowly matures, granting the Guard one of the Illithid Heritage feats from Complete Psionic. The Neo-Penumbran Guard must still meet all the prerequisites of a feat in order to select it.
Penumbra's Defender (Ex): Beginning at 4th level, the NPG gains a +2 morale bonus on attack and damage rolls against creatures she has observed attacking her or her illithid master. At 8th level, this morale bonus increases to +4, but the NPG takes a -2 penalty to her AC.
Final Stand (Su): Once per day as a standard action, a NPG of at least 8th level can inspire herself and her troops to greater efforts. Allies within 10 feet of the Guard, including the Guard herself, gain 2d10 temporary vitality points. This ability affects a number of creatures, and lasts a number of rounds, equal to the Guard's class level + Cha modifier. Closer allies are affected first. This is a mind-affecting ability.
Illithid Heir (Ex): At 10th level, the illithid tadpole has grown so much that if either the Guard or her master dies, the Guard will spontaneously transform into a brand new illithid after 24 hours.

Lord Iames Osari
2007-06-27, 04:14 PM
Rage Mage
While for most spellcasters, powerful emotions like rage are disruptive to the concentration necessary to complete the ritual of spellcasting, there are certain individuals who learn to turn their rage into a ritual in and of itself. These are the rage mages, and they are individuals to be greatly feared. While the majority are arcanists, there are a few divine casters who have unlocked the secrets of enraged spellcasting.
Vitality Die: d6.

REQUIREMENTS
Alignment: Any nonlawful.
Base Attack Bonus: +3.
Feats: Combat Casting.
Spells: Must be able to cast 2nd-level arcane spells.
Special: Rage or frenzy ability.

Class Skills
The rage mage’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int mod.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells per day
1st|+1|+2|+0|+0|Spell rage +0|~
2nd|+2|+3|+0|+0|Enraged smiting|+1 level of spellcasting class
3rd|+3|+3|+1|+1|Spell rage +1|+1 level of spellcasting class
4th|+4|+4|+1|+1|Enraged empower|+1 level of spellcasting class
5th|+5|+4|+1|+1|Break limits|~
6th|+6|+5|+2|+2|Enraged maximize, spell rage +2|~
7th|+7|+5|+2|+2|Greater rage|+1 level of spellcasting class
8th|+8|+6|+2|+2|Enraged quicken|+1 level of spellcasting class
9th|+9|+6|+3|+3|Spell rage +3|+1 level of spellcasting class
10th|+10|+7|+3|+3|Perfect rage|~[/table]

Class Features
Weapon and Armor Proficiency: Rage mages gain proficiency in light armor, and also learn how to ignore the arcane spell failure chance imposed by light armor.
Spells Per Day: At every level except 1st, 5th, 6th, and 10th, the rage mage's spellcasting ability improves as if he had gained a level in whichever spellcasting class he previously belonged to. He gains no other benefits of going up a level in that class.
Spell Rage (Ex): A rage mage can cast spells while in a rage or frenzy, although other activities requiring patience and concentration are still prohibited. Only spells with casting times of 1 full-round action or less and that damage or kill one’s foes, or increase one’s own ability to damage one’s foes, may be cast. This includes healing and defensive spells, since one cannot kill one’s enemy if one is dead.

During a rage, the caster level and save DCs of the rage mage's spells increase by +1 for every three rage mage levels he posesses, beginning at +0 at 1st level and progressing up to +3 at 9th level. In addition to being fatigued at the end of his rage, the rage mage also becomes mentally fatigued for the duration of the current encounter.

Rage mage levels count as and stack with barbarian levels for the purpose of determining how many times a rage mage can rage per day.
Enraged Smiting (Ex): At 2nd level, a rage mage learns to harness his rage to channel his spells through his weapon. Once per rage, a rage mage can apply the Smiting Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Enraged Empower (Ex): At 4th level, a rage mage learns to harness his rage to make his spells more damaging. Once per rage, a rage mage can apply the Empower Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Break Limits (Ex): Beginning at 5th level, the increase in CL granted by the rage mage's spell rage can cause a spell's damage dice to exceed the damage cap of the spell.
Enraged Maximize (Ex): At 6th level, a rage mage learns to harness his rage to draw out his spells' full destructive potential. Once per rage, a rage mage can apply the Maximize Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Greater Rage (Ex): At 7th level, a rage mage’s bonuses to Strength and Constitution during his rage each increase by +2, and his morale bonus on Will saves increases by +1. The penalty to AC remains at -2.
Enraged Quicken (Ex): At 8th level, a rage mage learns to harness his rage to make his spells take less time. Once per rage, a rage mage can apply the Quicken Spell metamagic feat to one of his spells without spending an higher-level spell slot or increasing its casting time.
Perfect Rage (Ex): At 10th level, a rage mage no longer becomes fatigued and mentally fatigued at the end of his rage and has no chance of losing spellcasting ability after a rage. Also, the restrictions on what spells can be used in a rage is lifted.

Mentally Fatigued
A mentally fatigued character takes a -2 penalty to all mental ablity scores. This penalty can cause a character to be unable to cast spells for which he no longer has the prerequisite ability score (10 + spell level) and bonus spells gained from a high ability score while the penalty lasts. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat. After 8 hours of complete rest, mentally fatigued characters are no longer mentally fatigued.

Mentally Exhausted
A mentally exhausted character cannot cast any spells or manifest any powers with a casting/manifesting time of a swift or immediate action, or with a casting/manifesting time of more than 1 full round action. A mentally exhausted character casts spells and powers with casting/manifesting times of 1 standard action as a full-round action. If a spontaneous caster, the character cannot apply any metamagic feats to spells. A psionic character cannot become psionically focused or apply metapsionic feats to his powers. A mentally exhausted character takes a -6 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. After 1 hour of complete rest, a mentally exhausted character becomes mentally fatigued. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat.

Sacred Fist
Vitality Die: d8.

REQUIREMENTS
Alignment: Any lawful.
BAB: +4.
Skill: Knowledge (religion) 8 ranks.
Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist.
Spells: Able to cast 1st-level divine spells.
Special: Must possess ki strike ability, must be proficient with patron deity’s favored weapon.

Class Skills
As the normal sacred fist.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells/day
1st|+1|+2|+0|+2|Continued training, turn undead|~
2nd|+2|+3|+0|+3|Invested strike|+1 level of existing divine spellcasting class
3rd|+3|+3|+1|+3|Bonus feat|~
4th|+4|+4|+1|+4|Smiting spell|+1 level of existing divine spellcasting class
5th|+5|+4|+1|+4|Improved evasion|~
6th|+6|+5|+2|+5|Bonus feat, ki turning|+1 level of existing divine spellcasting class
7th|+7|+5|+2|+5|Divine smiting|~
8th|+8|+6|+2|+6|Inviolable faith|+1 level of existing divine spellcasting class
9th|+9|+6|+3|+6|Bonus feat|~
10th|+10|+7|+3|+7|Divine transformation|+1 level of existing divine spellcasting class[/table]
Class Features
Weapon and Armor Proficiency: A sacred fist gains no proficiency in any weapons or armor.
Code of Conduct: A sacred fist is restricted to the use of his unarmed strike or his deity's favored weapon. A sacred fist who knowingly carries or wields a weapon other than his deity's favored weapon loses all class spells and features and cannot advance further in sacred fist until he atones for his transgression.

Like a member of any other class, a sacred fist may be a multiclass character, but the sacred fist faces a special restriction. A sacred fist who advances a level in another class can never again raise his sacred fist level, although he retains all sacred fist abilities.
Spells Per Day: At every other level, a sacred fist's spellcasting ability improves as if he had gained a level in whatever divine spellcasting class he previously belonged to. He gains none of the other benefits associated with going up a level in that class.
Continued Training (Ex): A sacred fist's class levels stack with his monk levels for the purposes of determining his enhanced strike damage, unarmored AC bonus, unarmored speed bonus, combat technique penalty, his number of daily uses of Stunning Fist, and when he acquires style training.
Turn Undead (Su): A sacred fist’s class levels stack with his cleric levels to determine how powerful an undead he can turn or rebuke.
Invested Strike (Su): Starting at 2nd level, a sacred fist’s class levels stack with his monk levels to determine the power of his ki strike ability, except that the ritual must now include prayers and offerings to the sacred fist’s deity.
Bonus Feat: At 3rd, 6th, and 9th level, a sacred fist may select a divine feat of his choice as a bonus feat. He must meet all the prerequisites of a feat in order to select it.
Smiting Spell: At 4th level, a sacred fist gains the Smiting Spell metamagic feat as a bonus feat.
Improved Evasion (Ex): As the monk ability of the same name.
Ki Turning (Su): Beginning at 6th level, a sacred fist may use his daily turning and Stunning Fist attempts interchangeably.
Divine Smiting: At 7th level, a sacred fist gains the Divine Metamagic (Smiting Spell) divine feat as a bonus feat.
Inviolable Faith (Su): As the monk’s diamond soul ability, except that monk and sacred fist levels stack.
Divine Transformation (Su): Starting at 10th level, a sacred fist can, as a swift action, spend turn attempts temporarily become infused with divine power, gaining either the half-celestial or the half-fiend template for a number of rounds equal to the number of turn attempts he spent activating this ability.

The Soulfire Guardian
Soulfire Guardians are those chosen to wield Vala's soulfire with its greatest potency. Most of them are members of the Soulfire Knights organization, but occasionally Vala will single out a worshipper from outside the organization to take on this mantle.
Vitality Die: d8.

REQUIREMENTS
Alignment: Lawful good.
BAB: +3.
Skills: Knowledge (the planes) 3 ranks, Knowledge (religion) 8 ranks.
Feats: Soulfire Spell*.
Spells: Ability to cast 1st-level divine spells.
Special: Must be a worshipper of Vala.

Class Skills
The Soulfire Guardian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

{table="head"]Level|BAB|Fort|Ref|Will|Special|Spells
1st|+1|+2|+0|+2|Aura of good, smite evil 1/day, soulfire weapon|~
2nd|+2|+3|+0|+3|~|+1 level of spellcasting class
3rd|+3|+3|+1|+3|Smite evil 2/day|+1 level of spellcasting class
4th|+4|+4|+1|+4|Improved soulfire spell|~
5th|+5|+4|+1|+4|Smite evil 3/day|+1 level of spellcasting class
6th|+6|+5|+2|+5|Soulfire aura|+1 level of spellcasting class
7th|+7|+5|+2|+5|Soulfire blast, smite evil 4/day|~
8th|+8|+6|+2|+6|~|+1 level of spellcasting class
9th|+9|+6|+3|+6|Smite evil 5/day|+1 level of spellcasting class
10th|+10|+7|+3|+7|Soulfire ward|~[/table]

Class Features
Weapon and Armor Proficiency: A Soulfire Guardian gains no proficiency in any weapons or armor.
Spells: At the indicated levels, a Soulfire Guardian's spellcasting ability improves as if she had gained a level in the spellcasting class she previously possessed. If the Soulfire Guardian possesses multiple spellcasting classes, she must choose which class to apply this ability to. The Soulfire Guardian gains no other benefits of having gone up a level in whichever spellcasting class she chooses.
Aura of Good: A Soulfire Guardian's class levels stack with her paladin and cleric levels to determine the strength of her aura of good.
Smite Evil (Su): At 1st level, the Soulfire Guardian gains the ability to smite evil 1/day. This ability functions like the paladin ability of the same name. Paladin, cleric, and Soulfire Guardian levels stack to determine the power of the Soulfire Guardian's smite attack. At every other level, the Soulfire Guardian gains the ability to smite evil an additional time per day.
Soulfire Weapon (Su): At 1st level, the Soulfire Guardian chooses a weapon with which to exercise Vala's will. The SG must be proficient with this weapon, and it must have been in her possession for the last 24 hours. This can be any weapon that meets the above requirements, magical or mundane. While wielding this weapon, the Soulfire Guardian has a +1 sacred bonus on attack rolls, and the weapon counts as magic for the purpose of overcoming damage reduction. A Soulfire Guardian may only have one soulfire weapon at a time.

Starting at 2nd level, the Soulfire Guardian's chosen weapon counts as silver as well as magic for the purpose of overcoming damage reduction.

Starting at 4th level, the Soulfire Guardian's chosen weapon is treated as good-aligned.

Starting at 6th level, the Soulfire Guardian's chosen weapon deals an additional 1d6 points of soulfire damage.

Starting at 8th level, the Soulfire Guardian's chosen weapon is treated as lawful-aligned.
Improved Soulfire Spell (Ex): Starting at 4th level, spells a Soulfire Guardian prepares and/or casts with the Soulfire Spell metamagic feat use a spell slot one level higher than the unmodified spell.
Soulfire Aura (Su): Beginning at 6th level, a Soulfire Guardian can activate this ability as a move-equivalent action. Silver flames that harm neither the Soulfire Guardian nor her equipment engulf her entire body. While she is aflame, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of soulfire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of soulfire damage. This ability lasts for up to 5 rounds per Soulfire Guardian level and is usable once per day. The Soulfire Guardian gains additional daily uses at 8th and 10th levels.
Soulfire Blast: Starting at 7th level, while her Soulfire Aura is activated, the Soulfire Guardian can lose one of her prepared spells to gain a number of power points equal to (spell level x 2) - 1 as a free action. 0-level spells grant 1 power point for this purpose, and the Soulfire Guardian gains bonus power points based on her Wisdom modifier. The Soulfire Guardian then gains the ability to manifest both of the following psionic powers: energy burst (http://www.d20srd.org/srd/psionic/powers/energyBurst.htm) or energy missile (http://www.d20srd.org/srd/psionic/powers/energyMissile.htm). These powers can deal only fire damage and are treated as if they were modified by the Soulfire Spell metamagic feat. They otherwise follow all the normal rules for manifesting psionic powers. Her Charisma modifier determines how hard these powers are to resist, and her manifester level is equal to her divine caster level. Any power points gained with this ability disappear at the end of the day.
Soulfire Ward: Starting at 10th level, the Soulfire Guardian can spend the power points gained by her Soulfire Blast ability to manifest the energy wall (http://www.d20srd.org/srd/psionic/powers/energyWall.htm) power. This power can deal only fire damage and is treated as if it was modified by the Soulfire Spell metamagic feat. It otherwise follows all the normal rules for manifesting psionic powers. Her Charisma modifier determines how hard these powers are to resist, and her manifester level is equal to her divine caster level.
Multiclass Note: Paladins who take levels in this class may continue to advance as paladins.

*This is a new feat described in Chapter 5.

Lord Iames Osari
2007-06-27, 05:55 PM
Chapter 4: Skills
Tyrath uses Rich Burlew's rules for Diplomacy (http://www.giantitp.com/forums/../articles/jFppYwv7OUkegKhONNF.html) and Knowledge (http://www.giantitp.com/forums/../articles/paBcfg1YaEccDMQACfu.html) skills.

Knowledge (war) (Int, trained only)
This skill covers military history, rules of war, battle tactics and strategies, and can provide a synergy bonus on Profession (siege engineer) checks.

Speak Language
Tyrath uses different languages than standard D&D. Mercaani is the Common-equivalent, and Arcanic the equivalent of Draconic. The alphabet used by each language is indicated in parentheses.
Arcanic (Arcanic)
Aquan (Aquan)
Auran (Auran)
Axiomic (Axiomic)
Chaic (Chaic)
Court Elven (Elven): Court Elven is a dead language in the Mehrune region. It is only spoken by the elven nobles on the Isle of the Craven.
Daemic (Daemic)
Dwarven (Dwarven)
Emorian (Mercaani)
Fiennan (Fiennan Runes)
Giant (Dwarven)
Gnomish (Dwarven)
Goblin (Dwarven)
Holy Tongue (Holy Tongue)
Ignan (Ignan)
Low Elven (Elven)
Mercaani (Mercaani)
Northron (Northron Runes)
Orc (Elven)
Penumbran (Dwarven)
Sylvan (Elven)
Terran (Terran)
Unholy Tongue (Holy Tongue)
Yuan-ti (pictographic)

Lord Iames Osari
2007-06-27, 07:36 PM
Chapter 5: Feats, Flaws, and Styles

Feats

General Feats

Accuracy [General]
The accuracy of your shots is uncanny.
Prerequisites: Point Blank Shot, Precise Shot, Dex 15, BAB +8.
Benefit: When wielding a ranged weapon with which you are proficient, you may add your Dexterity modifier to damage.
Special: A fighter may select this feat as a one of his bonus feats.

Aim [General]
When you take the time to aim carefully, you intuitively know when best to release your shot.
Prerequisites: Point Blank Shot, Far Shot, Dex 13, Wis 15.
Benefit: By taking a full-round action to make a single ranged attack, you can add your Wisdom modifier to your ranged attack roll, in addition to your Dexterity modifier.
Special: A fighter can select this feat as one of his bonus feats.

Ambidexterity [General]
You can use both hands in combat equally well.
Prerequisites: Str 15, Dex 15.
Benefit: Your off hand is treated as your on hand when fighting with two weapons. That is, you take -6 to attack rolls made with either hand when fighting with two weapons. If you have the Two Weapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
Attacks made with your off hand add your full strength bonus to damage rolls.
Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the PHB.
Special: A character need not have this feat to be able to write with both hands.
A 6th level ranger who has selected the two-weapon combat style is treated as having Ambidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may take this feat as a fighter bonus feat.

Augment Critical [General]
You swing your weapon with such great force that you deal much more damage when your blows strike true.
Prerequisites: BAB +8, Weapon Focus.
Benefit: Choose a weapon for which you have taken the Weapon Focus feat. When wielding that weapon, its critical multiplier doubles (keep in mind that a doubled doubling is a tripling, and so on).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, choose a new weapon with which you also have the Weapon Focus feat. A fighter may take this as a bonus feat.

