A Book of Versus

Roll Initiative's free d20 depository.

Characters

Most of the characters presented here are suitable only for use as NPCs, but a few could make good PCs in a pinch. For some, multiple sets of stat blocks are presented. These either represent the character at different stages of his career, or present different versions based on standard material or the Book of Versus.

Caleb Bougembdo

Caleb Bougembdo has always desired power, though not the type usually sought after by evil, domineering forces. Instead of broad, sweeping, impersonal power, Caleb seeks to make every aspect of just one city his own. He strives to be in every shadow, at the back of every mind, and frozen to every soul in the city walls. And he is succeeding.

From a lair deep in the sewers, Caleb's magic works its way through the city. Many do not realize they are doing his bidding, but others are all too aware of what fate awaits them if they disobey their orders. Of course, no one speaks of these things; the few that have were never seen alive again. Most do not even know the name of the one they serve, and think only of "the dark will". Certainly, though, there is little that happens in the city that escapes Caleb's notice.

Caleb has several minions in his command. His rat familiar, Kethus, moves though the shadows of the city, watching for interesting events, and gathering information from his non-magical brethren. A band of lacedons he enslaved dredges the depths of the tunnels for valuable debris, and occasionally make forays to the surface to feed and sow panic. Several years ago, Caleb purchased a set of flesh golem manuals, and three of these creatures now guard his sanctum. Several important, but not prominent, figures the government have been replaced with Caleb's simulacrums, and many townsfolk are under his geases.

With so many at his command, there is seldom need for Caleb to venture to the surface himself. When he does, he cloaks himself in illusions and transmutations that alter his form, so there is no consensus as to his appearance. However, he cannot fully disguise the stench of his lair that his permeated his form, and a biting reek lingers beneath whatever oils, perfumes, or magics he applies. His history is similarly unknown, but he is believed to be a native of the city who became involved with the criminal underworld and pursued his infatuation with power beyond death.

Caleb is intended to function as a monstrous power center for any large city. It would be possible to build several adventures around uncovering his influence, disrupting his power, and finally venturing deep into the sewers to confront him face to face, all the while skirmishing with his minions and charmed townsfolk. Alternatively, characters may have to bargain with the lich for information that only he knows.

Caleb Bougembdo (CR 17)

Male human lich wizard 7/loremaster 8

NE Medium Undead (Augmented Humanoid)

Init +2; Senses darkvision 60 ft., medallion of thoughts ; Listen +10, Spot +10

Aura fear (60 ft., DC 20)

Languages Common, Draconic, Dwarven, Elven, Undercommon


AC 23, touch 14, flat-footed 21

hp 97 (15 HD)

Resist damage reduction 15/bludgeoning and magic, immunity to cold, electricity, polymorph, and mind-affecting attacks, turn resistance +4

Fort +9, Ref +9, Will +16


Speed 30 ft. (6 squares)

Melee +7 touch (1d8+5 negative energy (Will DC 20 half) plus paralysis (Fort DC 20 negates)) or
+8 +1 spellstoring dagger (1d4 plus hold person (Will DC 22 negates)) or
+8/+3 +1 spellstoring dagger (1d4 plus hold person (Will DC 22 negates)) and +2 touch (1d8+5 negative energy (Will DC 20 half) plus paralysis (Fort DC 20 negates))

Base Atk +7; Grp +6

Combat Gear lesser metamagic rod of enlarging, ring of chameleon power, 4 potions of inflict moderate wounds, 2 potions of undetectable alignment, 2 scrolls of animate dead, scroll of haste, pearl of power (1st-level spell), pearl of power (2nd-level spell)

Wizard Spells Prepared (CL 15):
0— daze (DC 19), detect magic, detect magic, mage hand
1st— charm person (DC 20), charm person (DC 20), hypnotism (DC 20), protection from good, ray of enfeeblement (ranged touch +10), sleep (DC 20)
2nd— acid arrow (ranged touch +10), charm person (extended, DC 20), command undead (DC 19), daze monster (DC 21), ray of enfeeblement (silent, ranged touch +10), touch of idiocy (melee touch +7), whispering wind
3rd— acid arrow (extended, ranged touch +10), clairaudience/clairvoyance, dispel magic, hold person (DC 22), lightning bolt (DC 20), suggestion (DC 22)
4th— black tentacles (grapple +23), charm monster (DC 23), hold person (extended, DC 22), polymorph, scrying
5th— dominate person (DC 24), feeblemind (DC 24), magic missile (quickened), prying eyes, teleport
6th— acid arrow (quickened, ranged touch +10), chain lightning (DC 23), dominate person (extended, DC 24), mass suggestion (DC 25)
7th— dispel magic (quickened), power word blind, summon monster VII
8th— demand (DC 27), power word stun.

Wizard Spellbook 0th—all; 1st— alarm, charm person, comprehend languages, detect secret doors, hypnotism, identify, magic missile, protection from good, ray of enfeeblement, sleep, unseen servant ; 2nd— acid arrow, command undead, daze monster, detect thoughts, hideous laughter, locate object, touch of idiocy, whispering wind ; 3rd— arcane sight, clairaudience/ clairvoyance, dispel magic, gaseous form, hold person, lightning bolt, suggestion ; 4th— animate dead, black tentacles, charm monster, lesser geas, polymorph, scrying ; 5th— dominate person, feeblemind, magic jar, permanency, prying eyes, sending, teleport ; 6th— analyze dweomer, chain lightning, contingency, create undead, geas, mass suggestion ; 7th— greater scrying, insanity, limited wish, mass hold person, power word blind, simulacrum, summon monster VII ; 8th— demand, discern location, polymorph any object, power word stun