Blood Magic [General]
By drawing on the magical power in your blood, you can ignore most material components.
Prerequisites: Eschew Materials, Cha 13.
Benefit: You can take Constitution burn to ignore material components of up to the given gp limit for 1 minute:
0 Con = 250 gp
1 Con = 500 gp
2 Con = 750 gp
3 Con = 1000 gp
4 Con = 1250 gp
etc. = etc.Normal: You must provide material components with a listed cost over 1 gp, even if you have the Eschew Materials feat.
Special: If a material component is indispensable to the function of a spell (i.e., the gem for trap the soul), you must include it in your spell no matter how expensive it is or how much Con burn you take. It is up to the DM what material components qualify as "indispensable".

Devout Ascetic [General]
You blend monastic life with devout prayer.
Prerequisites: Improved Unarmed Strike, ability to turn or rebuke undead.
Benefit: Your monk and cleric levels stack for the purposes of determining your enhanced strike damage, unarmored Armor Class bonus, and the power of your turn/rebuke attempts.

Elven Blood [General]
The blood of the elves flows in your veins.
Prerequisites: Non-elf, 1st level only.
Benefit: You gain the following traits:
+2 racial bonus on saving throws against enchantment spells or effects, and an additional +2 bonus to saving throws against sleep spells and similar magic effects.
+1 racial bonus on Listen, Search, and Spot checks.
For all effects related to race except this feat, you are considered an elf in addition to whatever your actual race is.
Low Elven is added to your list of bonus languages.

Extend Stun [General]
When you stun opponents, they stay stunned longer.
Prerequisites: BAB +12, Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist.
Benefit: On a successful stunning attack, your target is stunned for 2 rounds.
Normal: A successful stunning attack stuns the target for 1 round.


Extra Daily Performance [General]
You can perform more frequently than usual.
Prerequisites: Bardic performance ability.
Benefit: You can make one extra performance per day.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it stacks with itself.

Extra Performance Known [General]
You know more performances than is usual among your peers.
Prerequisites: Bardic performance ability.
Benefit: You learn an additional performance. You must meet the level and skill rank prerequisites as normal.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it does not stack with itself. Each time you take this feat it applies to a different performance.

Fey Sorcery [General]
Your fey nature expresses itself differently from others of your kind.
Prerequisites: Fey type, innate spellcasting ability.
Benefit: Your innate avility to cast spells is as that of a sorcerer, rather than as a member of another class.

Kazejutsu Grand Master [General]
You have mastered most difficult of all kazejutsu techniques.
Prerequisites: Kazejutsu style I-III, Wis 19+, BAB +18, Stunning Fist.
Benefit: By expending a daily use of Stunning Fist, can use your unarmed strike as a ranged weapon with a range increment of 5 feet per point of Wisdom modifier.

Light Adaptation [General]
You are less sensitive to light than other members of your race.
Prerequisites: Light blindness or light sensitivity.
Benefit: You are no longer subject to light blindness or light sensitivity.

Multidexterity [General]
You can use all your hands in combat equally well.
Prerequisites: Str 15, Dex 19, three or more hands.
Benefit: Your off hands are treated as on hands when fighting with multiple weapons. That is, you take -6 to attack rolls made with all hands when fighting with multiple weapons. If you have the Multiweapon Fighting Feat, this is reduced to -4, as this feat reduces penalties to attacks made with your on hand by two. If you also have the Oversized Two Weapon Fighting feat, or wield at least one light weapon, the penalties to all attacks are -2.
Attacks made with your off hands add your full strength bonus to damage rolls.
Normal: See Table 8-10: Two Weapon Fighting Penalties on page 160 of the Players Handbook.
Special: A character need not have this feat to be able to write with multiple hands.
A 6th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multidexterity, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may take this feat as a fighter bonus feat.

Multiweapon Defense [General]
Prerequisites: Dex 15, Multiweapon Fighting, three or more hands.
Benefit: While fighting with multiple weapons, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
Special: This feat replaces Two-Weapon Defense for creatures with more than two hands. The bonus provided by this feat stacks with other shield bonuses.

Multiweapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the secondary weapons.
Prerequisite: Dex 15, three or more hands.
Benefit: Your penalties on attack rolls for fighting with multiple weapons are reduced by 2 with the primary hand and by 6 with off hands. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with each of your off-hand weapons, suffering an additional -5 penalty for every off-hand attack after the first.
Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty with its off hands. (It has one primary hand, and all the rest are off hands.) See Two-Weapon Fighting, page 160 of the Player's Handbook.
Special: This feat replaces Two-Weapon Fighting for creatures with more than two hands.

Multiple Threat [General]
You have honed your natural multidexterity to the point where you can fight with multiple one-handed weapons.
Prerequisites: BAB +8, Str 17, Dex 23, Multidexterity, Power Attack, Multiweapon Fighting, Oversized Multiweapon Fighting, three or more hands.
Benefit: You take no penalty on attack rolls when fighting with two weapons or a double weapon.
Special: An 11th level ranger with more than two arms who has selected the multiweapon combat style is treated as having Multiple Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may select Multiple Threat as one of his fighter bonus feats.

Orc Blood [General]
The blood of orcs runs in your veins.
Prerequisites: Non-orc, 1st level only.
Benefit: You gain the following traits:
Low-light vision.
For all effects related to race except this feat, you are considered an orc in addition to whatever your actual race is.
Orc is added to your list of bonus languages.Oversized Multiweapon Fighting [General]
You can wield larger weapons than normal in your off hands.
Prerequisites: Str 13, Multiweapon Fighting, three or more hands.
Benefit: You treat any one handed weapons in your off hand as light weapons for the purpose of determining penalties for fighting with multiple weapons.
Special: This feat replaces Oversized Two weapon fighting for creatures with more than two hands.

Personal Focus [General]
You can cast spells using an item of high personal significance as a focus, but your spells are less potent if you must use the standard focus item instead.
Prerequisites: Cha 15, ability to spontaneously cast arcane spells.
Benefit: Choose an item you possess which has great personal significance to you. For all purposes related to spellcasting, that item is now your arcane focus component. The DCs of your spells involving focus components increase by 2, and you gain a +2 morale bonus on caster level checks involving spells with a focus component. No one else can use the item in this way, even if they also possess this feat. The benefits of this feat apply only for that particular item, not items of the same kind or which otherwise have the same game effects.
Special: If you are forced to cast a spell with an arcane focus component, substituting the standard focus item for your personal focus item, you lose all bonuses associated with using your personal focus, that spell has a save DC of 10 + spell level + Charisma modifier - 2, and you take a -2 morale penalty on caster level checks related to that spell.

Slashing Blades [General]
You can wield scimitars with fluid grace.
Prerequisites: Str 13, Dex 13, Weapon Finesse, proficency with the scimitar.
Benefit: You treat the scimitar as a light weapon for purposes related to two-weapon fighting and the Weapon Finesse feat.
Normal: Scimitars are one-handed weapons.
Special: A fighter may select this feat as one of his bonus feats.

Trapfinding [General]
You have studied the art of trapmaking and know how to find and disarm them.
Prerequisites: Craft (trapsmith) 4 ranks, Disable Device 4 ranks, Knowledge (arcana) 4 ranks, Search 4 ranks
Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If you beat a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Normal: Only rogues can find traps with Search DCs over 20, and only rogues can use the Disable Device skill to disable magic traps.

Twin Threat [General]
You have honed your skills at fighting with two weapons to the point where you no longer suffer from a decrease in accuracy.
Prerequisites: BAB +10, Str 15, Dex 19, Ambidexterity, Power Attack, Two-Weapon Fighting, Oversized Two-Weapon Fighting.
Benefit: You take no penalty on attack rolls when fighting with two weapons or a double weapon.
Special: An 11th level ranger who has selected the two-weapon combat style is treated as having Twin Threat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
A fighter may select Twin Threat as one of his fighter bonus feats.

Two As One [General]
When you are using two light weapons, you can make a single powerful strike with both weapons at once.
Prerequisites: BAB +3, Str 13, Dex 15, Power Attack, Two-Weapon Fighting.
Benefit: When you are wielding two identical light weapons, you may forego your normal full attack routine in order to make a single powerful attack. This attack, which is treated as a two-handed weapon, deals damage equal to the sum of the damage dice of both of your weapons. Your Strength modifier is applied to this damage as if you were wielding a single two-handed weapon. For example, a fighter with Str 14 who used this feat with two shortwords would deal 2d6+3 points of peircing damage.

Two-Weapon Defense [General]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: While fighting with two weapons or a double weapon, you gain a +1 shield bonus to AC. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, this shield bonus increases by 1. While fighting defensively or using the total defense action, the shield bonus provided by this feat doubles.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Defense found in the PHB. The bonus provided by this feat stacks with other shield bonuses.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. For every iterative attack you gain with your primary weapon as a result of having a high base attack bonus, you gain an additional attack with your off-hand weapon, suffering an additional -5 penalty for every off-hand attack after the first.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats. This feat replaces the version of Two-Weapon Fighting found in the PHB.

Divine Feats

Darkfire Channeler [Divine]
You can channel the power of darkfire to enhance your spells.
Prerequisites: Darkfire Spell, Divine Metamagic (Darkfire Spell), ability to turn water creatures and rebuke fire creatures, patron god Maleth.
Benefit: You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

Soulfire Channeler [Divine]
You can channel the power of soulfire to enhance your spells.
Prerequisites: Soulfire Spell, Divine Metamagic (Soulfire Spell), ability to turn water creatures and rebuke fire creatures, patron goddess Vala.
Benefit: You can expend uses of your ability to turn water creatures and rebuke fire creatures to apply metamagic feats to your spells as described by the Divine Metamagic feat. All turn attempts so spent on a single spell must come from the same source; you cannot spend some of your turnings of undead to apply one metamagic feat, and some of your fire rebukings to apply another feat to the same spell.

Insanity Feats

Greater Mad Resistance [Insanity, Psionic]
Your madness can grant you immunity to energy of a certain type.
Prerequisites: Madness, Mad Resistance, Improved Mad Resistance.
Benefit: While you have your psionic focus, you gain immunity to energy damage of a type for which you have taken the Improved Mad Resistance feat. This is a supernatural ability. If you have the Mad Resistance and Improved Mad Resistance feats for more than one energy type, this feat can only apply to one energy type at a time.
Special: If you take this feat, you may not take the Mad Symbiosis feat.

Greater Surging Madness [Insanity, Psionic]
Your madness sometimes gives you even greater power.
Prerequisites: Madness, Surging Madness or surge class ability, one mental ability score 17.
Benefit: When you activate your surge ability, you can choose to spend an action point. If you do, roll a number of d6s (or d8s, if you have the Action Boost feat) equal to the manifester level bonus surge would normally give you. The result of the highest single die roll is added to your normal manifester level bonus. You become mentally exhausted when your surge ends.

Improved Mad Resistance [Insanity, Psionic]
Your madness grants you greater resistance to energy of a certain type.
Prerequisites: Madness, Mad Resistance.
Benefit: You gain energy resistance equal to your highest mental ability score to the energy type for which you have taken Mad Resistance. The energy resistance granted by this feat does not stack with that granted by the Mad Resistance feat. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

Mad Clarity [Insanity, Psionic]
Your madness sometimes makes you difficult to control, but other times you are easily manipulated.
Prerequisites: Madness.
Benefit: Every time you must make a Will save, you receive a +1d20-11 insanity bonus on your saving throw. For each insanity feat you possess, including this one, your insanity bonus to Will saves increases by 1.

Mad Insight [Insanity]
Though your sanity is lacking, you occasionally have brilliant insights.
Prerequisites: Wis 7 or lower.
Benefit: Once per day, you may apply a +5 insanity bonus to an Intelligence check or Intelligence-based skill check.

Madness [Insanity, Psionic]
Your mind has snapped under the strain of your psionic powers.
Prerequisites: Any chaotic alignment, ability to manifest psionic powers or the phrenic template.
Benefit: You gain immunity to all effects that cause confusion or insanity, but take a -2 penalty on interaction skills (Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive). This penalty worsens by 1 for each additional insanity feat you possess.

Mad Resilience [Insanity, Psionic]
In your madness, you are harder to kill.
Prerequisites: Madness, Psionic Body, one mental ability score 15.
Benefit: You gain damage reduction equal to the number of Insanity feats you possess, including this one. This damage reduction cannot be overcome. This is a supernatural ability.

Mad Resistance [Insanity, Psionic]
Your madness grants you resistance to energy of a certain type.
Prerequisites: Madness.
Benefit: Choose an energy type (acid, cold, electricity, fire, sonic). You gain energy resistance 5 to that energy type. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.

Mad Symbiosis [Insanity, Psionic]
You have a special affinity for a particular type of energy.
Prerequisites: Improved Mad Resistance, Madness, Mad Resistance, Privileged Energy.
Benefit: While you have your psionic focus, you lose the energy resistance granted by your Mad Resistance and Improved Mad Resistance feats, and whenever you would take energy damage of that type, you take no damage but are instead healed a number of hit points equal to the energy damage that would have been done. This is a supernatural ability.
Special: You may only take this feat if the energy type selected for Privileged Energy matches the one you selected for Mad Resistance and Improved Mad Resistance. If you have this feat, you may not take the Greater Mad Resistance feat.

Shifting Madness [Insanity, Psionic]
The mercurial nature of your madness makes you difficult to control.
Prerequisites: Madness, Mad Clarity, one mental ability score 15.
Benefit: You gain the slippery mind trait, but take a -2 penalty on Concentration checks.

Surging Madness [Insanity, Psionic]
Your madness sometimes gives you great power.
Prerequisites: Madness, one mental ability score 15, non-wilder.
Benefit: You gain the surge ability of a 1st-level wilder, except that it applies to whatever your primary manifesting ability score is.
Special: You may take this feat multiple times. Each time you do, your surge ability improves as if you had gained 3 levels in the wilder class. If you are already a wilder, your surge ability improves as if you had gained 3 class levels.

Metamagic Feats

Darkfire Spell [Metamagic]
You can call upon Maleth's power and channel His power into your fire-based spells.
Prerequisites: Ability to cast spells from the Fire domain, patron god Maleth, alignment lawful evil, neutral evil, or lawful neutral.
Benefit: A darkfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat deal darkfire damage, which ignores resistance to fire and immunity to fire but for all other purposes is treated as fire damage. Spells modified by this metamagic feat take up a slot two levels higher than normal and gain the Evil descriptor, and the flames produced by the modified spell are black.
Special: Lawful evil and some lawful neutral monks studying the Way of Fire gain this feat for free at 12th level, and can spend 2 additional stun attempts to apply it to their burning hands spell-like ability.

Soulfire Spell [Metamagic]
You can call upon Vala's power and channel Her power into your fire-based spells.
Prerequisites: Ability to cast spells from the Fire domain, patron goddess Vala, alignment lawful good, neutral good, or lawful neutral.
Benefit: A soulfire spell is more potent against creatures resistant to fire. This metamagic feat can only be applied to damage-dealing spells with the Fire descriptor. Spells modified by this feat deal soulfire damage, which ignores resistance to fire and immunity to fire but for all other purposes is treated as fire damage. Spells modified by this metamagic feat take up a slot two levels higher than normal and gain the Good descriptor, and the flames produced by the modified spell are silver.
Special: Lawful good and some lawful neutral monks studying the Way of Fire gain this feat for free at 12th level, and can spend 2 additional stun attempts to apply it to their burning hands spell-like ability.

Metaperformance Feats

Combine Performances [Metaperformance]
You can blend multiple performances together.
Prerequisites: Perform 13 ranks, 4 or more bardic performances.
Benefit: You can combine two or more kinds of bardic performance and provide the effects of all of them. You choose 2 or more performances and activate all of them using a single standard action. If any or all of them require concentration, you must maintain concentration on them by spending one standard action a round. The normal stacking rules for bonus types apply to performances combined using this feat. Using this feat requires the expenditure of a number of daily uses of your bardic performance ability equal to the number of performances you are combining.
Normal: You can only activate one bardic performance at a time.
Special: A bard may select this feat as one of his bonus feats.

Distinctive Opening [Metaperformance]
The beginnings of your performances are so distinctive that the beginnings by themselves can invoke the desire emotions and magical energy.
Prerequisites: Bardic performance ability.
Benefit: You can make a performance as a swift action rather than a standard action. You cannot concentrate on a performance that has been affected by this feat. Performances that end when you cease concentrating on them cannot benefit from the effects of this feat, but performances whose effects continue after you cease concentrating can. Use of this feat requires the expenditure of 4 daily performances, in addition to however many daily performances it would normally take to activate the affected performance.
Special: Bards may select this feat as one of their bonus feats.

Dramatic Pause [Metaperformance]
You can pause for dramatic effect in mid-performance.
Prerequisites: Bardic performance ability.
Benefit: You can spend 2 additional daily performances when activating a bardic performance that requires concentration to maintain. You may cease concentrating for 1 round at any point in the performance without ending the performance, as long as you return to concentrating on the next round.
Normal: When you stop concentrating on a performance that must be concentrated on, the performance ends.

Lingering Performance [Metaperformance]
The effects of your performances linger long after you have ceased performing.
Prerequisites: Bardic performance ability.
Benefit: When making a performance whose effects have a duration other than instantaneous, you can extend how long the effects last after you have finished performing by spending additional daily performances. Spending 1 additional performance extends the effect of your performance to 1 round/bard level after you stop performing. Spending 2 additional performances extends the time to 1 minute/bard level.
Special: Bards may select this feat as one of their bonus feats.

Virtuoso Performance [Metaperformance]
Your ability to perform is so practiced that you can perform other tasks without breaking off your performance.
Prerequisites: Perform 10 ranks, 3 or more bardic performances
Benefit: Your bardic performances no longer restrict your spellcasting or magic item activation. Applying this feat requires the expenditure of an additional daily use of your bardic performance ability.
Normal: You cannot cast spells or activate magic items while maintaining a bardic performance.
Special: A bard may select this feat as one of his bonus feats.

Wider Audience [Metaperformance]
Your performances can affect a greater area then normal.
Prerequisites: Bardic performance ability.
Benefit: When making a performance that affects an area, you can spend an additional daily performance to double the area affected.
Special: Bards may select this feat as one of their bonus feats.

Psionic Feats

Blade to the Soul [Mindblade, Psionic]
Your mindblade strikes at the very being of other creatures.
Prerequisites: BAB +9, Mindblade, Psionic Weapon, Greater Psionic Weapon.
Benefit: When using Psionic Weapon or Greater Psionic Weapon with your mindblade, you can choose to substitute Intelligence, Wisdom, or Charisma damage (your choice) for extra dice of damage. For each die of extra damage you give up, you deal 1 point of damage to the ability score you chose. You can combine extra dice of damage and ability damage in any combination.

You decide which ability score is damaged and the division of ability damage and extra dice of damage when you spend your psionic focus to activate Psionic Weapon or Greater Psionic Weapon.

This is a mind-affecting effect.
Normal: Psionic Weapon and Greater Psionic Weapon deal hit point damage only.
Special: A psychic warrior may select this feat as one of his bonus feats.

Double Focus [Psionic]
You can achieve an even deeper psionic focus than normal.
Prerequisites: Concentration 15 ranks, two other psionic feats.
Benefits: While psionically focused, you can attempt a DC 25 Concentration check in order to gain a second psionic focus. You can expend them one at a time or simultaneously, but if you choose the expend both at once, they must be used for separate abilities rather than the same ability twice.
Normal: You can have only one psionic focus.

Illithid Blast [Heritage, Psionic]
You can convert your psionic energy into a mind blast.
Prerequisites: Illithid Heritage, two other illithid feats, ML 5th.
Benefit: As a standard action, you can expend your psionic focus and 3 power points to produce a mind blast in a 15-foot cone. Creatures within this cone must make Will saves vs. DC 10 + 1/2 your VD + your Cha modifier or be stunned for 1d4 rounds. This is a psi-like ability equivalent to a 2nd-level power.
Special: This feat replaces the version of Illithid Blast that appears on page 61 of Complete Psionic.

Immediate Recovery [Psionic]
You can recover your center with incredible speed.
Prerequisites: Concentration 18 ranks, Psionic Meditation, one other psionic feat.
Benefit: After you expend your psionic focus for any reason, you can attempt a DC 35 Concentration check to regain your psionic focus as an immediate action.
Normal: Regaining your psionic focus requires a full-round action.

Improved Mindblade [Mindblade, Psionic]
Your mindblade grows in power as you do.
Prerequisites: BAB +4, Mindblade, Shape Mindblade.
Benefit: Your mindblade gains an effective enhancement bonus equal to half your character level. You can divide this effective bonus up to grant your mindblade an enhancement bonus or equivalent abilities, following the normal rules for magical weapons.

You can alter the abilities and the bonus of your mindblade, but you must first spend 8 hours in concentration. After that, your mindblade will manifest with the new abilities and new bonus.

Mindblade [Mindblade, Psionic]
You can manifest a mindblade.
Prerequisites: Having a power point reserve.
Benefit: As a move action, ayou can create a semisolid blade composed of psychic energy distilled from your own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium character materializes a Medium mindblade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Characters who are smaller or larger than Medium create mindblades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mindblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquishes your grip on the blade, it dissipates (unless you intend to throw it; see the Throw Mindblade feat below). A mindblade is considered a magic weapon for the purpose of overcoming damage reduction.

You can use feats such as Power Attack or Combat Expertise in conjunction with the mindblade just as if it were a normal weapon. You can also choose mindblade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind blade by making a DC 20 Will save. On a successful save, you maintain your mind blade for a number of rounds equal to your level before you need to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your mind blade while you remain within the psionics negating effect.
Special: A psychic warrior may select this feat as one of his bonus feats. A character with the Quick Draw feat can generate a mindblade as a free action.

Nexus of Power [Psionic]
You can draw on your psionic ability to power your spells, and vice versa.
Prerequisites: Knowledge (arcana) or Knowledge (religion) 8 ranks, Knowledge (psionics) 8 ranks, Psicraft 8 ranks, Spellcraft 8 ranks, ability to cast 3rd-level spells, ability to manifest 3rd-level powers.
Benefit: As a free action, you can convert power points into spell slots and vice versa. To gain an extra spell slot, you must pay 2 x the level of the spell slot to be gained + 1 power points. To gain extra power points, one must expend a spell slot in order to gain 2 x the level of the spell slot expended - 2 power points.
Special: If you prepare your spells rather than casting them spontaneously, you may convert power points into spell slots at any time, but the extra spell slots can only be used to cast a spell that you have currently prepared.

Shape Mindblade [Mindblade, Psionic]
You can alter the shape of your mindblade.
Prerequisites: BAB +3, Mindblade.
Benefit: As a full-round action, you can alter the shape of your mindblade to match that of any weapon with which you are proficient. It is identical in all ways (except visually) to the weapon of your choice, sized appropriately for you to wield.
Special: A psychic warrior may select this feat as one of his bonus feats.

Split Mindblade [Mindblade, Psionic]
You can split your mindblade into two identical pieces.
Prerequisites: BAB +3, Mindblade.
Benefit: As a full-round action, you can split your mindblade into two identical short swords, suitable for fighting with a weapon in each hand. The normal penalties for fighting with two weapons apply.
Special: A character with both this feat and Shape Mindblade can alter the shape of the two mindblades created by this feat, but only one at a time.

A psychic warrior may select this feat as one of his bonus feats.

Throw Mindblade [Mindblade, Psionic]
You can throw your mindblade.
Prerequisites: BAB +1, Mindblade.
Benefit: You can throw your mindblade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, the thrown mindblade then dissipates.
Special: A psychic warrior may select this feat as one of his bonus feats.

Style Feats

Arcane Blades [Style]
The movements of your blades can channel arcane power.
Prerequisites: BAB +3, Combat Casting, TWF, Slashing Blades, ability to cast arcane spells.
Benefit: While wielding two scimitars, you can cast spells with somatic components without requiring a free hand. You do not provoke attacks of opportunity for casting a spell while wielding two scimitars in this way.
Normal: You must have at least one hand free to cast a spell with a somatic component, and casting a spell while threatened provokes attacks of opportunity.

Elven Fighting Style [Style]
You are trained in the graceful fighting techniques of the elves.
Prerequisites: BAB +8, Dex 15, Weapon Finesse, Slashing Blades, proficiency with either or both the lesser elven warblade or the greater elven warblade.
Benefit: When wielding a lesser elven warblade or a greater elven warblade, you may apply your Dexterity bonus to attack rolls instead of your Strength bonus.
Special: A fighter may select this feat as one of his bonus feats. An elf or half-elf wishing to select this feat may do so when they attain a BAB of +4 rather than +8.

Tactical Feats

Dancing Blades [Tactical]
You twirl your scimitars like the dancing breeze, dancing on the edge of sunlight, directing it into your opponents eyes as you attack him.
Prerequisites: Dex 13, Int 13, Weapon Finesse, Weapon Focus (Scimitar), Slashing Blades, Combat Expertise, Two-Weapon Fighting, BAB +6.
Benefit: You can use all three of the following tactical maneuvers.
Flashing Blades: When you make a full attack against a single opponent while wielding two scimitars, you may reflect light into his eyes. He must make a Reflex Save (DC 10 + 1/2 your BAB + your Dex modifier + any bonuses to your AC from Combat Expertise or defensive fighting) or be flat-footed against your attacks for this round.
Dancing Leaves: When you are wielding two scimitars, you may make a Perform (dance) check, adding your Dex modifier and half of your BAB instead of your Cha modifier. This duplicates the fascinate bardic music ability, except that drawing weapons does not release the creature from the effect. This is an extraordinary ability which produces a mind-affecting pattern effect.
Falling Leaves Cut: When you draw two scimitars and then make an attack or full attack, you gain 1 extra attack with each scimitar, each at a -2 penalty.

Lord Iames Osari
2007-06-27, 07:40 PM
Flaws
By taking up to two flaws at first level, you can take two extra feats (one per flaw). Below are some flaws available in Tyrath.

Addiction [General]
You are addicted to some kind of drug.
Disadvantage: You are addicted to a substance. An addictive substance is any substance which alters your brain chemistry in such a way as to cause you to crave that substance; in game terms, this would often be represented by a poison.

Addiction to a drug is like a disease; for the full rules, see the Addiction rules in the Book of Vile Darkness.
Special: You can take this flaw multiple times. Its effects do not stack. Each time you take this flaw, you must select a different substance to be addicted to.

Allergy [General]
You are allergic to something.
Disadvantage: Choose a common substance that you are allergic to. Whenever the DM determines that you come into contact with your allergen, you must make a Fort save against DC 15 or become sickened for as long as contact persists, plus 1d6 days.

Dyslexia [General]
You have severe, debilitating dyslexia. Lesser, non-debilitating forms of dyslexia should be roleplayed.
Disadvantage: You must make a DC 20 Intelligence check to comprehend any and all messages written in a language you know. You take -4 to all Decipher Script checks, and cannot decipher scrolls in advance.
Special: You fail to comprehend any and all messages written in a language you do not know normally. Barbarians with this flaw cannot become literate. A character under the effects of a comprehend languages spell must still attempt the Int check to decipher written messages.

Fumble-Fingered [General]
Though you may be quite coordinated in other ways, you constantly have trouble with delicate manipulation.
Prerequisites: Either Open Lock or Sleight of Hand must be on your list of class skills.
Disadvantage: Treat your Dexterity as being 10 points lower (minimum 1) for the purpose of the Open Lock and Sleight of Hand skills. Furthermore, you take a -4 penalty on Disable Device checks, and arcane spells with somatic components that you cast have a 10% chance of failure.
Special: A character may not have both this flaw and the Nimble Fingers or Deft Hands feats.

Illiteracy [General]
You do not and cannot understand the connection between writing and language, and thus are unable to read.
Disadvantage: You cannot read or write, and can never learn to do either. This means, among other things, that you cannot use scrolls.
Special: Wizards cannot take this flaw. This flaw is incompatible with Dyslexia. Barbarians receive this flaw for free at first level, replacing their illiteracy class feature; they can spend a feat slot to negate this flaw.

Illogical [General]
You find it difficult to draw information to its logical conclusion (i.e., "connect the dots").
Disadvantage: You take a -4 penalty on all Sense Motive and Intelligence-based checks.

Lord Iames Osari
2007-06-27, 07:42 PM
Styles
Styles are a way of customizing the abilities of a monk (or a psychic monk). At first level, a monk (or psychic monk) must choose a style to learn. He gains a +2 style bonus to the listed skill and receives the listed feat as a bonus feat. He gains additional bonus feats and abilities as he increases in level. Also, if he meets the listed prerequisites for the 3rd-tier bonus ability, a monk who has followed the style gains that ability when he gains the 3rd-tier bonus feat. If the monk does not meet the prerequisites when he gains the 3rd-tier bonus feat, he can never gain the bonus ability.

Cobra Strike
Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.
1st-Tier Skill Bonus: Escape Artist
1st-Tier Bonus Feat: Dodge
2nd-Tier Bonus Feat: Mobility
3rd-Tier Bonus Feat: Spring Attack
3rd-Tier Bonus Ability: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4 ranks, Escape Artist 9 ranks.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Denying Stance
The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.
1st-Tier Skill Bonus: Tumble
1st-Tier Bonus Feat: Improved Grapple
2nd-Tier Bonus Feat: Combat Reflexes
3rd-Tier Bonus Feat: Improved Disarm
3rd-Tier Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Tumble 9 ranks, Combat Expertise.
4th-Tier Bonus Feat: Defensive Strike
5th-Tier Bonus Feat: Improved Combat Expertise

Hand and Foot
Students of the Hand and Foot style learn to use their appendages for both offense and defense.
1st-Tier Skill Bonus: Balance
1st-Tier Bonus Feat: Stunning Fist
2nd-Tier Bonus Feat: Deflect Arrows
3rd-Tier Bonus Feat: Improved Trip
3rd-Tier Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9 ranks, Tumble 4 ranks.
4th-Tier Bonus Feat: Extended Stun
5th-Tier Bonus Feat: Combat Expertise

Invisible Eye
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
1st-Level Skill Bonus: Listen
1st-Level Bonus Feat: Combat Reflexes
2nd-Level Bonus Feat: Lightning Reflexes
3rd-Level Bonus Feat: Blind-Fight
3rd-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Listen 9 ranks, Agile.
4th-Tier Bonus Ability: You gain blindsight with a range of 5 ft.
5th-Tier Bonus Ability: You gain blindsight with a range of 30 ft.

Kazejutsu, the Way of the Wind
Developed by the elves, kazejutsu's techniques are mostly defensive, but the style has powerful offensive capabilities as well. Monks who practice kazejutsu attempt to emulate the wind, evading an opponent's attacks, always just out of reach, until the proper moment and then delivering a crushing blow, or gradually wearing down an opponent with lesser strikes as the situation demands. Grappling is anathema to kazejutsu, unlike many other martial arts styles. The key to kazejutsu's effectiveness is unhindered mobility.
1st-Tier Skill Bonus: Jump
1st-Tier Bonus Feat: Combat Reflexes
2nd-Tier Bonus Feat: Combat Expertise
3rd-Tier Bonus Feat: Defensive Strike
3rd-Tier Bonus Ability: When using the Spring Attack feat, you provoke no attacks of opportunity and gain the ability to make a full attack rather than a single attack. All attacks you make while full attacking in a Spring Attack suffer a -2 penalty to attack rolls. This penalty becomes -1 at 10th level, and disappears at 14th level. Prerequisites: Jump 9 ranks, Tumble 9 ranks, Spring Attack.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Mind and Fist
Invented by githzerai, this style can be learned by anyone who has psionic potential (at least 1 power point). Those without psionic potential cannot learn this style.
1st-Tier Skill Bonus: Autohypnosis
1st-Tier Bonus Feat: Psionic Weapon
2nd-Tier Bonus Feat: Speed of Thought
3rd-Tier Bonus Feat: Deep Impact
3rd-Tier Bonus Ability: You do not lose psionic focus by using Psionic Weapon, Greater Psionic Weapon, or Deep Impact until you successfully strike an opponent. Prerequisites: Autohypnosis 9 ranks, Concentration 9 ranks, Psionic Meditation.
4th-Tier Bonus Feat: Double Focus
5th-Tier Bonus Feat: Immediate Recovery

Overwhelming Attack
A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.
1st-Tier Skill Bonus: Intimidate.
1st-Tier Bonus Feat: Power Attack.
2nd-Tier Bonus Feat: Improved Bull Rush.
3rd-Tier Bonus Feat: Improved Overrun.
3rd-Tier Bonus Ability: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4 ranks, Perform (dance) 4 ranks.
4th-Tier Bonus Feat: Shock Trooper
5th-Tier Bonus Feat: Leap Attack

Passive Way
The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
1st-Tier Skill Bonus: Bluff.
1st-Tier Bonus Feat: Combat Expertise.
2nd-Tier Bonus Feat: Improved Trip.
3rd-Tier Bonus Feat: Improved Feint.
3rd-Tier Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Bluff 4 ranks, Sense Motive 4 ranks, Skill Focus (Bluff).
4th-Tier Bonus Feat: Defensive Strike
5th-Tier Bonus Feat: Improved Combat Expertise

Rushing River
This style was created by humans who dwelled alongside the rivers of the Mehrune Kingdom, who used it to defend themselves against river pirates and monsters. The style focuses on aquatic combat, particularly on forcing land-based opponents into the water and holding them there, where the martial artist has the advantage.
1st-Tier Skill Bonus: Swim
1st-Tier Bonus Feat: Improved Grapple
2nd-Tier Bonus Feat: Stunning Fist
3rd-Tier Bonus Feat: Weakening Touch
3rd-Tier Bonus Ability: You gain a swim speed equal to your land speed and can hold your breath for a number of rounds equal to 5 times your Constitution score. Also, you gain the benefits of a freedom of movement effect, but only when you are underwater. Prerequisites: Endurance, Skill Focus (Swim), Swim 9 ranks.
4th-Tier Bonus Feat: Freezing The Lifeblood
5th-Tier Bonus Feat: Extra Stunning

Sleeping Tiger
The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first strike approach, preferably from a position of ambush.
1st-Tier Skill Bonus: Hide
1st-Tier Bonus Feat: Weapon Finesse
2nd-Tier Bonus Feat: Improved Initiative
3rd-Tier Bonus Feat: Improved Sunder
3rd-Level Bonus Ability: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Hide 9 ranks, Power Attack.
4th-Tier Bonus Ability: The monk's extra damage increases to 2d6.
5th-Tier Bonus Ability: The monk's extra damage increases to 3d6.