Abilities Str 8, Dex 15, Con —, Int 24, Wis 14, Cha 16

SQ familiar, greater lore, lore (+17), weapon trick

Feats Craft Wondrous Item, Extend Spell, Greater Spell Focus (Enchantment), Investigator, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Skill Focus (Knowledge (local)), Spell Focus (Enchantment)

Skills Appraise +15, Concentration +21, Decipher Script +25, Gather Information +13, Hide +10, Knowledge (aracana) +25, Knowledge (architecture and engineering) +12, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +28, Knowledge (nature) +8, Knowledge (nobility and royalty) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +10, Move Silently +10, Search +21 (+28 to find hidden compartments and passages), Sense Motive +10, Spellcraft +27, Spot +10

Equipment combat gear plus +1 spell storing dagger, bracers of armor +4, cloak of resistance +3, gloves of dexterity +2, goggles of minute seeing, headband of intellect +4, ring of protection +2, medallion of thoughts, blessed book, 25,000 gp.


Fear Aura (Su) : Caleb is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save (DC 20) or be affected as though by a fear (CL 15). A creature that successfully saves cannot be affected again by Caleb's aura for 24 hours.

Paralyzing Touch (Su) : Any living creature Caleb hits with his touch attack must succeed on a Fortitude save (DC 20) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by Caleb seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.


Kethus (CR —)

NE Tiny magical beast (rat)

Init +2; Senses low-light vision, scent; Listen +1, Spot +1

Languages empathic link, speak with master, speak with rodents


AC 18, touch 14, flat-footed 16

hp 36 (15 HD)

Resist improved evasion

Fort +4, Ref +6, Will +12


Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.

Melee +9 bite (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +7; Grp –5

Atk Options deliver touch spells


Abilities Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2

SQ share spells

Feats Weapon Finesse

Skills Appraise +7, Balance +10, Climb +12, Concentration +18, Decipher Script +17, Gather Information +4, Hide +14, Knowledge (aracana) +17, Knowledge (architecture and engineering) +4, Knowledge (dungeoneering) +0, Knowledge (geography) +0, Knowledge (history) +4, Knowledge (local) +17, Knowledge (nature) +0, Knowledge (nobility and royalty) +0, Knowledge (religion) +0, Knowledge (the planes) +0, Move Silently +10, Search +3 (+5 to find hidden compartments and passages), Spellcraft +17, Swim +10

Dr. Ephraim Crenst

From a young age, Ephraim Crenst was fascinated with the workings of the body. He spent many happy childhood afternoons taking apart insects and whatever stray animals he was lucky enough to lure into his parents' shed. In time, he became quite the amateur physician, and as a teenager became one of the youngest people to be admitted to the city's university to study medicine.

Crenst, given access to new specimens and encouragement from his teachers, quickly outstripped his peers in the dissecting room. His experiments on living creatures were first viewed as revolutionary, but admiration gradually turned to concern and then revulsion. His methods, the school said, were too viscous and inhumane. When asked to leave the university, he did so quietly; he felt he had learned all he could there, anyway.

He still desired knowledge, however. He knew with time, patience, and the right resources, he could tease the secret of life from mere flesh and nerves. To these ends, he acquired work as a physician for a local theives' guild. Here, he was amply rewarded for his silent service to the guild's wounded, though he gained a reputation as the last man you went to see, one way or another.

To acquire dissection specimens, Crenst trained with his new employers as a tomb-robber. He found he took to this job easily, a lock being similar to a housecat once brought under the knife; just a little puzzle to take apart with a delicate tool or two. The guild also found that Crenst's experiments often proved effective on captives who had resisted several forms of torture, and for this reason Crenst was also supplied with a steady stream of living subjects.

Ephraim Crenst is currently thirty-two years old, and is thin and lithe for a man that age. He has slick, salt-pepper hair and a trim mustache. His eyes are never at rest, always playing about the bodies of anyone around him in an analytic manner. Similarly, his hands are always in motion, either idly fingering some device or slowly clenching and unclenching. He gives off a subtle but shocking odor, which the experienced recognize as the scent of the operating room.

Usually, he is dressed in a long apron of thick leather, with similar gloves and boots, over a simple white smock and black trousers. Medical instruments are scattered in pockets all over the apron, and an assortment of steel blades hangs from the belt, including his favored weapon, an enchanted bonesaw that draws terrible gore from his enemies.

Ephraim has recently come to the realization that he nearing a high point in his studies. Soon, he believes he will find the secret of life itself that he has sought for so many years. In preparation, he has begun gathering components to construct his own flesh golems. The recent rash of tomb robberies has elicited some panic among the citizens of the city.

Dr. Ephraim Crenst (CR 14)


Human expert 2/rogue 3/deviate churgeon 9

NE Medium humanoid

Init +3; Senses Listen +12, Spot +21

Languages Common, elven, infernal


AC 21, touch 14, flat-footed 18

hp 63 (14 HD)

Resist evasion, strong stomach, ring of mind shielding

Fort +12, Ref +13, Will +11


Speed 30 ft. (6 squares)

Melee +1 kukri of wounding +13/+8 (1d6–1 plus 1 Con/18–20)

Ranged dagger +12 (1d4–1/19–20)

Base Atk +9; Grp +8

Atk Options Combat Expertise, dissect +2d6, sneak attack +2d6, bloodletting

Combat Gear 3 draughts of cure moderate wounds, draught of lesser restoration, draught of bull's strength


Abilities Str 9, Dex 16, Con 12, Int 14, Wis 19, Cha 12

SQ excise, master healer, resurrectionist, trapfinding, trap sense +3, vivisect

Feats Combat Expertise, Deft Hands, Iron Will, Skill Focus (Heal), Weapon Finesse, Martial Weapon Proficiency (kukri)

Skills Bluff +7, Diplomacy +3, Disable Device +20, Disguise +1 (+3 to act in character), Heal +35, Intimidate +3, Listen +12, Open Lock +21, Profession (surgeon) +12, Search +18, Sleight of Hand +23, Spot +21, Use Rope +22

Possessions combat gear plus 3 daggers, +2 studded leather armor, +1 light wooden shield, gloves of Dexterity +2, periapt of Wisdom +2, cloak of resistance +2, ring of protection +1, ring of mind shielding, masterwork thieves' tools, healer's kit, 50 ft. of silk rope, 2000 gp

Gibb

Let not the sun go down upon your wrath.
~ Ephesians 4:26

It is very unlikely that Gibb’s birth was accidental. Such a creature must surely have been the result of careful breeding by some cult of war and slaughter. Whatever his intended purpose, Gibb currently serves no masters other than wanton slaughter and blind destruction. Of course, it is entirely possible that this is his purpose.

Gibb is a minotaur infused with warrior breed blood that accentuates his bestial parent race’s physical strength, cruelty, and mindlessness. He stands a full head taller and several feet broader than most minotaurs, and has rows of spines radiating from his brutal horns down his back and face and across his forehead. Similar growths begin at his claws and ridge his knuckles and arms. His gait is troll-like, with a propensity for walking on all fours. On the few occasions he speaks, his speech is guttural, fragmented, and pocked with the gnashing of his razored teeth. Even when sleeping, his muscles twitch and heave spasmodically, and when awake, it is impossible for him to remain still.

Despite his seeming awkwardness, Gibb is a perfect and terrifyingly graceful engine of destruction. Not a subtle combatant, he seldom needs to be. Against weaker opponents, he enjoys using his natural attacks, drawing his greataxe only when faced with foes he considers to be a true threat. He is wary of magic, and will single out obvious spell casters in combat, using bull rushes and his reach to get to those positioned behind a party’s front lines. At higher levels, he uses bull’s strength and righteous might before entering combat if possible. It can be difficult to distinguish Gibb’s spellcasting from his berserk rage; both entail haunting, multi-tonal wails and self-mutilation.

Gibb (Raging, CR 7)

Male half-warrior breed minotaur barbarian 1

CE Large Outsider (Augmented Monstrous Humanoid, Native)

Init +2; Senses darkvision 60 ft., scent; Listen +12, Spot +12

Languages Common, giant

AC 18, touch 9, flat-footed —

hp 99 (7 HD)

Resist acid 10, electricity 10, and sonic 10; immunity to cold and fire

Fort +12, Ref +7, Will +9


Speed 40 ft. (8 squares)

Melee mwk greataxe +18/+13 (3d6+16/x3) and gore +15 (1d8+5) or
bite +17 (2d6+11) and gore +15 (1d8+5) and 2 claws +15 (1d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +22

Atk Options Cleave, Power Attack, rage 1/day (11 rounds)

Special Actions powerful charge 4d6+16

Combat Gear potion of cure moderate wounds

Spell-Like Abilities (CL 1st):
3/day— protection from law


Abilities Str 33, Dex 15, Con 26, Int 4, Wis 14, Cha 10

SQ natural cunning

Feats Cleave, Multiattack, Power Attack

Skills Intimidate +10, Listen +12, Search +10, Spot +12

Possessions combat gear plus masterwork greataxe, masterwork studded leather


Natural Cunning (Ex) Immune to maze spells, never lost or flat footed.

 

When Gibb is not raging, the following changes apply to the above statistics.

 

AC 20, touch 11, flat-footed —

hp 85 (7 HD)

Fort +10, Will +7


Melee mwk greataxe +16/+11 (3d6+13/x3) and gore +13 (1d8+4) or
bite +15 (2d6+9) and gore +13 (1d8+4) and 2 claws +13 (1d8+4)

Grp +20

Special Actions powerful charge 4d6+13

Abilities Str 29, Con 22

Nore Beotul

Nore Beotul is a cruel, tyrannical, and greedy blackguard who heads a merciless guild of thieves and cultists. The organization is focused mainly on racketeering and extortion, but they make occasional forays into kidnapping, assissination, and graverobbing.

Characters who wish to thoroughly scrub Beotul's influence from the city are in for a challenge. His organization is comprised of several dozen callous thugs, a cadre of shadowy cultists, a small horde of zombies, a cruel dwarven bodyguard, a handful of feral ghouls, a heartless scribe, a fiendish raven spy, a dominating priest of darkness, and, of course, Nore Beotul himself! Though these forces are concentrated in Beotul's trap-laced guildhouse and temple, they control bolt-holes and safe houses all over the city, and maintain an undead garrison in one of the graveyards.

Nore Beotul

Nore desires only power in all it's forms. Power over others and physical might are of equal interest to him. He is a perfectionist who does not tollerate failure or interference. His methods of action are pitiless and patient, and he never takes action without a sound plan.

Beotul is a bear of a man; tall, stout, bearded, and muscular. He wears his dark blonde hair long and straight with his great, full beard kept combed. Near his mouth it is stained brown-yellow with pipe smoke, and his hands and teeth have similar stains. His voice is deep and resonant, rolling from him like thick smoke, and immediately commands respect.

Nore does not run his organization remotely. He knows all his minions and enemies by name, as well as a few choice facts. He leads important missions himself, seeing them as an opportunity to train his followers and exert his might. Subordinates are expected to submit reports to the organization frequently, and Nore often reviews them personally.

Coulg, Nore's raven servitor, serves him as a spy and messenger. The creature is feared within the organization, as it has a reputation for making unfavorable reports against those it dislikes. It has a known like for undead carrion, and the thugs and cultists sometimes make it small offerings if they can.