Striking Viper
The Striking Viper school was invented by the yuan-ti, but it has spread from their lands to the rest of the world. The style focuses on stealth, ambush, and the use of the siangham.
1st-Tier Skill Bonus: Move Silently
1st-Tier Bonus Feat: Quick Draw
2nd-Tier Bonus Feat: Two As One
3rd-Tier Bonus Feat: Spring Attack
3rd-Tier Bonus Ability: You gain the skirmish ability, as per the Scout base class (CAdv). Whenever you move at least ten feet in a round, all your attacks during that round deal an extra 1d6 points of damage, and you receive a +1 competence bonus to AC until the beginning of your next turn. At 12th and 18th monk levels, the extra damage increases by 1d6, and the competence bonus to AC increases by 1. This ability stacks with any skirmish abilities gained from other classes. Prerequisites: Hide 9 ranks, Move Silently 9 ranks.
4th-Tier Bonus Feat: Bounding Assault
5th-Tier Bonus Feat: Rapid Blitz

Undying Way
Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.
1st-Tier Skill Bonus: Concentration
1st-Tier Feat: Toughness
2nd-Tier Feat: Endurance
3rd-Tier Feat: Diehard
3rd-Tier Bonus Ability: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-. Prerequisites: Concentration 9 ranks.
4th-Tier Bonus Feat: Improved Toughness
5th-Tier Bonus Feat: Greater Resiliency

The Way of Fire
The Way of Fire was created by monks who worshipped Vala and sought to wield the power of Her soulfire. The style was then copied by the followers of Vala's rival, Maleth.
1st-Tier Skill Bonus: Concentration
1st-Tier Bonus Feat: Stunning Fist
2nd-Tier Bonus Feat: Fiery Fist
3rd-Tier Bonus Feat: Fiery Ki Defense
3rd-Tier Bonus Ability: By spending 3 stun attempts, you can cast burning hands as a spell-like ability. The save DC for this effect is equal to 10 + 1/2 your VD + your Wisdom modifier, and your caster level equals your monk class level. Prerequisite: Concentration 9 ranks, Knowledge (arcana or religion) 9 ranks.
4th-Tier Bonus Ability: By spending an additional 2 stun attempts, you can apply the effects of the Soulfire Spell (if good) or Darkfire Spell (if evil) metamagic feats to your burning hands spell-like ability. If neutral, you may choose which feat's effects to apply when you gain this ability; you may not change that choice later.
5th-Tier Bonus Feat: Extra Stunning

The Way of the Frog
1st-Tier Skill Bonus: Spot
1st-Tier Bonus Feat: Rapid Reload (light crossbow)
2nd-Tier Bonus Feat: Deflect Arrows
3rd-Tier Bonus Feat: Improved Critical (light crossbow)
Bonus Ability: You treat the light crossbow as a special monk weapon. Also, you gain the ability to deflect or catch a number of projectiles per round equal to 1 + your Wisdom modifier. You can immediately load a light crossbow and fire it when you catch a crossbow bolt. Prerequisites: Spot 9 ranks, Snatch Arrows.
4th-Tier Bonus Feat: Accuracy
5th-Tier Bonus Feat: Aim

The Way of the Giant
This style was developed to counter the advantages that larger opponents have in battle.
1st-Tier Skill Bonus: Intimidate
1st-Tier Bonus Feat: Improved Natural Attack
2nd-Tier Bonus Feat: Lunging Strike
3rd-Tier Level Bonus Feat: Improved Critical (unarmed strike)
3rd-Tier Bonus Ability: Your reach increases and you gain bonuses to bull rush, disarm, overrun, and trip attempts as if you were one size category larger, but only when fighting unarmed. Prerequisites: Intimidate 9 ranks, Power Attack.
4th-Tier Bonus Feat: Augment Critical (unarmed strike)
5th-Tier Bonus Feat: Awesome Blow

The Way of the Mountain
Invented by the dwarves, the way of the mountain emphasizes patience and endurance, waiting for the perfect moment to end a battle with a single, devastating charge inspired by the avalanche.
1st-Tier Skill Bonus: Concentration
1st-Tier Bonus Feat: Improved Toughness
2nd-Tier Bonus Feat: Power Attack
3rd-Tier Bonus Feat: Improved Bull Rush
3rd-Tier Bonus Ability: When overrunning opponents, you trample them, gaining a free unarmed attack against each trampled opponent. Prerequisites: Concentration 9 ranks, Improved Overrun.
4th-Tier Bonus Feat: Shock Trooper
5th-Tier Bonus Feat: Fleet of Foot

Lord Iames Osari
2007-06-27, 07:43 PM
Chapter 6: Equipment
Weapons
Weapons in Tyrath follow slightly different rules from standard D&D when dealing with critical hit multipliers. Unlike the standard variant, weapons in Tyrath retainn their threat ranges unchanged, and they still have multipliers. To determine the critical multiplier of a weapon in Tyrath, use the following table.
{table="head"]Normal Multiplier|Tyrath Multiplier
x2|x1
x3|x2
x4|x3
etc.|etc.[/table]
While a character has Vitality Points, critical hits go directly to Wound Points and are subject to damage reduction from armor. Once a character's VP are exhausted, critical hits bypass damage reduction from armor.

{table="head"]Exotic Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
One-Handed Melee Weapons| | | | | | |
Elven warblade, lesser|150 gp|1d6|2d4|18-20|~|6 lb.|Slashing
Mehrune fighting shield, light|20gp|1d4|1d6|x2|~|6 lb.|Bludgeoning or slashing
Mehrune fighting shield, heavy|30gp|1d6|1d8|x2|~|15 lb.|Bludgeoning or slashing
Two-Handed Melee Weapons| | | | | | |
Elven warblade, greater|500 gp|1d10|2d6|18-20|~|8 lb.|Slashing
Enkiduan glaive|13 gp|1d8|1d10|20/x2|~|10 lb.|Slashing or piercing
Penumbran Spear|35 gp|1d6|1d8|20/x2|~|11 lb.|Piercing
One-Handed Ranged Weapons| | | | | | |
Pistol, flintlock|250 gp|1d8|1d10|20/x2|50 ft.|3 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
Two-Handed Ranged Weapons| | | | | | |
Carbine|300 gp|1d10|1d12|20/x2|100 ft.|7 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
Musket|500 gp|1d10|1d12|20/x2|150 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|
Rifle, muzzle-loading|600 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|
Rifle, breachloading|650 gp|1d10|1d12|20/x2|200 ft.|10 lb.|Piercing
**Bullets (10)|3 gp| | | | |2 lb.|
**Bayonet, Ring|2 gp| | | | |1 lb.|[/table]
Bayonet, Ring: This weapon attachment turns any two-handed firearm it is attached to into a shortspear sized appropriately for the wielder. The firearm can still be fired, but at a -2 penalty.
Carbine: This weapon is similar to a cut-down musket, and is designed to be used while mounted. A character firing this weapon while mounted halves all attack penalties associated with a moving mount.
Elven Warblade, Greater: If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
Elven Warblade, Lesser: You can wield the lesser elven warblade in two hands as a martial weapon. If you have the Elven Fighting Style feat, you may use Weapon Finesse with this weapon.
Enkiduan Glaive: The Enkiduan glaive is a reach weapon. If you use a ready action to set it it against a charge, you deal double damage on a successful hit against a charging character.
Mehrune Fighting Shield: These steel shields have sharpened edges and can be used to make slashing attacks as well as the usual bashing. They provide shield bonuses to AC as usual.
Penumbran Spear: The Penumbran spear is a weapon with 10-foot reach that resembles a longspear. Unlike a normal longspear, an Penumbran spear has two sharpened metal prongs that project back toward the wielder on either side of the haft, allowing the wielder attack adjacent foes. A wielder proficient with the Penumbran spear who makes a full attack and hits an enemy 10 feet away gains an additional attack against an adjacent enemy at the same attack bonus with a -4 penalty.
Musket: This smoothbore longarm holds a single shot and requires a standard action to reload.
Pistol, flintlock: This smoothbore sidearm holds a single shot and requires a standard action to reload.
Rifle, breachloading: This rifled longarm holds a single shot and can be reloaded as a move action.
Rifle, muzzle-loading: This rifled longarm holds a single shot and requires a standard action to reload.

Armor
Armor in Tyrath grants DR X/adamantine equal to the armor bonus it provides in standard D&D. Adamantine armor adds to this DR and provides DR X/-.

Shields
Enkiduan Tower Shield
35gp; +4 shield bonus; +2 Max Dex; -10 check penalty; 50% spell failure

This specially constructed tower shield counts as a heavy shield for the purposes of the Phalanx Fighting feat (CW) and as a light shield for the Shield and Pike feat (Dragon 338).

Main Gauche
This long, broad-bladed masterwork dagger can be used as a shield when wielded as an off-hand weapon by someone with martial weapon proficiency or shield proficiency, granting +1 shield bonus, -0 check penalty, and 0% arcane spell failure chance. The Two-Weapon Defense feat allows a character to attack with the main gauche without sacrificing the shield bonus it grants. It can be enhanced as if it were a shield, as well as a weapon.

Adventuring Gear
Adventurer's Pack, Basic
This item contains basic equipment for just about anyone traveling, really. It includes:
1 backpack [2 lb. (1/2 lb. for small characters)]
Bedroll [5 lb. (1 1/4 lb.)]
5 days trail rations [5 lb. (1 1/4 lb.)]
Rope, hemp, 50ft. [10 lb.]
10 torches [10 lb.]
Flint and steel [No appreciable weight]
Waterskin [4 lb. (1 lb.)]
Total cost and weight: 7gp, 7sp [36 lb. (24 lb.)]Adventurer's Pack, Superior
This item contains superior equipment for adventurers. It includes:
1 backpack [2 lb. (1/2 lb. for small characters)]
Bedroll [5 lb. (1 1/4 lb.)]
5 days trail rations [5 lb. (1 1/4 lb.)]
Rope, silk, 50 ft. [5 lb.]
4 sunrods [4 lb.]
Waterskin [4 lb. (1 lb.)]
Total cost and weight: 18gp, 6sp [25 lb. (13 lb.)]Chequebook
This is a packet of 50 cheques, which can be used to purchase items instead of cash. Security-conscious individuals are advised to purchae a ring of arcane signing to prevent forged cheques from draining their funds. While one can theoretically write out one's own cheques on a blank sheet of paper, banks discourage this practice and often charge a fee for using nonstandard cheques. A chequebook costs 30gp and its weight is negligible.

Powderhorn
This hollowed horn or leather flask is filled with 2 pounds of gunpowder, enough to provide powder for 32 shots from any personal firearm. Drawing power from a powderhorn to reload a weapon is a free action. It costs 35 gp and weighs 2 lb.

Gunman's Bandolier
This is a wide belt worn diagonally across the chest. it has space for 5 items the size of a potion, powderhorn, or bayonet. Items stored on the bandolier can be retrieved as a move action which does not provoke attacks of opportunity. It costs 2 gp and weighs 1 lb.

Spell Component Pouch
When you buy a spell component pouch, it contains 100 "charges". When casting a spell with a costless material component, you use up 1 charge per level of the spell.

When your spell component pouch runs out of charges, you can't cast spells with material components anymore until you get it refilled or buy a new one. Full spell component pouches cost 5gp, and having one refilled costs 4 gp. A full spell component pouch weighs 2 lb.

Poisons
Bliss Poisons
The assassin vine is greatly feared for its carnivorous nature, but few know of its more insidious cousin, the bliss vine. The bliss vine lures its victims to it by exuding a sweet-smelling aroma from its blossoms. This smell is actually a narcotic, causing the inhaler to go into a blissful daze while the vine kills its victim.

The seeds of the bliss vine, when harvested in the autumn, can be made into a drug by crushing and dissolving them to make a perfume, or simply by eating the seeds themselves. The seeds can also be crushed and mixed with food and drink to create an ingested poison. The below products have High addiction ratings.

Bliss oil: plant narcotic; contact; Fort DC 18; 1d4 Int, 1d4 Wis, dazed, and charmed; 1d4+1 alchemy bonus to Charisma and charmed for 2d4 hours; Craft DC 20; 450 gp per dose.

Bliss perfume: plant narcotic; inhaled; Fort DC 15; 1d2 Int, 1d2 Wis, dazed, and charmed; 1d4+1 alchemy bonus to Charisma and charmed for 1d4 hours; Craft DC 24; 500 gp per dose.

Note: Bliss oil and bliss perfume affect both the person wearing it and anyone who comes into contact with the person (in the case of bliss oil) or within 5 feet of that person (in the case of bliss perfume).

Bliss seed, whole or crushed: plant narcotic; ingested; Fort DC 20; 1d6 Int, 1d6 Wis, dazed, and charmed; unconscious and charmed for 1d6 hours; Craft DC ~; 400 gp per dose.

Note: The effects induced by bliss seed and bliss perfume are unique in a couple of ways. Firstly, characters suffering the secondary effects of bliss seed are not truly unconscious, but in a foggy state of semi-consciousness. The character remains vaguely aware of his surroundings, but cannot perceive anything clearly. The character has no sense of time flow. The character is totally limp and unable to take any deliberate physical or mental action. Secondly, the charm effect which gives the bliss vine and its derivatives their names causes the affected character to view as friendly everyone he encounters, regardless of their actions. He may change his opinion of them after the effect has worn off. This is an extraordinary mind-affecting effect.

Magic and Psionic Items
Boots of the Spider
These boots, famous as the footgear favored by Nokatsu the Spider, grant a +6 enhancement bonus to Dexterity and a +30 enhancement bonus to Jump checks.

Moderate transmutation; CL 9th; Craft Wondrous Item, cat's grace, jump; Price 53,000gp; Weight 1lb.

Cloak of Elemental Endurance
This cloak offers the wearer protection from extreme heat and cold. Any character who dons a cloak of elemental endurance immediately and continuously gains the benefits of the endure elements spell for as long as the cloak is worn.

Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price 3,000gp; Weight 2lb.

Headmaster’s Circlet
circlet of blasting, major

AL NG; Int 16, Wis 18, Cha 14; speech (Holy Tongue, Low Elven, Mercaani, Sylvan), telepathy, 120 ft. darkvision, hearing, blindsense, read magic, read languages; Ego 24.

Lesser Powers: Zone of truth 3/day. Item has 10 ranks in Knowledge (history) (total modifier +13) and Sense Motive (total modifier +14).

Greater Powers: Detect chaos/evil/good/law at will.

Dedicated Power: Designate any creature able to enter the extradimensional Academy complex at will.

Personality: This circlet was created to help select and admit students to Seven Paths. It views all Headmasters and Headmistresses as inferior compared to Headmaster Kenji Hitomi and the rest of the Seven (admittedly, most of them have been), but it performs the duty it was created for. It often offers advice, solicited or not, to the sitting Headmaster, though it does so in a condescending manner.

Strong conjuration, divination, and evocation; CL 20th; Craft Wondrous Item, Maximize Spell, detect chaos, detect evil, detect good, detect law, magnificent mansion, searing light, zone of truth; Market Price: Not for sale.

Nokatsu's Ring
This silver band, set with an onyx and engraved with a spiderweb motif, is another of the personal accoutrements of the Spider. It grants the wearer the ability to use the power control light and the spell web at will.

Faint psychokinesis and conjuration; CL/ML 3rd; Craft Universal Item, Forge Ring, control light, web; Price 21,000gp.

Quicksilver Ring
This simple band of soft silver is coated with a substance that becomes poisonous whenever its wearer spontaneouly casts an arcane spell. Prized by bards and sorcerers, this ring allows them to cast their spells as if they were affected by the Quicken Spell metamagic feat with no increase in casting time. The usual restriction of one quickened spell per round still applies. Every time the wearer of a quicksilver ring spontaneously casts an arcane spell, she must make a Fortitude save or take 1 point of Constitution damage. The DC for the Fortitude save is 10 + the level of the quickened spell + the caster’s casting modifier. Any Constitution damage still present 72 hours later becomes permanent.

Moderate necromancy; CL 12th; Forge Ring, Quicken Spell, poison; Market Price: 5,600gp.

Ring of Arcane Signing
This ring is used to put one's seal on a cheque. When it is pressed to a surface with the intent of activating its power, it casts a unique, invisible arcane mark. The arcane mark produced is different for every individual that uses the ring, and the same individual always creates the same mark, even if wearing a different ring. The arcane mark appears when viewed by detect magic or similar effects, as per the spell.

Faint universal; CL 1st; Forge Ring, arcane mark; Market Price: 1,000gp.

Ring of Self-Sacrifice
This ring allows the wearer to help others, but at the cost of some of their own life energy. The wearer of a ring of self-sacrifice can cast the spells restoration and cure critical wounds at will, but they automatically receive a negative level each time they do so. These negative levels remain in effect for 7 hours before disappearing.

Moderate conjuration and necromancy; CL 12th; Forge Ring, cure critical wounds, enervate, restoration; Market Price: 20,000gp.

New Weapon Abilities
Augmented: The critical multiplier for this weapon is doubled (keep in mind that a doubled doubling is a tripling, and so on). This effect dose not stack with similar effects, such as the Augment Critical feat, or the augment weapon spell. This effect can only be placed on a bludgeoning or slashing weapon. If this ability is on or is being added to a weapon that has or is gaining the keen or impact ability, this ability is equivalent to a +2 bonus.
Moderate Transmutation; CL 10th; Craft Magic Arms and Armor, augment weapon; Price +1 or +2 bonus.
Darkfire: As flaming, but dealing darkfire damage instead. This ability will not function if the weapon is wielded by a good or chaotic creature.
Strong evocation; CL 10th; Craft Magic Arms and Armor, Darkfire Spell, flame blade, flame strike, or fireball; Price +2 bonus.
Darkfire Burst: As flaming burst, but dealing darkfire damage instead. This ability will not function if the weapon is wielded by a good or chaotic creature.
Strong evocation; CL 12th; Craft Magic Arms and Armor, Darkfire Spell, flame blade, flame strike, or fireball; Price +3 bonus.
Soulfire: As flaming, but dealing soulfire damage instead. This ability will not function if the weapon is wielded by an evil or chaotic creature.
Strong evocation; CL 10th; Craft Magic Arms and Armor, Soulfire Spell, flame blade, flame strike, or fireball; Price +2 bonus.
Soulfire Burst: As flaming burst, but dealing soulfire damage instead. This ability will not function if the weapon is wielded by an evil or chaotic creature.
Strong evocation; CL 12th; Craft Magic Arms and Armor, Soulfire Spell, flame blade, flame strike, or fireball; Price +3 bonus.