Nore Beotul (CR 12)

Male human fighter 4/rogue 3/blackguard 5

LE Medium humanoid

Init –1; Senses Listen +6, Spot +6

Aura despair (10 ft., –2 on saves)

Languages Common, empathic link


AC 19, touch 10, flat-footed 19

hp 72 (12 HD)

Resist evasion

Fort +15, Ref +10, Will +12


Speed 20 ft. (4 squares)

Melee +2 falchion +18/+13/+8 (2d4+10/15-20)

Ranged composite shortbow (Str +4) +10/+5/+0 (1d6+4/x3)

Base Atk +11; Grp +15

Atk Options Cleave, Improved Sunder, Power Attack, poison (Large scorpion venom, DC 18, 1d6 Str/1d6 Str), smite good 2/day (+4 attack, +5 damage), sneak attack +3d6

Special Actions command undead 7/day (+6, 2d6+7, 3rd)

Combat Gear wand of cure light wounds, wand of charm person, scroll of dispel magic

Blackguard Spells Prepared (CL 5th):
3rd— cure serious wounds
2nd— cure moderate wounds, summon monster II
1st— cause fear (DC 12), summon monster I

Spell-Like Abilities (CL 5th):
At will— detect good


Abilities Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 18

SQ aura of evil, dark blessing, fiendish servant, poison use, share spells, trap sense +1, trapfinding

Feats Alertness, Cleave, Improved Critical (falchion), Improved Sunder, Iron Will, Leadership, Power Attack, Weapon Focus (falchion), Weapon Specialization (falchion)

Skills Bluff +13, Climb +3, Diplomacy +20, Disguise +7 (+9 to act in character), Gather Information +14, Jump +3, Hide +0, Intimidate +24, Knowledge (religion) +9, Listen +6, Perform (sing) +13, Spot +6, Use Magic Device +13

Possessions combat gear plus +1 full plate, +2 falchion, +1 ring of protection, gauntlets of ogre power, cloak of Charisma +2, circlet of persuasion, 3 doses of Large scorpion venom, unholy symbol, carved and gilded pipe worth 40 gp, 10 gp worth of exotic tobacco, 50 gp


Coulg (CR —)

LE Tiny magical beast (augmented animal, raven)

Init +2; Senses darkvision, low-light vision; Listen +4, Spot +5

Languages empathic link


AC 15, touch 14, flat-footed 13

hp 9 (2 HD)

Resist cold 5, fire 5; improved evasion; SR 7

Fort +10, Ref +8, Will +6


Speed 10 ft. (2 squares), fly 40 ft. (average)

Melee claws +3 (1d2–4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +1; Grp –11

Atk Options smite good 1/day (+2 damage to good foe)


Abilities Str 2, Dex 15, Con 10, Int 6, Wis 14, Cha 6

Feats Weapon Finesse

Skills Listen +4, Spot +5


Here is an alternate version of Nore Beotul based on the zealot class.

Nore Beotul (CR 12)

Male human zealot 9/rogue 3

LE Medium humanoid

Init –1; Senses Listen +7, Spot +7

Aura conviction (10 ft., +4 to saves against fear)

Languages Common, empathic link


AC 19, touch 10, flat-footed 19

hp 72 (12 HD)

Resist attunement, evasion, immunity to disease and fear

Fort +12, Ref +9, Will +9


Speed 20 ft. (4 squares)

Melee +2 falchion +18/+13/+8 (2d4+10/15-20)

Ranged composite shortbow (Str +4) +10/+5/+0 (1d6+4/x3)

Base Atk +11; Grp +15

Atk Options Cleave, Improved Sunder, Power Attack, smite 2/day (+4 attack, +9 damage), sneak attack +2d6

Combat Gear wand of cure light wounds, wand of charm person, scroll of dispel magic

Zealot Spells Prepared (CL 4th):
2nd— cure moderate wounds, summon monster II
1st— cause fear (DC 12), summon monster I
D: Domain spell. Deity: ???. Domain: Trickery.


Abilities Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 18

SQ servitor, share spells, trap sense +1, trapfinding

Feats Alertness, Cleave, Improved Critical (falchion), Improved Sunder, Iron Will, Leadership, Power Attack, Weapon Focus (falchion), Weapon Specialization (falchion)

Skills Bluff +17, Diplomacy +17, Disguise +15 (+17 to act in character), Gather Information +10, Hide +1, Intimidate +20, Listen +7, Perform (oratory) +10, Spot +7

Possessions combat gear plus +1 full plate, +2 falchion, +1 ring of protection, gauntlets of ogre power, cloak of Charisma +2, circlet of persuasion, 3 doses of Large scorpion venom, unholy symbol, carved and gilded pipe worth 40 gp, 10 gp worth of exotic tobacco, 50 gp


Coulg (CR —)

LE Tiny magical beast (augmented animal, raven)

Init +3; Senses darkvision, low-light vision; Listen +6, Spot +7

Languages empathic link


AC 20, touch 16, flat-footed 16

hp 18 (4 HD)

Resist improved evasion

Fort +10, Ref +9, Will +6


Speed 10 ft. (2 squares), fly 40 ft. (average)

Melee claws +4 (1d2–5)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +1; Grp –12


Abilities Str 1, Dex 18, Con 10, Int 6, Wis 14, Cha 6

Feats Alertness, Weapon Finesse

Skills Listen +6, Spot +7

Yevim Throulsheki

Yevim Throulsheki

Nore Beotul's cohort is Brother Yevim Throulsheki, a young and ambitious cleric who serves as Nore's spiritual advisor. Yevim also tends the altar and temple under the guildhouse and instructs the cultists in the ways of his god.

Yevim is slightly below average height, with an awkward build. He has reddish-brown hair which he keeps trimmed short, and is always clean-shaven. His speech is slow and measured, precise and commanding. For clothing, Yevim favors official-looking robes with high, stiff collars.