Lord Iames Osari
2007-06-27, 07:55 PM
Chapter 7: Deities, Magic, and Psionics
All of Tyrath worships the deities described in this chapter. There are no other true deities, but certain other powerful entites may have worshippers to whom they grant spells or who wield magical power through the strength of their faith.

Vala/Bella
Intermediate Goddess (Lawful Good, DvR 12)
Called Bella by the dwarves and Vala by all others, She is the patron goddess
of the righteous, the zealous, the pure, and the just. Typical worshippers of Vala are paladins, judges, and other crusaders. Her titles include the Lady of the Ardent Heart, Mother of Dwarves, Wielder of the Soulfire Blade, Righteous One, Defender of Valor, and Keeper of All Honor. Vala is the first of the Three
Goddesses, and Her symbol is a heart surrounded by silver flame. Her personal weapon, Soulfire, is a +6 axiomatic commanding flaming burst holy ghost touch cold iron longsword, which overcomes damage reduction as if it were silver. The longsword is Her favored weapon, and weapon of the deity spells cast by Her clerics result in a +1 flaming longsword. She usually appears as a tall, beautiful human, half-elf, or dwarf woman with straight black hair and silver eyes. Her clerics pray for spells at noon.
Portfolio: Courage, dwarves, fire, honor, justice, purity, righteousness, valor, war, zeal.
Domains: Courage (C,W), Destruction, Dwarf (C), Exorcism (E), Fire, Good, Glory (C,D,W), Law, Mysticism (C,D), Nobility (C,S,W), Purification (C,D), War, Wrath (C).
Cleric Training: Many, if not all, of Vala’s followers pursue some sort of martial prowess in addition to their deity’s tenets. Those who show true faith are urged to go to one of Vala’s temples, were he can be officially inducted into the ranks of Vala’s clergy and rewarded for his faith with spells to do Vala’s bidding.
Quests: Any quest that upholds righteousness is attractive to a follower of Vala. Waging a war against a nation ruled by an oppressive tyrant, hunting down vile criminals, and exposing corruption are all quests that advance Vala’s goals. Also, She tends to look favorably on those who help Her children, the dwarves.
Prayers: Prayers to Vala are most often recited in the form of a request: “Vala, grant me [quality], that I might [action].” For example, “Vala, grant me purity, that I might uproot corruption,” or “Righteous One, lend me glory, that I might smite Thy foes.” She is also invoked during the Swearing of Oaths along with the other deities of law (Valdersaan, Maleth, and Merx). When sworn, such an Oath produces an effect similar to the mark of justice spell, with the following differences: 1) the effect cannot be removed by magic except by a wish or miracle spell; 2) the Oath-Swearer can specify circumstances under which the Oath will cease to apply during the Swearing of the Oath, and 3) the deities invoked are not limited to putting the equivalent of a bestow curse spell on someone who breaks an Oath.
Temples: Temples dedicated exclusively to Vala are uncommon; She is usually honored alongside Her sisters Maia and Karan or with Her husband, Valdersaan, this latter pairing most common to dwarf lands. Where Vala’s temples do appear, they combine the strength of a fortress with beauty and majesty to provide a safe haven for all righteous beings.
Rites: Vala’s ceremonies usually center around preparing for and/or
celebrating the removal of some corruption, the righting of an injustice, or some great act of honor and valor.
Herald and Allies: Vala’s favorite herald is a LG celestial phoenix (MMII). If you don’t have the MMII, use a solar instead. Allies are hound archons, trumpet archons, and hound archon heroes.

Maia
Intermediate Goddess (Neutral Good, DvR 12)
Second of the Three Goddesses, Maia is the kindly provider of health and protection; She is goddess of fertility, childbirth, and motherhood. Farmers are numerous among Her worshippers, for She is especially revered in farming communities. Some of Her titles are Gentle Mother, Lady of the Healing Hands, Patroness of the Fields, and Guardian of Home and Hearth. Her symbol is an overflowing cornucopia. She carries a +5 holy keen merciful undead-bane vorpal silver sickle, Wheatcutter. The sickle is Her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful sickles. She usually appears as a young elf maiden or a middle-aged human mother, but She is always dressed in white robes and always has brown hair and kindly bronze eyes. Her clerics pray for spells at dawn.
Portfolio: Childbirth, family, farming, fertility, health, mercy, motherhood, protection, spring, water.
Domains: Community (C,D,E), Family (C), Feast (E), Fertility (T), Good, Healing, Mysticism (D), Renewal (C), Plant, Protection, Water.
Cleric Training: Clerics of Maia often begin as midwives and farmers of exceptional faith who are then brought to Maia’s attention by the community’s cleric. Once the Goddess has recognized the faith and piety of the individual in question, they become a new cleric. Maia can have neutral clerics even though She is not neutral.
Quests: Bringing food to a famine-stricken area, finding a cure for a deadly plague, helping farmers overcome a drought or blight, and assisting in a difficult birth are all undertakings attractive to clerics of Maia. In general, Maia’s followers seek to do good whenever and wherever they can. While they have little enthusiasm for violent struggles against evil, they are not pacifists and will fight when it becomes necessary.
Prayers: Like prayers to Her sister Vala, prayers to Maia most often take the form of an entreaty: “Maia, grant me health,” “Gentle Mother, protect me,” “Lady of the Healing Hands, let these people be fed,” etc. However, there is no set form.
Temples: Maia’s temples tend to unassuming structures, simple but sturdy. Sanctuary is granted to any and all who seek it, but those who would abuse the hospitality of Maia’s priests soon discover that even a Goddess of mercy can be roused to terrible wrath.
Rites: Maia has exclusive authority over marriages and nigh-exclusive authority over birthing ceremonies, and some authority over rites of fertility. No one gets married except by a cleric of Maia.
Herald and Allies: Maia’s herald is a solar. Her allies are celestial nymphs (NG), leonal guardinals, and planetars.

Karan
Intermediate Goddess (Chaotic Good, DvR 12)
The third of the Three Goddesses, Karan is Goddess of strength. Barbarians, boxers, duelists, drunken masters, and combatants of all kinds find Karan’s favor to be very welcome and are frequently found amongst Her followers. She is the patron of dancers. She is known as the Liberator, the Dancing Blade, and the Deadly Dancer; her symbol is a lightning bolt. She carries two weapons, Keenwind, a +5 anarchic dancing holy keen shocking adamantine greatsword, and Stormblade, a +5 anarchic holy shocking burst speed thundering adamantine greatsword. The greatsword is Karan’s favored weapon, and weapon of the deity spells cast by Her clerics produce +1 shocking greatswords. She usually appears to be a muscular and beautiful young female elf or half-elf. She has been known to take the shape of a human as well. Her clerics pray for spells after their morning workout.
Portfolio: Athletics, dancing, freedom, lightning, strength, wind.
Domains: Air, Chaos, Competition (C,D), Good, Liberation (C,D), Luck,
Mysticism (C,D), Strength, Windstorm (C), Wrath (C).
Cleric Training: Most often, Karan’s clerics are pious athletes who invoke Her often and give Her proper, public thanks when they succeed. Then they wake up one morning and find that Karan has decided to grant them divine spells.
Quests: Performing feats of strength, fighting against tyranny, freeing slaves, random acts of kindness, composing and choreographing a rowdy drinking song glorifying Karan, etc.
Prayers: Like prayers to Her sisters, Karan’s prayers are often requests: “Karan, grant me strength,” “Liberator, free me,” “Dancing Blade, lend me your grace in battle,” etc.
Temples: Karan has very few offical permanent temples outside the portions devoted to Her in temples honoring all of the Three Goddesses. Those that do exist are often near to some athletic venue, or even in it.
Rites: Karan’s ceremonies are generally spur-of-the moment affairs celebrating an athletic victory or somesuch.
Herald and Allies: Karan’s herald is a solar. Allies are bralani eladrins, ghaele eladrins, and planetars.

Solaan
Greater God (Chaotic Good, DvR 16)
God of the sun and the skies, progenitor of the Three, patron of travelers, sailors, and other wanderers, and chief deity of the elves: Solaan is all of these. He is also a patron of performers in general. His worshippers call him Ruler of the Skies, Guardian of Pilgrims, Father of Elvenkind, and Lord of Day. His symbol is the disc of the sun. He carries Sunflash, a +5 anarchic distance flaming holy radiant returning shocking adamantine spear which produces a daylight effect as a 20th-level caster on command. The spear is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 distance spears. He appears as a golden-eyed and golden-haired elf. His clerics pray for spells at noon.
Portfolio: Elves, freedom, music, sky, summer, sun, travel, trade, weather.
Domains: Air, Celerity (C,D), Chaos, Elf (C), Fire, Good, Glory (C,D), Mysticism (C,D), Nobility (S,W), Portal (C), Storm (C), Summer (S), Sun, Trade (C), Travel, Weather (D,E).
Cleric Training: Many clerics of Solaan wander far and wide; when they meet a likely pupil, they invite him to join them on their travels. Should the prospective pupil accept, the cleric begins to teach his new student Solaan’s tenets. This informal apprenticeship arrangement ends when the mentor deems his student prepared to venture the lands alone. While the core lessons taught are usually the same, this highly individualistic method has the potential to lead to disastrous disagreements. That it has not done so already is a testament to the obsessive attention to detail that is so much a part of the elven psyche, elves making up by far the greatest portion of Solaan’s priesthood.
Quests: Protecting a trade ship from pirates or a party of travelers from bandits, destroying a major infestation of undead, bringing hope to lands of despair, and other, such quests are ones that Solaan’s clerics feel drawn to.
Prayers: Prayers to Solaan vary depending on who is praying. An elf or half-elf will address the deity as “Father of Elves,” as in, “Father of Elves, look kindly upon Thy child and light my path to glory.” Overland travelers often pray, “Guardian of Pilgrims, grant me safe passage along the roads which are Thy domain,” while sailors and traders might invoke Him this way: “Ruler of the Skies, bless this day’s wind that our sails might be filled and our voyage speedy.”
Temples: Solaan’s temples tend to be located at crossroads or in port towns. They vary wildly in appearance depending on what building materials are available. Many offer room and board to travelers free of charge.
Rites: Rites of Solaan tend to involve blessings of crossroads, of ships, and of newborn babes of elven blood, ensuring that Solaan will accept them as His children.
Herald and Allies: Solaan uses a solar as his herald most of the time, but occasionally he asks Mariko to serve as his herald instead (see below). Allies are half-celestial nymphs, astral devas, and planetars.

Mariko
Demigoddess (Chaotic Good, DvR 2)
Mariko, the First Elf, Mother of Elves, was raised to demigodhood by her husband Solaan. Mariko is revered by nearly all who have elven blood running in their veins. Even the orcs revere Her, for it was She who intervened on their behalf when Scitayr and Naturan were laying the Great Curse upon Moraan’s followers. Scitayr and Naturan intended to reduce the orcs to the level of animals, of vermin, for their crimes, but at Mariko’s insistence, They relented, allowing the orcs to retain their sentience that they might repent for their terrible wrongdoings. Of all the offshoots of the elven race, only the dark elves have turned their backs to Her, for She did not intervene to save them from the illithids as She intervened to save the orcs. Her husband sometimes sends Her to the Material Plane as His herald. She appears as an incredibly beautiful elf woman with the normal green eyes and brown hair, though Her eyes seem lit with an inner light. She carries a +5 anarchic holy merciful silver scimitar named Cutting Wind, and, when acting as Solaan’s herald, a replica of Sunflash. The scimitar is her favored weapon, and weapon of the deity spells cast by Her clerics produce +1 merciful scimitars. Her clerics pray for spells at noon.
Portfolio: Elves, orcs, childbirth, mercy.
Domains: Elf (C), Fertility (T), Good, Healing.
Cleric Training: Mariko’s clerics serve alongside clerics of Maia in elven communities and become clerics in similar ways.
Quests: Most clerics of Mariko aren’t big on adventuring, but one of Mariko’s directives is to rescue dark elven children from illithid society and raise them just like any other elf, so Mariko’s priests oppose illithds and seek to rescue dark elves from servitude whenever possible.
Prayers: As for Maia, generally.
Temples: Mariko’s temples, on the rare occasion that they are not incorporated into a temple of Solaan, are simple, unassuming buildings.
Rites: Mariko is invoked during the blessing of a newborn elf by clerics of Solaan.
Herald and Allies: As Solaan.

Lord Iames Osari
2007-06-27, 07:56 PM
Valdersaan
Greater God (Lawful Neutral, DvR 16)
The stern god of retribution, industry, and perseverance, Valdersaan exacts just punishment from those who break laws, oaths, and vows. His titles are Father of Dwarves, Implacable One, the Stern Hammer, the Smith, and Enforcer of Laws; his symbol is a hammer. His weapon, the Hammer of Retribution, is a +5 acidic burst axiomatic distance ghost touch returning throwing thundering cold iron warhammer. His favored weapon is the warhammer (His clerics can use their warhammers as their holy symbols), and weapon of the deity spells cast by His clerics result in a +1 thundering warhammer. He appears to be a dwarf with ice-blue eyes and pewter-gray hair, though not old. His clerics pray for spells at dawn.
Portfolio: Dwarves, earth, gemcutting, industry, metalworking, mining, perseverance, protection, retribution, smithing, strength, winter.
Domains: Artifice (E), Cavern (C), Craft (C), Cold (C,D,F), Destruction, Dwarf (C), Earth, Inquisition (C,D), Law, Metal (C), Protection, Retribution (C), Strength, Winter (F).
Cleric Training: Most of Valdersaan’s priests in dwarven communities are trained from birth in His teachings; Valdersaan’s temples welcome orphans to their care for this very reason. Clerics in other lands follow this method as well, but sometimes those who possess discipline, faith, and persistence prove themselves through defense of Valdersaan’s interests are granted divine spells.
Quests: Defending communities of dwarves from invasion, helping communities through a difficult winter, hunting down lawbreakers, assisting in the creation of a powerful magic item, etc.
Prayers: “The Law of Valdersaan states: ...”
Temples: The temples of Valdersaan are fortresses like those of Vala, but withnone of their beauty. They possess an imposing grandeur, but that is all. They are very logical and practical in layout and, when large enough, have large maps posted at regular intervals for visitors.
Rites: Blessings at the establishment of new mines, the founding of a newdwarven community, the birth of a dwarf.
Herald and Allies: Valdersaan’s herald is a marut inevitable. Allies are formiantaskmasters, zelekhut inevitables, and kolyarut inevitables.

Scitayr
Greater God (Neutral, DvR 20)
Scitayr is the god of the dead, of prophecy and fate, of magic, of knowledge, and patron of inventors and scribes. His titles include Keeper of Souls, Setter of Fates, All-Knowing One, Lord of Arcana, and Lord of Artisans. Scitayr’s symbol is four overlapping circles inside a six-pointed star inside an eleven-pointed star inside a circle. His personal weapon, Balance-bringer, is a +6 disruption ghost touch icy burst undead bane/+6 disruption ghost touch icy burst undead bane quarterstaff which is also a combined staff of power and staff of necromancy. The quarterstaff is His personal weapon, and weapon of the deity spells cast by His clerics produce +1 undead bane/+1 ghost touch quarterstaves. He appears either as a male elf or gnome; in either form, He is somewhat gaunt, grim, and mostly silent, with alabaster skin, prominent cheekbones, deep-set black eyes, and silver hair. His clerics pray for spells at dusk, and receive them the next morning at dawn.
Portfolio: Artisans, balance, death, dreams, fate, gnomes, invention, knowledge, magic, prophecy, rest, time, winter, writing.
Domains: Artifice (E), Balance (C), Craft (C), Creation (C,D), Death, Deathless (E)*, Decay (E), Dream (C,D), Fate (C,W), Force (C,D), Gnome (C), Knowledge, Magic, Meditation (E), Mind (C,D), Oracle (C,D), Planning (C,W) Repose (S), Rune (C,S), Spell (C), Time (C), Winter (F).
Cleric Training: Clerics of Scitayr are often those who would have likely become wizards if they had not thought to gain an even greater understanding of magic by serving Scitayr. Often, they blend mastery of arcane and divine magic; the first mystic theurges were clerics of Scitayr. They are taught to maintain the balance of the cosmos.
Quests: Rescuing rare knowledge from censorship in a tyrannical realm, keeping knowledge from falling into the wrong hands, preserving the balance of the cosmos from disruption by a powerful being, hunting down undead creatures and returning their souls to Scitayr’s rightful keeping, etc.
Prayers: Prayers to Scitayr often begin with the phrase, “Teach me, All-Knowing One, ...”
Temples: Temples dedicated to Scitayr are mostly found in wings of wizardly universities.
Rites: The creation of magic items, the uncovering of ancient lore, the realization of prophecies, and other such things are celebrated by Scitayr’s priests. Scitayr has exclusive authority over funerals.
Herald and Allies: Scitayr’s herald is an elder elemental (any type). Allies are ravids, invisible stalkers, and huge elementals (any).