When dressed for battle, he wears a iron-gilded breastplate with similar gauntlets and greaves. His unholy symbol and morningstar are similarly figured. Yevim relies heavily on his summoned and undead minions in combat, only directly attacking foes obviously weaker than himself if possible.

Yevim is obsessed with control. He loves the power he has over his undead minions and summoned creatures. His spells focus on bending the wills of others. Being second-in-command of Beotul's organization, he has a great deal of control over a number of thugs and cultists. He himself is comfortable being under the authority of stronger powers, such as his god and Beotul. The structure of such things seems right to him.

Currently, Yevim has created 20 zombies and dominated 5 ghouls. The zombies were created in a desecrated temple below Nore's guildhouse, and therefore gain a +2 profane bonus on attack rolls, damage rolls, and saving throws. Half the zombies are in a cage in the temple; the other half reside with the ghouls in a graveyard near the guildhouse.

Brother Yevim Throulsheki (CR 10)

Male human cleric 10

LE Medium humanoid

Init –1; Senses Listen +4, Spot +4

Languages Common, Infernal


AC 18, touch 10, flat-footed 18

hp 55 (10 HD)

Fort +9, Ref +3, Will +12


Speed 20 ft. (4 squares)

Melee mwk morningstar +8/+3 (1d8)

Base Atk +7; Grp +7

Special Actions command undead 5/day (+4, 2d6+12, 10th)

Combat Gear lesser rod of extend spell, 2 potions of cure moderate wounds, potion of eagle's splendor

Cleric Spells Prepared (CL 10th):
5th— dispel good D (DC 20; CL 11), greater command (DC 21), summon monster V
4th— confusion D (DC 19), cure critical wounds, discern lies, imbue with spell ability, sending
3rd— animate dead (CL 11), cure serious wounds, magic circle against good D (CL 11), prayer, summon monster III
2nd— cure moderate wounds, invisibility D, lesser restoration, summon monster II, zone of truth (DC 16)
1st— command (DC 15), command (DC 15), comprehend languages, magic weapon, protection from good D (CL 11), summon monster I
0— cure minor wounds, cure minor wounds, guidance, light, mending, resistance
D: Domain spell. Domains: Evil, Trickery.


Abilities Str 10, Dex 8, Con 13, Int 12, Wis 19, Cha 14

SQ aura of evil

Feats Augment Summoning, Brew Potion, Skill Focus (Concentration), Spell Focus (conjuration), Spell Focus (enchantment)

Skills Bluff +15, Concentration +17, Diplomacy +4, Disguise +2 (+4 to act in character), Intimidate +4, Knowledge (religion) +14, Spellcraft +14

Possessions combat gear plus +1 breast plate, +1 large steel shield, masterwork morningstar, cloak of resistance +1, ring of protection +1, periapt of wisdom +2, unholy symbol, black onyx gems (600 gp value total, for animate dead ).


Throulsheki's Zombies (CR 1/2)

NE Medium undead

Init –1; Senses darkvision; Listen +0, Spot +0


AC 11, touch 9, flat-footed 11

hp 20 (2d12+7 HD)

Resist damage reduction 5/slashing

Fort +2, Ref +1, Will +5


Speed 30 ft. (6 squares; can't run)

Melee slam +4 (1d6+3)

Base Atk +1; Grp +4


Abilities Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1

SQ desecrate bonuses, single actions only, undead traits

Feats Toughness


Throulsheki's Ghouls (CR 1)

CE Medium undead

Init +2; Senses darkvision; Listen +2, Spot +7

Languages Common


AC 14, touch 12, flat-footed 12

hp 13 (2 HD)

Resist +2 turn resist

Fort +0, Ref +2, Will +5


Speed 30 ft. (6 squares)

Melee bite +2 (1d6+1 plus paralysis and disease) and 2 claws +0 (1d3 plus paralysis)

Base Atk +1; Grp +2


Abilities Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12

Feats Multiattack

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

SQ undead traits

Feats Toughness


Ghoul Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Beotul's Followers

Nore has attracted these followers with his Leadership feat.

Gaan Hammerpeal is a grim and humorless dwarven veteran who Nore made his personal bodyguard and captain of his thugs. He directs their day to day actions, and carries them orders from Nore. Gaan is as avid a smoker as Nore, and pipes and tobacco are the only subject the two converse on casually. Gaan lives in a dismal, smoky set of chambers at the back of the guild house.

Jacob Shiri is a slightly overweight, middle-aged man with a constant and wide smile, small spectacles, and utterly unfeeling eyes. He is Nore's bookkeeper, bookie, and banker, and sometimes serves as another public face for the organization. Jacob is exactingly precise, and solidly committed to serving Beotul; he signed a contract, after all.

Through Yevim, Nore attracted a small group of shady cultists. They serve him as spies and assassins, and also assist in religious duties. The three share a room under the guildhouse.

The bulk of Beotul's personal forces are made up of common thugs. These live all over the city, passing the time until Beotul, Yevim, or Gaan calls them to service, at which point they know to spring to action immediately. Beotul currently has about three dozen such thugs in his service.

Gaan Hammerpeal (Cr 4)

Male dwarf fighter 4

LE Medium humanoid

Init –1; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Dwarven


AC 20, touch 11, flat-footed 19

hp 40 (4 HD)

Resist stability, +2 on saves against spells and spell-like effects

Fort +9 (+11 against poison), Ref +3, Will +3


Speed 20 ft. (4 squares)

Melee mwk warhammer +8 (1d8+4/x3)

Ranged light hammer +5 (1d4+2)

Base Atk +4; Grp +6

Atk Options Cleave, Power Attack

Combat Gear potion of bull's strength, potion of cure moderate wounds


Abilities Str 14, Dex 13, Con 18, Int 10, Wis 12, Cha 6

SQ dwarf traits

Feats Cleave, Iron Will, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer)

Skills Climb +2, Jump +2

Possessions combat gear plus masterwork warhammer, +1 banded mail, masterwork heavy steel shield, cloak of resistance +1, 2 light hammers, 18 gp.