Naturan
Greater Goddess (Neutral, DvR 20)
Goddess of the natural world, Naturan is dedicated to preserving the natural order of things; thus, she despises undead. Naturan’s titles are Huntress and Hunted, Wild Mother, and the Wild One. Her symbol is a cross inside a circle. Naturan wields Anecca, a +4 all-bane ghost touch scimitar. It has the bane trait against all creature types, and for the purposes of overcoming damage reduction, it is treated as being made of the appropriate material. She looks like an aged elf woman with green eyes and dark green hair; her skin has a very faint green tinge to it. Her clothes are made of woven vines. Her clerics pray for spells at dawn.
Portfolio: Animals, hunting, life cycle, nature, plants.
Domains: Air, Animal, Balance (C), Earth, Fire, Life (E), Plant, Water.
Cleric Training: Naturan’s clerics must spend a week meditating on the majesty of nature, after which they must hunt down some animal and sacrifice it to Naturan, then sacrifice some of their own blood to a tree in habited by a dryad.
Quests: Looking after nature and seeing to it that nature generally is not interfered with.
Prayers: Prayers to Naturan often consist of similes or metaphors relating to nature; for example,
“As the blood and bodies of the beasts nourish and strengthen the trees, so the fruit of the trees nourishes and strengthens the beasts. So am I strengthened by Thee, O Huntress and Hunter; my life is Thine, to strengthen and be strengthened by, in life and in death.”
Temples: Temples to Naturan are almost always in naturally-occuring locations, like a cave, a sheltered grove, etc.
Rites: Life cycle milestones.
Herald and Allies: Naturan’s herald is a spirit of the land (MMII) or an elder elemental (any type). Allies are Medium, Large, and Huge elementals (any type).

Fortuna
Greater Goddess (Chaotic Neutral, DvR 16)
The Lady Luck is the most praised and cursed goddess in all Tyrath. She is associated with the moon and the sea. Her titles include the Lady, the Fickle One, That Damned Bitch, and Most Blessed Lady. Many among Her clerics are often also prostitutes of some sort. Naturan cursed her with an inability to concentrate on any one thing for any length of time after She seduced Her brother Valdersaan. Fortuna’s symbol is a six-sided die with a crescent moon. She carries a set of 6 +6 anarchic distance ghost touch keen returning adamantine daggers called Ngamin. The dagger is Her favored weapon, and weapon of the deity spells cast by her clerics create +1 keen daggers. Fortuna’s appearance is never the same except that She is always female. Her clerics can pray for spells at any time.
Portfolio: Chance, change, fashion, fertility, freedom, luck, lust, madness, moon, oceans, passion, prostitution, vanity.
Domains: Chaos, Charm (C,E), Envy (C), Fertility (T), Luck, Lust (C), Madness (C,D), Moon (C), Ocean (C), Passion (E), Pride (C), Trickery, Water.
Cleric Training: Clerics of Fortuna are not trained; people become clerics of Fortuna when Fortuna decides to randomly grant them spells. This gift can, of course, be refused, which means that only those faithful to Fortuna usually accept and keep their powers. Clerics of Fortuna can be neutral even though She is not neutral.
Quests: Pretty much anything goes. Seduction of important beings for no apparent reason, random orgies, starting a new fashion trend.
Prayers: Again, pretty much anything goes.
Temples: Temples dedicated to Fortuna are often brothels or fashionable clothing shops.
Rites: Whatever.
Herald and Allies: Fortuna’s herald is a 24-VD chaos beast. Allies are celestial nymphs (CN), grey slaadi, and death slaadi.

Lord Iames Osari
2007-06-27, 07:57 PM
Maleth
Intermediate God (Lawful Evil, DvR 12)
The God of tyrants, despots, and conquerors, Maleth is the sworn enemy of Vala. He is a bastard son of the incestuous relationship between Valdersaan and Fortuna. He is called Lord of Oppression, King of Tyrants, the Vicious Flail, Smoldering One, and the Iron Fist. His symbol is a clenched fist. Whenever He goes into battle, He wields a +6 flaming burst axiomatic unholy vicious cold iron heavy flail named Darkfire. The flail (any) is His favored weapon, and weapon of the deity spells cast by his clerics produce +1 vicious heavy flails. He appears as a human male of towering height with jet black hair and eyes of onyx, or as a yuan-ti abomination. His clerics pray for spells at dusk.
Portfolio: Anger, conquest, discipline, flame, hatred, pride, reptiles, snakes, tyranny.
Domains: Destruction, Domination (C,D), Evil, Fire, Hatred (C), Law, Mysticism (C,D), Pride (C), Scalykind (C), Tyranny (C,W), War, Wrath (C).
Cleric Training: Maleth’s clerics are very often raised in their deity’s service from birth. They are instructed in military tactics and brutally disciplined for small infractions. By the time they reach young adulthood, they are strong, tough, hateful, hardened, and cruel.
Quests: Destroying a temple of Vala, subjugating a village or region.
Prayers: “O King of Tyrants, I am Thy thrall. I am weak compared to Thee, yet weak to Thee is strong to others. Glory to Thee, King of Tyrants; Thy Law and Will shall be obeyed.”
Temples: Like the temples of Vala and Valdersaan, Maleth’s temples tend to be fortresses; however, the resemblance ends there. While Vala’s temples are majestic and Valdersaan’s imposing, Maleth’s are downright oppressive in appearance. They are most common in Yuan-ti lands, where Maleth is worshiped along with his brother Merx.
Rites: Yuan-ti births, indoctrination of new clerics and soldiers.
Herald and Allies: Maleth’s herald is an erinyes devil Ftr 11. His allies are bearded devils, barbed devils, and pit fiend devils.

Merx
Intermediate God (Lawful Evil, DvR 12)
The sly and cunning god of crooked lawyers, embezzling accountants, and greedy merchants, Merx encourages deviousness among his worshippers and obedience of the letter of the law, if not the spirit. His is called the Devious One, and his symbol is a full purse. His personal weapon is a +4 acidic burst axiomatic keen unholy wounding cold iron dagger, which he calls Bleeder. The dagger is his favored weapon, and weapon of the deity spells cast by his clerics produce +1 corrosive daggers. He appears to be a corpulent, richly dressed human male with sallow skin, yellow eyes, and greasy black hair. His clerics pray for spells at dawn.
Portfolio: Avarice, bureaucracy, commerce, corruption, deviousness, extortion, famine, greed, lawyers, laziness, slime, thirst, wealth.
Domains: Commerce (E), Domination (C,D), Earth, Evil, Gluttony (C), Greed (C), Hunger (C), Law, Madness (C,D,E), Mentalism (C), Pact (C,D), Slime (C), Sloth (C), Thirst (S), Wealth (C).
Cleric Training: Be as greedy as possible in all aspects of life without actually breaking any rules, and praise Merx for all you’re worth.
Quests: Acquire wealth, cheat on a contract (as long as you left yourself a loophole), sell insurance to a thousand people, etc. Merx is not a very epic God.
Prayers: Merx is invoked during the Swearing of Oaths (see Vala’s Prayer section).
Temples: Banks, law firms, etc.
Rites: The signing of contracts.
Herald and Allies: Merx’s herald is a mature adult blue dragon. His allies are barghests, greater barghests, and horned devils.

Xarakh Nam
Intermediate God (Neutral Evil, DvR 12)
Once a powerful sorcerer and warlord in whose veins was joined the blood of the succubus Hulnathia and the mighty orc warlord Hrak Nam, this half-fiend rose to deityhood shortly before being magically imprisoned for two millennia. He is patron of ambitious people who seek nothing but power for themselves. He is known as His Dark Eminence, the Lord of Ambition, the Seeker of Power, Emperor of Evil, the Epitome of Malice, the Malevolent One, and Amalgamator of All Darkness. His symbol is a circle. At all times, He carries Mathimezha, a +6 defending ghost touch thundering unholy adamantine/+6 defending ghost touch thundering unholy cold iron deep crystal quarterstaff which also functions as a staff of the magi. The quarterstaff is His favored weapon, and weapon of the deity spells cast by His clerics create +1 defending/+1 ghost touch quarterstaves. Xarakh Nam appears as a vampiric half-fiend half-orc, tall and slim but powerfully muscled, dressed in loose trousers and an open robe suitable for desert environs. His eyes are red, and His head shaved and covered in tattoos. Xarakh Nam is unavailable as a patron deity until very late in the Golden Age. Prior to His ascension, his worshippers were arcane spellcasters and ur-priests (Complete Divine). His clerics pray for spells at dawn.
Portfolio: Conquest, deception, deserts, domination, hatred, knowledge, magic, necromancy, nightmares, orcs, psionics, secrecy, secrets, tyranny, undeath.
Domains: Deathbound (C), Domination (C,D), Evil, Force (C,D), Hatred (C), Illusion (C), Knowledge, Law, Magic, Mind (C,D), Mysticism (C,D), Orc (C) Planning (C,W), Sand (S), Suffering (C), Trickery, Tyranny (C,W), War.
Cleric Training: People usually join the clergy of Xarakh Nam because they are highly ambitious and need a patron. Xarakh Nam himself does not mind this as long as they serve him well.
Quests: Conquer the known multiverse for the glory and power of Xarakh Nam. Seek power.
Prayers: Xarakh Nam doesn’t really care about the words his worshippers use to pray to him, just they are praying to (and worshipping) him.
Temples: They are secret, except for the one located in Kharmathi Bholiz.
Rites: These are likewise secret.
Herald and Allies: Xarakh Nam’s herald is a nightwalker (nightshade). His allies are succubus demons, Nessian warhounds (hellhounds), and Cauchemar nightmares (nightmares).

Moraan
Greater God (Chaotic Evil, DvR 16)
God of slaughter and undeath, Moraan kills indiscriminately and urges his followers to do the same, transforming those killed in his name into undead creatures. His titles include Delighter-in-Massacres, Lord of Perversion, the Ravager, Creator of Undeath, Lord of Slaughter, and the Laughing Reaper. His symbol is a skull. He cuts down his victims with Shadowscythe, a +6 brilliant energy keen vorpal scythe. The scythe is His favored weapon, and weapon of the deity spells cast by His clerics produce +1 keen scythes. He appears as a skeletally thin male half-fiend elf with white skin, white hair, and black eyes. He wears a hooded black cloak. His clerics pray for spells at midnight.
Portfolio: Dark elves, darkness, death, mayhem, orcs, slaughter, speed, spiders, undeath.
Domains: Celerity (C,D), Darkness (C), Deathbound (C), Decay (E), Evil, Mysticism (C,D), Necromancy (E), Pestilence (C,D), Shadow (E), Spider (C), Travel, Undeath (C), Wrath (C).
Cleric Training: Sacrifice someone to Moraan.
Quests: Mass-murder, serial killings, etc.
Prayers: Anything as long as it involves lots of death and/or the creation of undead creatures and the praise of Moraan.
Temples: Hidden, secret shrines.
Rites: Killing people, making their corpses into undead creatures.
Herald and Allies: Moraan’s herald is a balor demon. His allies are succubus demons, bebilith demons, and marilith demons.

Domain Notations:
(C): can be found in Spell Compendium
(D): can be found in Complete Divine;
(E): can be found in the Eberron Campaign Setting (The Deathless domain is forbidden to clerics of Scitayr who are not from the Isle of the Craven during the Golden Age);
(F): can be found in Frostburn;
(S): can be found in Sandstorm;
(T): can be found later in this chapter.
(W): can be found in Complete Warrior;
Domains not marked can be found in the Players Handbook.

Lord Iames Osari
2007-06-27, 08:02 PM
Magic and Psionics in Tyrath

Augmenting an Ongoing Power
If a power you manifested which has a duration greater than 1 round can be augmented to increase its duration, you may pay the augmentation cost to prolong its duration at any time during the duration of the power, even after you first manifested it.

For example, suppose Sybil, a 5th-level psion who has chosen the Clairsentience discipline, manifests object reading, a power which lasts as long as you concentrate, to a maximum of 10 minutes. If she decides, at any time during that 10 minutes, that she needs the power to last longer than ten minutes, she can spend a power point and augment object reading to last another 10 minutes (as long as she concentrates). Power points spent in this way are added to the power’s base cost as if the power had been manifested with the augmentation in the first place. Thus, Sybil can only prolong object reading one more time, since the highest number of power points she can spend on any one power is equal to her manifester level, which is 5. (Object reading costs 3 power points to manifest without any augmentation. Sybil augmented it once after manifesting it, paying 1 power point. 3 + 1 = 4. Therefore, Sybil can only augment object reading once more, paying one power point in addition to the 4 she has already spent. She would then have spent the maximum of 5 power points on the power.)

Magic, Psionics, and Rage
While Tyrath assumes psionic-magic transparency for the most part, there is one difference, which stems from the flavor distinction between psionics and magic. The difference between magic and psionics in Tyrath stems from a few factors, the first being the source of the power. While both magic and psionics draw on flows of energy underlying the planar realities, magic employs ritual to break through the planar reality and acquire and shape those energies, like a one would drill or dig a well through the earth to reach an aquifer.

Psionics, on the other hand, are natural breaks in the planar realities, and the energy flows come up through the break into the minds of psionic characters like a natural spring. This means that the act of manifesting a power is simply a matter of having the force of will to direct the energies to produce the desired effect.

This difference has a couple of mechanical effects. Firstly, psionicists in the Modern Age are not restricted to powers 3rd level and below. Secondly, psionicists who have a rage or frenzy ability are not prohibited from manifesting their powers while raging or frenzying.

Rage and similar abilities disrupt spellcasting because they are associated with levels of emotion so overpowering that to concentrate on the ritual of casting a spell would be impossible. However, because psionics are manifested not through ritual but through simple will, rage and similar abilities do not interfere with manifesting as they do spellcasting. However, only powers that a) damage one’s foes or b) increase one’s own ability to damage one’s foes, may be manifested. This includes healing and defensive powers, since one cannot kill one’s enemy if one is dead.

Returning from the Dead
In the multiverse of Tyrath, what happens after death is that the soul-energy of an individual joins the energy flows underlying the planar realities and travels to the Well of Souls in the planar realm of Scitayr, where they can be claimed by their patron deities or just left. Spells that raise the dead (other than revivify) must pull an individual's soul back from wherever it has reached on its journey, and on the way back, the soul may become intermingled with energies of another type. When you are the target of a raise dead, resurrection, or true resurrection spell or effect, roll on the following table:
{table="head"]% Roll|Result
01-50|No Special Effect: The spell functions normally as described in the PHB.
51-53|Touched by Air: You gain the Air subtype and the ability to cast gaseous form 1/day at CL equal to half your VD, rounded down.
54-56|Touched by Earth: You gain the Earth subtype and the ability to cast stone shape 1/day at CL equal to half your VD, rounded down.
57-59|Touched by Fire: You gain the Fire subtype and the ability to cast flame arrow 1/day at CL equal to half your VD, rounded down.
60-62|Touched by Water: You gain the Water subtype and the ability to cast water breathing 1/day at CL equal to half your VD, rounded down.
63-65|Touched by Life: You gain the Positive subtype and the ability to cast cure serious wounds 1/day at a CL equal to half your VD, rounded down.
66-68|Touched by Death: You gain the Negative subtype and the ability to cast inflict serious wounds 1/day at a CL equal to half your VD, rounded down.
69-70|Touched by Chaos: You gain the Chaotic subtype, and you also gain the ability to cast magic circle against law 1/day at CL equal to half your VD, rounded down.
71-72|Touched by Evil: You gain the Evil subtype, and you also gain the ability to cast magic circle against good 1/day at CL equal to half your VD, rounded down.
73-74|Touched by Good: You gain the Good subtype, and you also gain the ability to cast magic circle against evil 1/day at CL equal to half your VD, rounded down.
75-76|Touched by Law: You gain the Law subtype, and you also gain the ability to cast magic circle against chaos 1/day at CL equal to half your VD, rounded down.
77|Tattered Mind: You take 1 point of Intelligence damage. If you fail a DC 18 Will save, this becomes a permanent loss.
78|Tattered Will: You take 1 point of Wisdom damage. If you fail a DC 18 Will save, this becomes a permanent loss.
79|Tattered Spirit: You take 1 point of Charisma damage. If you fail a DC 18 Will save, this becomes a permanent loss.
80|Loss of Memory: You lose a rank in a single skill (DM's choice).
81-00|Fated to Death: Scitayr has decided that you cannot be returned to life by any means, not even wish or miracle, until and unless He can be persuaded to allow you to return to life.[/table]
Note that the above effects are cumulative from life to life.

Going Over Your Limits
Anyone who has any spellcasting or manifesting ability can theoretically cast or manifest a spell or power of any level and as many spells or powers as they want; the only question is how much planar energy the caster's mind and body can take. If you wish to attempt to cast a spell of a higher level than you could normally cast or in excess of your normal daily allotment of spells or powers, make a caster or manifester level check against DC 10 + the level of the spell or power you are attempting to cast or manifest. If the check succeeds, make a Fortitude save against DC 10 + 2 x the level of the spell or power you are attempting to cast or manifest + your key ability modifier - the level of the highest-level spell or power you can normally cast or manifest. If the saving throw fails, you fail to properly channel the planar energy, draw too much into yourself, and die in a gory explosion. If the saving throw succeeds, you channel the energy properly and in the right amount, but take 1d8 points of damage per spell or power level, forcing you to make a Fortitude save to avoid death from massive damage. (0th-level spells count as half a spell level for this purpose. Augmented powers can be manifested this way; for every 1 power point that you would have spent, add half of a power level.) If taking this damage would kill you, you die in a gory explosion. If you do not die, you cast the spell or manifest the power normally.