Jacob Shiri (CR 2)

Male human expert 3

LN Medium humanoid

Init +0; Senses Listen +3, Spot +6

Languages Common, Infernal


AC 10, touch 8, flat-footed 10

hp 11 (3 HD)

Fort +0, Ref –1, Will +7


Speed 30 ft. (6 squares)

Melee dagger +1 (1d4-2/19–20)

Ranged dagger +2 (1d4-2/19–20)

Base Atk +2; Grp +0

Combat Gear 2 potions of cure light wounds


Abilities Str 7, Dex 9, Con 11, Int 14, Wis 16, Cha 15

Feats Diligent, Skill Focus (Profession), Negotiator

Skills Appraise +10 (+12 for items valued by weight), Bluff +8, Decipher Script +10, Diplomacy +14, Disguise +2 (+4 to act in character), Gather Information +7, Intimidate +4, Knowledge (local) +8, Profession (bookkeeper) +12, Sense Motive +11, Spot +6

Possessions combat gear plus masterwork dagger, masterwork leather armor, 2 doses of oil of taggit (ingested, DC 15, 0/Unconsciousness), paper, inks, and quills, sealing wax, merchant's scale, 42 gp, 37 sp.


Beotal Cultist (CR 2)

Human cleric 1/rogue 1

LE Medium humanoid

Init +5; Senses Listen +2, Spot +5

Languages Common


AC 16, touch 12, flat-footed 14; Dodge

hp 10 (2 HD)

Fort +3, Ref +4, Will +4


Speed 30 ft. (6 squares)

Melee mwk scimitar +1 (1d6/18–20)

Ranged dagger +2 (1d4/19–20)

Base Atk +0; Grp +0

Atk Options poison (black adder venom, DC 11, 1d6 Con/1d6 Con), sneak attack +1d6

Special Actions command undead 4/day (+1, 2d6+2, 1st)

Combat Gear potion of cure light wounds

Cleric Spells Prepared (CL 1st):
1st— cure light wounds, disguise self D, magic weapon
0— cure minor wounds, guidance, light
D: Domain spell. Deity: ???. Domains: Evil, Trickery.


Abilities Str 10, Dex 15, Con 12, Int 8, Wis 14, Cha 13

SQ aura of evil

Feats Dodge, Improved Initiative

Skills Bluff +6, Diplomacy +3, Disguise +5 (+7 to act in character), Hide +7, Intimidate +3, Listen +6, Move Silently +6, Search +3, Spot +6, Tumble +6

Possessions combat gear plus masterwork scimitar, 2 daggers, masterwork studded leather armor, masterwork light wooden shield, 1 dose of black adder venom, unholy symbol, 5 gp.


Beotal Thug (CR 1/2)

Human warrior 1

LE Medium humanoid

Init +5; Senses Listen +2, Spot +5

Languages Common


AC 15, touch 10, flat-footed 15

hp 8 (1 HD)

Fort +3, Ref +0, Will +0


Speed 30 ft. (6 squares)

Melee scimitar +3 (1d6+1/18–20) or
sap +2 (1d6+2 non-lethal)

Ranged dagger +2 (1d4+1/19–20)

Base Atk +1; Grp +2


Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8

Feats Weapon Focus (scimitar), Toughness

Skills Climb +2, Intimidate +4, Jump +2

Possessions scimitar, sap, 2 daggers, studded leather armor, heavy wooden shield,  40 sp.

Pug Hockles

Pug Hockles is a sinewy half-orc who often works as a bouncer or guard. He isn't very bright, but he's street-smart, as those who try to put one over on him often find out to their dismay. He can most often be found lounging in a doorway, leaning on his club and keeping an eye out. Usually there is a wicker lunch basket of chickens, breads, and beers nearby, which he snacks from often.

Given the choice, Pug uses his meaty fists in combat, hoping to knock his opponent senseless. He's not a killer, and resorts to his club only in self-defense, or against non-living foes. Pug's rage is silent and focused, as opposed to the screaming and flailing of most barbarians.

Pug Hockles (Raging, CR 5)

Male half-orc barbarian 1/fighter 4

NG Medium Humanoid (Half-orc)

Init +5; Senses darkvision 60 ft.; Listen +4, Spot +1


Languages Common, Orc

AC 18, touch 10, flat-footed 17

hp 54 (5 HD)

Fort +11, Ref +3, Will +5


Speed 40 ft. (8 squares)

Melee unarmed +13 (1d8+6 non-lethal) or
unarmed +13 (1d4+6) or
mwk greatclub +11 (1d10+9)

Base Atk +5; Grp +11

Atk Options Knockout Punch, rage 1/day (7 rounds)

Combat Gear 2 potions of cure light wounds, 2 oils of magic fang, 2 oils of shillelagh


Abilities Str 22, Dex 13, Con 18, Int 6, Wis 12, Cha 8

Feats Brawl, Improved Brawl, Improved Initiative, Improved Unarmed Strike, Knockout Punch

Skills Intimidate +4, Listen +4, Sense Motive +2 

Possessions combat gear plus +1 chain shirt, +1 bracer, masterwork great club, amulet of natural armor +1, ring of protection +1, cloak of resistance +1, manacles, lunch basket, 500 gp

 

When Pug is not raging, the following changes apply to the above statistics.