Lord Iames Osari
2007-06-27, 08:22 PM
Psychic Monk Powers
1st Level Powers:
Burst
Catfall
Daze, psionic
Demoralize
Detect Psionics
Disable
Distract
Empathy
Empty Mind
Energy Ray
Metaphysical Weapon
Mindlink
Mind Thrust
Precognition, Defensive
Precognition, Offensive
Prescience, Offensive
Purifying Meditation*
Skate
Telempathic Projection
Vigor2nd Level Powers:
Animal Affinity
Atavistic Mind*
Biofeedback
Cloud Mind
Detect Hostile Intent
Dimension Swap
Ego Whip
Elfsight
Id Insinuation
Levitate, Psionic
Psionic Lion's Charge
Read thoughts
Scramble Synapses*
Sensitivity to Psychic Impressions
Sustenance
Thought Shield
Tongues, Psionic3rd Level Powers:
Body Adjustment
Danger Sense
Dimension Slide
Energy Retort
Graft Weapon**
Hustle
Psionic Blast
Remove Disease, Psionic*
Telekinetic Force
Telekinetic Thrust
Touchsight
Vampiric Blade4th Level Powers:
Air Walk, Psionic*
Aura Sight
Dimension Door, Psionic
Energy Adaptation
Fly, Psionic
Freedom of Movement, Psionic
Immovability
Neutralize Poison, Psionic*
Remote Viewing
Telekinetic Maneuver
Weapon of Energy5th Level Powers:
Adapt Body
Correspond
Fist of the Soul*
Metaconcert
Power Resistance
True Seeing, Psionic6th Level Powers:
Aura Alteration
Cloud Mind, Mass
Mind Probe
Psychic Crush7th Level Powers:
Energy Conversion
Ethereal Jaunt
Fist of Adamantine*
Mind Blank, Personal8th Level Powers:
Shadow body
Telekinetic Sphere
True Metabolism9th Level Powers:
Affinity field
MetafacultyNew Domains
Fertility Domain
Deities: Fortuna, Maia, Mariko
Granted Power: You are immune to all mundane disease. At 5th level, you become immune to supernatural disease as well.
Spells
1 Conceive/Contraceive*: Guarantees conception or contraception for 1 hour after cast.
2 Protected Youth*: Protects one infant from disease and poison until adulthood.
3 Protection from Disease*: Grants temporary immunity to mundane disease.
4 Bestow/Remove Potency*: Makes one subject sexually potent or impotent.
5 Bestow/Remove Fertility*: Makes one subject fertile or infertile.
6 Miraculous Birth*: Magically removes a baby from the mother during labor.
7 Protection from Disease, Greater*: As protection from disease, but protects against supernatural disease as well.
8 Parthenogenesis*: One woman magically conceives without having intercourse.
9 Transfer Pregnancy*: Transfers a developing fetus from one woman to another.

*A new power or spell described later in this chapter.
**When a psychic monk manifests graft weapon, the grafted weapon counts as an unarmed strike for the purpose of all class abilities and feats.

New Powers
Air Walk, Psionic
Psychoportation
Level: Nomad 4, Psychic Monk 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Power Points: 7

As the spell air walk (http://www.d20srd.org/srd/spells/airWalk.htm), except as noted here.

Aphasia
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/Wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

You attack the linguistic centers of your target’s brain, causing it to lose the ability to speak 1d2 randomly chosen languages it knows.

Augment: For every two additional power points you spend, the target loses access to an additional language. If you spend six additional power points, the target is struck mute, losing the ability to speak at all.

Appraise Power Resistance
Clairsentience
Level: Psion/wilder 4
Display: Visual
Power Points: 7

As assay spell resistance, except as noted here.

Atavistic Mind
Clairsentience
Level: Psion/Wilder 2, Psychic Warrior 1, Psychic Monk 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 3 (Psion/Wilder), 1 (Psychic Warrior), 3 (Psychic Monk)

You draw on your primal subconscious, gaining access to the skills your primitive ancestors mastered in ages past. Choose one of the following benefits to gain:

Atavistic Athleticism: You gain a +5 bonus on Climb, Jump, and Swim checks.

Atavistic Instinct: You gain a +3 insight bonus on Initiative checks and a +5 insight bonus on Survival checks.

Atavistic Senses: You gain low-light vision and a +5 insight bonus on Listen and Spot checks.

Atavistic Speed: You gain a +10 insight bonus to your base land speed and a +3 insight bonus on Reflex saves.

Augment: For every two additional power points you spend, you may choose an additional ability to gain access to. If you spend 5 additional power points, this power's duration increases to 10 min./level. If you spend 10 additional power points, this power's duration increases to 24 hours.

Augment Weapon, Psionic
Psychokinesis
Level: Psion/Wilder 3
Display: Visual
Power Points: 5

As augment weapon, except as noted here.

Augment Resistance, Psionic
Clairsentience
Level: Psion/wilder 4
Display Visual
Power Points: 7

As augment resistance, except as noted here.

Crystalline Termination
Metacreativity
Level: Shaper 9
Display: Material, Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous until discharged
Saving Throw: See text
Power Resistance: No
Power Points: 17

You create millions of microscopic crystals within the target's body. If it fails a Fortitude save, its body is infused with a countless number of minute crystalline blades, which initially have no harmful effect. However, as long as you are within 100 ft. of the target, you may, as a standard action, discharge the power and activate the crystals. They begin whirling around within the subject's body, destroying it from within. He takes 17d6 points of slashing damage, with a Fortitude save for half. Damage reduction applies to this damage, though the shards are treated as magic weapons for overcoming it. In addition, if he fails a second Fortitude save, he takes 2d6 points of Con damage as the shards lacerate his innards. If you do not discharge this power within 1 week/2 levels of manifesting it, the crystals are harmlessly absorbed into the subject's body.

Augment: For every additional power point spent, the slashing damage dealt increases by 1d6. For every two additional power points spent this way, the DC of this power increases by one, as does the Con damage dealt.

Energy Bow
Psychokinesis [See Text]
Level: Psychic Warrior 3, Psychokineticist 3
Display: Visual
Manifesting Time: 1 standard action
Effect: 1 bow of energy
Range: 0 ft.
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Power Resistance: No
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. A bow of that energy appears in your hands. You may, as an standard action, fire an arrow of energy from the bow, which deals 1d6 points of damage of its energy type and has an additional effect based on its energy type. The bow has a range increment of 100 ft. If the bow leaves your hands, it dissipates harmlessly. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold arrow deals +1 point of damage. A creature struck by a cold arrow must make a Fortitude save or be blinded for 1 round.

Electricity:A creature struck by an electricity arrow must make a Fortitude save or be stunned for 1 round. The DC of this save is increased by 2.

Fire:A fire arrow deals +1 point of damage. A creature struck by a fire arrow must make a Fortitude save or be dazed for 1 round.

Sonic:A sonic arrow deals -1 point of damage and ignores an object’s hardness. A creature struck by a sonic arrow must make a Fortitude save or be deafened for 1 round.

Augment: For every two additional power points you spend, the DC of this power increases by one. For every three power points spent this way, you gain a +1 enhancement bonus on attack rolls made with the energy bow.

Energy Guillotine
Psychokinesis [See Text]
Level: Psychokineticist 7
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 13

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You launch a thin blade of this energy at your target, aimed to sever his neck. You must make a ranged touch attack to hit your target. The blade deals 13d6 points of damage of the chosen energy type, and if the target fails a Fortitude save, it is decapitated. Most of the time, a creature that is decapitated dies, though some creatures, such as undead, constructs, oozes, and some aberrations either have no heads or do not need a head to live. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold guillotine deals +1 point of damage per die.

Electricity:Manifesting an electricity guillotine provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire:A fire guillotine deals +1 point of damage per die.

Sonic:A sonic guillotine deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt by the guillotine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Mine
Psychokinesis [See Text]
Level: Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving Throw: See text
Power Resistance: Yes
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You imbue the touched object with the chosen energy, turning it into an energy mine. You may choose to have the mine either be triggered by a delay or proximity. A delay-triggered mine detonates after a number of minutes chosen by you upon manifesting the power, which cannot exceed your manifester level. A proximity-triggered mine detonates whenever it is touched by a creature other than you or up to one creature per level you designate when manifesting the power. Once triggered, the energy mine explodes in a 10 ft. radius burst of energy, dealing 5d6 points of damage. A creature in the same square as the mine takes full damage with no save, as does the mine itself. All other creatures caught in the burst may make a Reflex save for half damage. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold mine deals +1 point of damage per die. The saving throw to reduce damage from a cold mine is a Fortitude save instead of a Reflex save.

Electricity:Manifesting an electricity mine provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire:A fire mine deals +1 point of damage per die.

Sonic:A sonic mine deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt by the mine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Nova
Psychokinesis [See Text]
Level: Psychokineticist 9
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. radius emanation, centered on you.
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half (see text)
Power Resistance: Yes
Power Points: 17

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You surround yourself in a seething aura of that energy. On the round you manifest this power, all creatures other than you take 17d6 points of that type of damage, with a Reflex save for half damage. Each subsequent round, all creatures again take energy damage, by the damage decreases by 1d6. Once the damage dealt by this power is reduced to 0, the power ends, even if you maintain concentration. This power’s subtype is the same as the type of energy you manifest.

Cold:A cold nova deals +1 point of damage per die. The saving throw to reduce damage from a cold nova is a Fortitude save instead of a Reflex save.

Electricity:Manifesting an electricity nova provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire:A fire nova deals +1 point of damage per die.

Sonic:A sonic nova deals -1 point of damage per die and ignores an object’s hardness.

Augment: For every additional power point you spend, the damage dealt in the first round increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Fist of Adamantine
Psychometabolism
Level: Psychic monk 7
Display: Visual, material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 13

Your unarmed attacks are transformed into living adamantine, allowing you to bypass hardness and overcome damage reduction just as if you were wielding a manufactured adamantine weapon. Your unarmed attacks are treated as if they were adamantine for all purposes.

Augment: You can augment this power in either of the following ways:
1. For an additional power point, your unarmed attacks can be tranformed into alchemical silver or cold iron instead of adamantine.
2. For an additional 6 power points, your unarmed attacks can change from adamantine, alchemical silver, and cold iron as an immediate action.

Fist of the Soul
Psychokinesis (Law, see text)
Level: Psychic monk 5
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 9

A layer of ectoplasm forms around your hands, charged with planar energies. Your unarmed attacks are treated as being lawful aligned weapons for the purposes of overcoming damage reduction.

Augment: You can augment this power in one or more of the following ways:
1. If you are good or evil and spend an additional power point, your unarmed attacks are treated not only as lawful aligned weapons, but also as good or evil aligned weapons, for the purposes of overcoming damage reduction. This power gains the Good or Evil descriptor.
2. If you spend an additional 3 power points, your unarmed attacks gain the axiomatic trait, as for a magical or psionic weapon.
3. If you are lawful good or lawful evil and spend an additional 6 power points, your unarmed attacks gain not only the axiomatic trait but also the holy or unholy trait. This power gains the Good or Evil descriptor.

Hostile Temporal Acceleration
Psychoportation
Level: Nomad 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous and 1 round/4 levels; see text
Saving Throw: None
Power Resistance: Yes
Power Points: 15

The target begins aging at a hyperaccelerated rate. On the round that he is struck by this power, the target advances to the next age category, and continues to age at a rate of 1 age category per round that this power’s effect continues. If the power would continue after the target has reached the venerable category, he dies of old age on the next round and crumbles into dust on the round after that. Constructs, dragons, elementals, fey, outsiders, and undead are immune to this power, as are any deities who do not possess the outsider type, as well as any other beings who do not age to the point of death, such as elans.

Dispelling or suppressing this power before its duration expires halts the aging, but does not restore the victim to his original age category.

Targets of this power count as having died of old age for the purposes of being raised from the dead, but a wish, miracle, or reality revision could bring a victim of this power back to life at his natural age.

Infocalypse
Clairsentience
Level: Seer 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 17

You open a direct link between your mind and the collective unconscious of all minds, giving you access to the knowledge of all things. However, the knowledge that surges into your mind shatters your sanity. You gain a +10 insanity bonus to Int, a +20 insanity bonus on all Knowledge checks, and you may use all Knowledge skill untrained. In addition, you may manifest any psionic power as if you knew it. However, each round you take 1 point of Wis burn, and every time you manifest a power that you do not know normally, you take Wis burn equal to half that power's level, rounded up. If this power reduces you to Wis 1 or less, you go permanently insane. Only an artifact or deity can restore your sanity.

Memetic Plague
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 7
Display: Visual
Manifesting Time: 1 standard action
Range: Long (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: See text
Power Resistance: Yes
Power Points: 13

You implant a viral idea--a meme--into your subject's mind. If it fails its Will save, it is infected by the meme. Each subsequent round, it must make another Will save or take 1d6 points of Cha burn and be confused for that round, as the meme overlays itself on the subject's ego. In addition, it becomes a short-range telepathic vector for the meme. Each round, all creatures adjacent to the infected creature must make a Will save or become infected by the memetic plague themselves, though it only lasts as long as the remaing duration of the original power.

Mesmer
Telepathy [Mind-Affecting]
Level: Psion/Wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

You emit a hypnotic psychic aura, which takes the form of a barely-visible cone of multicolored light. All creatures caught in the cone must save or be fascinated.

Augment: For every two additional power points you spend, the DC of this power increases by one.

Mindlight
Metacreativity [Light]
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Visual
Manifesting Time: 1 standard action
Effect: 1 sphere of light
Range: 0 ft.
Duration: 1 hour/level
Power Points: 1

You create a sphere of luminous ectoplasm, which shines as a torch and orbits your head, much like an ioun stone. In addition, as a move action, you may attempt a DC 15 Intelligence check to double the range of the sphere's light for 1d6 rounds.

Neutralize Poison, Psionic
Psychometabolism
Level: Psion/Wilder 4, psychic monk 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7

As neutralize poison, except as noted here.

Psychic Drain
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature within range
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

The target becomes mentally fatigued (see the Rage Mage class description in Chapter 3). The mental fatigue caused by this power lasts only for this power's duration, and this power has no effect when used on someone who is already mentally fatigued.

Augment: You can augment this power in the following ways:
1. If you spend an additional 2 power points, this power no longer allows a saving throw.
2. If you spend an additional 2 power points, this power's duration becomes "Instantaneous" and the effects last until removed in the normal manner.
3. If you spend an additional 4 power points, this power causes the target to become mentally exhausted (see below) instead of mentally fatigued, and the saving throw entry becomes "Will partial", with a successful save meaning the target only becomes mentally fatigued, rather than mentally exhausted. If you augmented this power such that it no longer allows a saving throw in addition to this augmentation, then the portion of this augmentation relating to saving throws is negated.
4. If you spend an additional 4 power points, this power affects all creatures in a cone-shaped emanation.
Furthermore, for every 2 power points you spend augmenting this power, the save DC increases by 1.

Psychic Torture
Telepathy (Mind-Affecting) [Evil]
Level: Telepath 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 creature within range per level, no two of which can be more than 15 ft. from one another
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

While concentrating, you contact your targets' minds and fill them with intense pain, dealing 3d4 points of damage each round to each target within range. The targets of this power get a new save every round that this power continues. If a target succeeds on a saving throw succeeds, this power ceases to affect that target.

Augment: For every additional power point you spend, this power deals an extra 1d4 points of damage per round to each target, and for every 2 dice of damage added, the save DC increases by 1.

Psychic Trap
Telepathy [Mind-Affecting]
Level: Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5

You inflame your subject’s mind with latent psychic stress. Though this power initially causes no harm, and has no obvious effects, whenever the subject manifests a power, casts a spell, or similar, the stress is triggered. He takes an amount of nonlethal damage equal to the level of the spell or power, and may have to make a Concentration check to avoid losing the power.

Augment: If you spend two additional power points, this power causes its subject to take lethal damage, rather than subdual damage.

Purifying Meditation
Psychometabolism
Level: Psion/Wilder 1, Psychic Warrior 1, Psychic Monk 1
Display: Olfactory
Manifesting Time: 1 full-round action
Range: Personal
Target: You
Duration: 30 minutes
Power Points: 1

You enter a state of meditation for 30 minutes. During this time, you are treated as being asleep, though you do not take the standard penalty on Listen checks. If you exit the trance before the duration of this power, it is discharged without effect. However, if you spend the whole thirty minutes in meditation, you are healed as if you had spent a night resting, and are cured of the fatigued and exhausted conditions if you are currently subject to them. You do not gain any other benefits of a night's sleep, such as regaining power points.

Augment: If you spend 1 additional power point, you may are healed of 1d4 points of ability damage to one ability score. If you spend 3 additional power points, you are cured of any diseases afflicting you. If you spend 5 additional power points, any poisons affecting you are neutralized, and you suffer no further effects from them. If you spend 10 additional power points, you are healed of any negative levels, ability damage, or ability drain effecting you. All these augmentations are cumulative.

Remove Disease, Psionic
Psychometabolism
Level: Psion/Wilder 3, psychic monk 3
Display: Olfactory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5

As remove disease, except as noted here.

Scramble Synapses
Psychokinesis [Electricity, Mind-Affecting]
Level: Psion/Wilder 2, Psychic Warrior 2, Psychic Monk 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous, then 1 round
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 3

As part of this power, you must make a touch attack against your target. If the attack is successful, he takes 3d6 points of electricity damage. In addition, the electrical current interrupts his thought processes–he must make a Will save or be confused for 1 round. Creatures immune to mind-affecting powers are damaged normally, but are immune to the confusion effect.

Augment: For every additional power point you spend, the damage dealt is increased by 1d6. For every two additional power points spent this way, the DC of this power increases by one and the duration of the confusion effect increases by one round.

Slumber
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

As the spell sleep, except as noted here.

Augment: For every 2 additional power points, this power can affect an additional 3 HD of creatures, and the save DC increases by 1.