 

AC 20, touch 12, flat-footed 19

hp 44 (5 HD)

Fort +9, Will +3


Melee unarmed +11 (1d8+4 non-lethal) or
unarmed +11 (1d4+4) or
mwk greatclub +9 (1d10+6)

Grp +9


Abilities Str 18, Con 14

The Ondargrir

There is always good pay for necessary work nobody wants to do. The ondargrir are a group of dwarves who make a good (if not clean) living cleaning and maintaining the sewers of the larger cities of all races. Among their own kind, ondargrir are viewed from afar with a grudging respect for the difficult work they do in dangerous conditions. Other races just pay them what they ask and hope not to see them until next year.

Ondargrir operate in teams of workers and guards, usually about three-to-one, but with extra guards for areas known to be particularly dangerous. The guards help out as extra muscle when things are quiet, and the workers aren't defenseless by themselves. They all carry specialized equipment, and are skilled at moving though the peculiar environment they work in.

PCs might find they need to hire some ondargrir workers to repair the damage caused by one of their battles, or a few of their guards might be willing to take on some mercenary work. If the ondargrir are about to venture into a very dangerous area, they may try to hire the PCs as backup. Alternately, a group of ondargrir may be trapped in a cave-in or monstrous lair, and in need of rescue. Ondargrir aren't pleasant to work with, but they are honorable and trustworthy, and known to reward exceptional performance.

In additions to the equipment listed below, most ondargrir teams carry a chest with a portable ram, a sledge, several feet of chain and rope, a few shovels, a healer's kit, and an extra potion of cure light wounds or two. If the team is going to be working deep underground for several days, they carry a good supply of trail rations and water casks.

Ondargrir Guard

Ondargrir Guard (CR 3)

Dwarf warrior 4

LN Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Dwarven


AC 15, touch 10, flat-footed 15

hp 26 (4 HD)

Resist stability, +2 on saves against spells and spell-like effects

Fort +8 (+10 against poison), Ref +1, Will +0


Speed 20 ft. (4 squares)

Melee mwk trident +7 (1d8+2)

Ranged mwk trident +4 (1d8+2) or
light crossbow +3 (1d8/19–20)

Base Atk +3; Grp +5

Combat Gear potion of cure moderate wounds


Abilities Str 14, Dex 11, Con 14, Int 10, Wis 9, Cha 6

SQ dwarf traits

Feats Alertness, Great Fortitude

Skills Climb +8, Listen +1, Spot +1, Swim +5

Possessions combat gear plus masterwork chain shirt, light wooden shield, masterwork trident, light crossbow with 20 bolts,  20 gp.

Ondargrir Worker

Ondargrir Worker (CR 3)

Dwarf expert 4

LN Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen –1, Spot –1

Languages Common, Dwarven


AC 13, touch 10, flat-footed 13

hp 22 (4 HD)

Resist stability, +2 on saves against spells and spell-like effects

Fort +5 (+7 against poison), Ref +1, Will +3


Speed 20 ft. (4 squares)

Melee heavy pick +3 (1d6/x4)

Ranged acid flask +3 (1d6 acid splash)

Base Atk +3; Grp +3


Abilities Str 11, Dex 10, Con 14, Int 14, Wis 9, Cha 6

SQ dwarf traits

Feats Great Fortitude, Skill Focus (Craft (stonemasonry))

Skills Appraise +3 (+7 for stone or metal), Craft (stonemasonry) +16, Escape Artist +6, Knowledge (architecture and engineering) +9, Knowledge (dungeoneering) +9, Search +9 (+11 to find hidden compartments and passages or notice unusual stonework), Swim +5, Use Rope +7


Possessions Studded leather, heavy pick, crowbar, hammer, masterwork stoneworking tools, 50' silk rope, everburing torch, 2 flasks of acid, 20 gp.

Tus

Tus is a tiny halfling who makes a living as a guide through the sewers. For whatever reasons, people need to find their way around down there sometimes, and Tus is willing to help for a price. Having led many successful missions, these services have earned a good deal of praise from the city's residents, who know they can depend on Tus to lead rescue, recovery, or extermination missions.

Tus is withdrawn and uncomfortable around "civilized" folk, particularly large humans and half-orcs, favoring the company of rats and other urban animals. In the stench-ridden tunnels, however, training and talent create a capable leader who doesn't hesitate to direct others actions in dire situations.

Tus (CR 8 )

Halfling ranger 5/rogue 3

N Small Humanoid (Halfling)

Init +3; Senses Listen +17, Spot +4

Languages Common, Halfling


AC 21, touch 16, flat-footed 18

hp 50 (8 HD)

Resist evasion

Fort +9, Ref +12, Will +8 (+10 against fear)


Speed 20 ft. (4 squares)

Melee +1 short sword +12/+7 (1d4+1/19–20) or
2 +1 short swords +10/+10/+5 (1d4+1/19–20)

Ranged mwk light crossbow +12 (1d6/19–20)

Base Atk +7; Grp +3

Atk Options favored enemy undead +4, favored enemy animals +2, sneak attack +2d6

Combat Gear wand of cure light wounds (23 charges), pipes of the sewers


Abilities Str 10, Dex 16, Con 14, Int 10, Wis 18, Cha 8

SQ animal companion, halfling racial traits, trapfinding, wild empathy +4 (+0 magical beasts), trap sense +1

Feats Blind-Fight, Endurance B, Track B, Two-Weapon Defense, Two-Weapon Fighting B, Weapon Finesse

Skills Climb +10, Escape Artist +6, Jump +2, Listen +17, Hide +18, Knowledge (dungeoneering) +8, Knowledge (nature) +2, Move Silently +16, Perform (wind instruments) +2, Survival +12 (+14 while underground), Swim +16, Tumble +7

Possessions combat gear plus +2 studded leather armor, 2 +1 short swords, masterwork light crossbow, periapt of wisdom +2, ring of protection +1, cloak of resistance +1, gloves of swimming and climbing, 2750 gp


Gleeb (CR —)

N Small Animal (Dire Rat)

Init +3; Senses Low-light vision; Listen +4, Spot +4


AC 15, touch 14, flat-footed 12

hp 5 (1 HD)

Fort +3, Ref +5, Will +3


Speed 40 ft. (8 squares), climb 20 ft.