Sublime Torment
Telepathy (Mind-Affecting, Fear) [Evil]
Level: Telepath 4
Display: Visual
Manifesting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature within range
Duration: Concentration, up to 1 minute/level (see text)
Saving Throw: Will negates (see text)
Power Resistance: Yes
Power Points: 7

While concentrating, you deal 1d4 points of ability damage per minute to one of the target's mental ability scores, chosen by you at manifestation. In addition, the target is paralyzed and fascinated for the duration of this power, and receives a new Will save to end the effect every minute. You receive a +4 bonus to the same ability score that you damaged; this bonus persists for an hour after the power ends.

When this power ends, the target must make another Will save or become panicked with regards to you for a period of time equal to this power's duration. Immunity to fear effects negates this secondary effect, but not the primary effects of this power (the ability damage, paralysis, and fascination).

Temporal Reversal
Psychoportation
Level: Nomad 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates and Fortitude partial
Power Resistance: Yes
Power Points: 17

You draw away time energy from your target, effectively rewinding your target’s time to the point when he did not yet exist. On a successful Will save, the target remains in existence, must make a Fortitude save or regress to childhood, which imposes a -4 penalty to all physical ability scores, a -1 penalty to all mental ability scores, and causes the target to shrink one size category. If the Fortitude save is successful, then the target is merely regressed to young adulthood, which imposes a -1 penalty on all ability scores. These penalties are not permanent, and disappear when the target reaches adulthood. The target does not lose any of its skills or levels, and ages normally from that point on, unless a wish or miracle is used to restore them to their previous age category. Constructs, elementals, fey, and outsiders are immune to this power, as are any deities who do not possess the outsider type.

Since targets of this power are not truly killed, spells such as raise dead, reincarnate, resurrection, and true resurrection fail automatically. However, a wish or reality revision can bring the target back into existence as an infant, and a second wish or reality revision, or a miracle, used to restore him to his former age category.

People who use this power on themselves or who have it used on them in order to prolong their lives are visited by a marut inevitable within 1d4 days.

Thanatopsis
Clairsentience
Level: Seer 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Touched corpse
Duration: 1 round
Saving Throw: None
Power Resistance: No
Power Points: 3

You scan the psychic imprint of a corpse to learn of the dead creature’s life. You view the creature’s perception of its own death, finding out as well as it did how it died. If you manifest this power again on that corpse, you are instead presented with the creature’s perception of a randomly chosen moment of great importance of the creature’s life, generally lasting about 5 minutes.

Unspeakable Horror
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: Fortitude partial and Will partial (see text)
Power Resistance: Yes
Power Points: 7

You seize control of your foe's senses for a moment, forcing them to view a scene of mind-shattering horror. If they fail their Fortitude save, they are nauseated for 1d4+1 rounds. Even if they succeed the save, they are sickened for 1 round. If they fail their Will save, they are panicked for 5d6 rounds. Even if they succeed that save, they are shaken for 1 round.

Augment: For every two additional power points you spend, the DC of this power increases by one and you may target an additional creature with this power.

Worldwind
Psychoportation
Level: Nomand 9
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 creature/level
Duration: Instantaneous, then 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15

You call up a silvery wind that wisks the targets of this power through the Astral Plane. All targets that fail their Will save are sent to a random plane. In addition, if they attempt to return to the plane you manifest this power on within 1 hour/level of being sent away, this wind repels them, preventing them from travelling to the plane.

New Spells

Augment Weapon
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action.
Range: Touch
Target: 1 weapon or up to 50 projectiles, all of which must be in contact at the time of casting
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You enhance one weapon such that it deals damage more efficiently when it strikes true. The critical mulitplier of the weapon is doubled (remember that a doubled doubling is a tripling, etc.) for the duration of the spell. This spell can only be cast on bludgeoning or slashing weapons. If cast on arrows or crossbow bolts, the augmented weapon trait on a particular projectile ends after one use, whether or not the missile strikes its intended target.

Multiple effects that increase a weapon’s critical multiplier (such as the augment weapon spell and the Augmented Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a slam.

Augment Resistance
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You increase the target's existing resistance to magic, granting an enhancement bonus to their SR equal to your caster level (maximum +10); creatures without SR are treated as having SR 0.
Arcane Material Component: A piece of sponge.

Bestow/Remove Fertility
Transmutation
Level: Druid 5, Fertility 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature within range
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

If you picked bestow fertility, target creature becomes fertile; that is, able to father or bear children. If you picked remove fertility, target creature becomes infertile; that is, unable to father or bear children. Bestow/remove fertility counters and dispels itself.

Bestow/Remove Potency
Transmutation
Level: Druid 4, Fertility 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 male creature within range
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

Target male creature becomes sexually potent or sexually impotent. Bestow/remove potency counters and dispels itself.

Claim the Soul
Abjuration [See text]
Level: Cleric 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell marks the soul of the creature you touch as belonging to your patron deity. Spells that would raise the character from the dead fail unless cast by a cleric of your patron deity, a cleric of a deity who is 1 step away from your deity's alignment, or a cleric of Scitayr. The creature cannot be made into a mindless undead, and if transformed into a greater type of undead, the character retains whatever alignment he possessed in life.

This spell has alignment subtypes corresponding to the alignment of your deity.

If you have no deity, then this spell has alignment subtypes corresponding to your alignment, and the target can be raised by any cleric whose alignment is within one step of yours, or by a cleric of Scitayr.

Conceive/Contraceive
Conjuration
Level: Druid 1, Fertility 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or Instantaneous; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

For 1 hour/level after the casting of this spell, if the subject engages in sexual intercourse, one of two effects will take place, depending on the version of the spell you chose:
Conceive: The target becomes pregnant. Conceive counters and dispels contraceive.
Contraceive: The target does not become pregnant. Alternatively, contraceive can be used to prevent pregnancy from occurring if cast up to 1 hour/level after intercourse. This use of the spell is instantaneous in duration. Either version of contraceive counters and dispels conceive.
If two partners have opposing versions on themselves both are dispelled.

Mariko’s Burning Fans
Conjuration [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One half-circle or two quarter-circle warfans of fire
Duration: 1 round/level (D); see text
Saving Throw: None or Reflex half; see text
Spell Resistance: No

In each of your hands, fans of fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 3 caster levels (maximum 3d4). Alternately, you can create a single fan of fire that deals 1d4 points of fire damage per 2 caster levels (maximum 5d4).
As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a second-level spell. You are considered proficient with these fans of fire for the duration of the spell.

Mariko’s Burning Fans, Greater
Conjuration [Fire, Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Two quarter-circle warfans of fire
Duration: 1 minute/level (D); see text
Saving Throw: None or Reflex half; see text
Spell Resistance: No

In each of your hands, fans of semi-solid fire appear. You can wield them as if they were warfans, and each of them deals 1d4 points of fire damage per 2 caster levels (maximum 5d4). You add your Strength bonus as normal. As a swift action, you can end the spell and create a blast of flame identical to the effect of a burning hands spell as cast by someone of your caster level, except that the save DC is for a 4th-level spell. You are considered proficient with these fans of fire for the duration of the spell.

Miraculous Birth
Conjuration (Healing, Creation)
Level: Fertility 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 female creature in labor and 1 infant being born within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The infant is removed from the mother, the umbilical cord cut and tied, the infant cleaned, wrapped in blankets or other cloth, and deposited in the caster's arms. Both the mother and the infant are healthy.

Parthenogenesis
Conjuration
Level: Fertility 8
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: 1 female creature of childbearing age touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

One female creature of childbearing age whom you touch conceives a child. You must specify the gender of the child during the casting of this spell. This spell only affects creatures capable of sexual reproduction.
Material component: A few drops of fresh semen. You must supply this component even if you possess the Eschew Materials feat, and this component is not contained within spell component pouches.

Protected Youth
Abjuration
Level: Druid 2, Fertility 2
Components: V, S, M, DF
Casting Time: ten minutes
Range: Touch
Target: 1 newborn infant
Duration: varies; see text
Saving Throw: None
Spell Resistance: No

The child is blessed with health through his developmental years and gains a +2 to saves vs poison, disease, and effects causing the sickened condition until around the time of his adulthood. Though the exact time that the benefit wears off can't be fully predicted, it is always gone by the time the child is fully developed into adulthood.
Material component: A bit of holy water or holly ashes to be sprinkled on the baby.

Protection from Disease
Abjuration
Level: Druid 3, Fertility 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target is immune to mundane disease for the duration of this spell.

Protection from Disease, Greater
Abjuration
Level: Fertility 7

As protection from disease, except that the spell grants immunity to supernatural disease in addition to mundane disease, and as noted above.

Transfer Pregnancy
Transmutation
Level: Fertility 9
Components: V, S, DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: 2 female humanoids of childbearing age of the same race within range, one of whom is pregnant
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

When you cast this spell, the pregnant target ceases to be pregnant, and the other target becomes pregnant with the same child. The newly target is at the same stage of pregnancy as the target who was originally pregnant.

Lord Iames Osari
2007-06-28, 08:45 AM
Chapter 8: The World

Diseases

Fortuna's Bane (Natural):
Fort DC 1*; incubation period 1d4 weeks; 1d8 Con**.

Fortuna's Bane is a disease that first arose among prostitutes who worshipped the Goddess Fortuna. Though the *****-Priestesses and others did their best to wipe the disease out, it persists in the seediest of brothels in cities all over Tyrath. Saves against Fortuna's Bane need be made only once every month.

Libiditis (Supernatural):
Fort DC 1*; incubation period 2d4 days; 1d4 Int** and 1d4 Wis**, plus unslakeable lust***.

Succubitis is a disease that can only be contracted by consorting with succubi (or incubi). Only a few, rare succubi and incubi now carry the disease, since most of the disease-carriers were hunted down and wiped out by clerics of Maia and Fortuna, but regardless of whether they are carriers or not, all succubi (and incubi) are immune to its effects. It causes its sufferers to slowly lose control of their sex drive. Sufferers of succubitis need only save against the ability damage once per month; the unshakeable lust trait must be saved against whenever the trigger conditions are met. This disease can only be cured by a remove disease spell casts by a character with 18 caster levels. Creatures reduced to 0 Intelligence and 0 Wisdom by succubitis gain the lustdriven template, described in Chapter 10.

*Is not cured after the 3rd consecutive successful saving throw. Creatures who have intimate, unprotected contact with an infected creature take a -30 on their Fort saves to avoid infection.
**Make an additional Fort save against DC 10 or 1 point of this ability damage is permanent ability drain.
***Unslakeable Lust: A creature infected with succubitis, every time it sees a creature of appropriate race and gender, must make a Will save against DC 15. On a failure, the infected creature must attempt to mate with the target creature, regardless of current circumstances. If multiple creatures might trigger this quality at once, the infected creature targets the one with the highest Charisma. This is a mind-affecting compulsion effect.

Lord Iames Osari
2007-06-28, 08:53 AM
http://i88.photobucket.com/albums/k177/LordIames/Maps/TyrathMap-1.png
Nations of Tyrath

Akashakyo
Proper Name: Elven Domain of Akashakyo
Ruler: His Majesty, King Norikazu Isawa IV, Mortal Lord of Elvenkind [CG male elf Ranger 10/Cleric 7]
Government: Hereditary feudal monarchy in which royal house and all noble houses are elven
Cities: Qi-Akasha (LC)
Resources: Foodstuffs, cloth, herbs and spices, lumber (very little), fine wine and spirits
Population: 84% elven, 9% human, 6% half-elven, 1% other races.
Law: NG
Allies: Enkidu, Mehrune, Southern Kingdom
Enemies: Mothga’s Waste, Yuan-ti Empire

The Elven Domain of Akashakyo is all that remains in the Mehrune region of a once-mighty elven nation that stretched from the Northern and Western Twilight Mountains to the Twin Peninsulas. Now the forested Elven Peninsula is the home of most elves in the Mehrune Region.

Chain Islands, The
Proper Name: None
Ruler: None
Government: None
Cities: None
Resources:
Population:
Law: CN
Allies: None
Enemies: None

Emorian Empire, The
Proper Name: Imperial Dominion of Emor
Ruler: The First Sword, General of the Legions, His Overlordship, the Shogun, Zhao Qiang [LE male human Marshal 18]
Government: Martial state
Cities: Emor (M);
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), foodstuffs, slaves
Population: 55% human, 21% hobgoblin, 13% gnome, 10% goblin, 1% other
Law: LE
Allies: Mothga’s Waste
Enemies: Fienna, Plateau Realm

The Emorian Empire has been separated from the Mehrune region for millennia by Mothga’s Wall and seeks to take over its region completely. The most resistant of its targets is Telca, a small island nation which nonetheless is home to fierce, if barbaric, human warrior-clans. The Empire dislikes the dwarves of the Plateau Realm, as it suspects the dwarves of supplying high-grade weaponry to the Telca. It has recently formed a pact with Mothga’s Wastes, pledging mutual military support. The Empire’s human majority is very racist in general, though the hobgoblins are viewed with some amount of respect by the military due to their martial prowess. Almost all of the hobgoblin population of Emor is in the military. Emorian gnomes and goblins are viewed as slaves.

Enkidu
Proper Name: United City-States of Enkidu, Krafdheubh, and the Province
Ruler: Her Honor, Elector Nishiko Mifune [LN female human Aristocrat 8]
Government: The Elector serves as ruler of the nation and is elected by popular vote throughout the nation for life or until abdication. There is a city council of 100 members, with representation allotted to each race according to the percentage of the total city population, and a High Council, similar to the city council but with membership allotted according to the percentages of the nation as a whole. Krafdheubh is more or less autonomous, controlled by a council of elders who owe fealty to Enkidu.
Cities: Enkidu (M); Krafdheubh (LC), Adaun (LC), Queme (LT), Fort Vigilant (ST)
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), gems (I-IV, including pearls), dwarven spirits, elven wines, shipbuilding services, metalwork, land and sea trade nexus (Note: The Enkidu peninsula possesses very little in the way of raw materials except for the mines of Krafdheubh; it is primarily a mercantile and industrial city where goods are traded and sold and raw materials worked into finished products; there is also a large number of professional tradespeople in the city. The Province, on the other hand, is very agricultural and provides food for the peninsula cities), foodstuffs
Population: 38.9% human, 17.1% elf, 14.2% half-elf, 13.7% gnome, 10.5% dwarf, 2.9% half-orc, 1.9% other races.
Law: NG
Allies: Southern Kingdom, Mehrune, Akashakyo, Plateau Realm
Enemies: Mothga’s Waste, Yuan-ti Empire

Enkidu City was founded by refugees fleeing the war-torn Kingdom of Mehrune in year 7060 of the elven calendar. Ten years later, having established themselves as a rising center of trade and achieved friendly relations with those already living there, they provided aid to a newly started dwarven mine in repelling an assault by forces of Neo-Penumbra. Since then, Enkidu City and Krafdheubh have risen in prominence. After fifteen years of fighting in the Yuan-ti War, Enkidu acquired a large portion of territory across the Mehrune Strait, consisting of the former Principality of Mehrune, which is now called “the Province”. The capital of the former Principality, Adaun, now serves as the regional capital of the Province.

Fienna
Ruler: None
Government: None; the inhabitants of Fienna are organized into various clan and tribal groupings
Cities: None
Resources:
Population:
Law: CN
Allies: Plateau Realm
Enemies: Emorian Empire

Isle of the Craven, The
Proper Name: New Akashakyo Isle
Ruler: High King something or other
Government: Hereditary feudal monarchy
Cities:
Resources:
Population:
Law: NG
Allies:
Enemies:

Mehrune
Proper Name: Duchy of Mehrune
Ruler: Her Excellency, Duchess Rosan Oenomel [LN female human], Head of House Oenomel, Shield of Mehrune
Government: Hereditary monarchy
Cities: Duthrone (LC); Mehnsmuthe (LC), Monton (SC), Treflume (LT)
Resources: Foodstuffs, domestic animals, spirits
Population:
Law: LN
Allies: Enkidu, South Kingdom, Plateau Realm
Enemies: Yuan-ti Empire

Mothga’s Wastes
Ruler: His Eminence, the Dark Lord Xarakh Nam
Government: Dictatorship
Cities: Kharmathi Bholiz
Resources:
Population:
Law: NE
Allies:
Enemies:

Neo-Penumbra
Proper Name: The Illithid Empire of Neo-Penumbra
Ruler: Emperor Kruulschathian [LE Illithid Telpath 11]
Government: Feudal monarchy
Cities:
Resources:
Population:
Law: LE
Allies:
Enemies:

Plateau Realm, The
Ruler: None
Government: None; the plateau realm consists of scattered, independent city-states
Cities: Schormein (SC)
Resources: Metals (iron, copper, silver, gold, platinum, mithral, cold iron, adamantine [latter three not usally exported as raw materials]), gems (I-IV), dwarven spirits, metalwork
Population:
Law: LN
Allies:
Enemies:

Southern Kingdom, The
Proper Name: The Southern Kingdom of Mehrune
Ruler:
Government:
Cities: Sarre (LC)
Resources:
Population:
Law: LN
Allies: Enkidu, Mehrune (sometimes)
Enemies: Yuan-ti Empire, Mehrune (sometimes)

Vaynai
Proper Name: Mercantile Enclave of Vaynai Island
Ruler: His Presidency, Mr. Theryn Werkstein [LE male human Aristocrat 9]
Government: Corporate bureaucracy in which the Chief Executive Officer is answerable to the Board of Directors, who are elected by the stockholders.
Cities: Vaynai City (M)
Resources:
Population:
Law: LN
Allies: None
Enemies: None

Yuan-ti Empire
Proper Name: The Holy Empire of the Yuan-ti
Ruler:
Government: Theocracy
Cities:
Resources:
Population:
Law: LE
Allies: Mothga's Waste
Enemies: Enkidu, Mehrune, Southern Kingdom