Melee bite +4 (1d4 plus disease)

Base Atk +0; Grp –4


Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

SQ 1 bonus trick, share spells

Feats Alertness, Weapon Finesse B

Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11


Disease (Ex) Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Here is an alternate version of Tus based on the nomad class.

 

Tus (CR 8 )

Halfling nomad 5/rogue 3

N Small Humanoid (Halfling)

Init +3; Senses Listen +17, Spot +4

Languages Common, Halfling


AC 21, touch 16, flat-footed 18

hp 50 (8 HD)

Resist evasion

Fort +7 (+9 against poison and disease), Ref +10, Will +9 (+11 against fear)


Speed 25 ft. (5 squares)

Melee +1 short sword +10 (1d4+1/19–20) or
2 +1 short swords +8/+8 (1d4+1/19–20)

Ranged mwk light crossbow +12 (1d6/19–20)

Base Atk +5; Grp +1

Atk Options favored terrain underground +2, sneak attack +2d6

Combat Gear 3 potions of cure light wounds, pipes of the sewers


Abilities Str 10, Dex 16, Con 14, Int 10, Wis 18, Cha 8

SQ halfling racial traits, trapfinding, trap sense +1, weathered body

Feats Athletic B, Blind-Fight, Endurance B, Track B, Two-Weapon Defense, Two-Weapon Fighting B, Weapon Finesse

Skills Balance +5, Climb +15, Escape Artist +9, Jump +2, Listen +12, Hide +13, Knowledge (dungeoneering) +10, Move Silently +11, Perform (wind instruments) +5, Swim +15, Survival +14 (+18 underground), Tumble +9

Possessions combat gear plus +2 studded leather armor, 2 +1 short swords, masterwork light crossbow, periapt of wisdom +2, ring of protection +1, cloak of resistance +1, gloves of swimming and climbing, 2750 gp

Classes

Here are presented three new core classes. The nomad is an adaptable survivalist. The prophet is a divine spellcaster similar to the sorcerer. The zealot is a fanatical, religious warrior.

How do these new core classes fit into the standard set of classes? The Prophet is designed to serve as a new, additional class, a rough divine analogy to the sorcerer. The Nomad is designed to replace both the Monk and Ranger core classes, absorbing their party roles while adding flexibility. The Martial Disciple and Foeslayer prestige classes presented later recreate these precise character types. The Zealot is clearly designed to replace the Paladin core class, serving as a more flexible divine warrior. Perhaps less obviously, they can also replace the Blackguard prestige class.

Nomad

With discipline and stoic calm, nomads survive where and when others would perish. Most make their homes far from civilized lands, in environments most would consider lethal. Some endure the worst of what civilization has to offer, subsisting in mazes of crime-ridden alleys.

Adventures: A nomad's life typically is an adventure to start with, filled with danger and uncertainty.

Characteristics: A nomad is adept at survival. He adapts to his surroundings and masters them. He moves quickly from place to place, often unseen. Nomads are famed archers and horsemen, but are also often skilled with their bare hands or whatever they can lay hands on. An experienced nomad learns to hones his body to withstand the elements and require little food or rest.

Alignment: Survival requires discipline and structure in the face of turmoil and the unexpected. A nomad could never survive with chaotic behavior.

Religion: Nomads strive to placate wild gods, and honor the gods of tradition and strength. Their worship favors songs and legends over organized prayer. Nomads place little faith in buildings as places of worship, but may make pilgrimages to certain holy places of nature.

Background: A nomad can come from any place where survival is a challenge. Most hail from arid deserts, frozen tundras, or far-flung islands. Many come from far underground, used to eking out a life among the caves and fungi. There are more and more nomads appearing in the city slums and scrapyards, people who have found no one in society to depend on but themselves.

Races: The nomadic ways allow humans to survive in environments that would normally be lethal to them. Large tribes of human nomads can settle an area other races shun. Half-orcs are common in these bands. More primal elves are often nomads, stalking unseen through the densest jungles and coldest pine barrens. Small tribes of dwarven and gnomish nomads subsist far deeper in the earth than their citybound relatives think possible. Halflings already live a mobile lifestyle; those who wander far from civilized lands are often forced to become nomads. Halflings and humans are the most common urban nomads, as well.

Other Classes: Nomads are adaptable, and work well with characters from most other classes. They do tend to be uncomfortable around barbarians, whose unpredictable nature is contrary to their own careful one.

Role: A nomad may serve many roles in a party. They can be good skirmishers, archers, or mounted combatants. They easily train to be excellent scouts and guides, particularly in their favored terrains. Some are adept at fighting unarmed, or with improvised weapons.

Game Rule Information

Alignment: Any nonchaotic.

Hit Die: d8.

Class Skills

The nomad's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Favored Terrains and Class Skills: A nomad who chooses underground as a favored terrain adds Knowledge (dungeoneering) to his list of class skills. A nomad who chooses urban as a favored terrain adds Knowledge (local) to his list of class skills. A nomad who chooses any other favored terrain adds Knowledge (geography) to his list of class skills. See Favored Terrain, below, for more information.

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpeed Bonus
1st+0+2+2+2Bonus feat, 1st favored terrain+0 ft.
2nd+1+3+3+3Bonus feat, adaptation+0 ft.
3rd+2+3+3+3Endurance+5 ft.
4th+3+4+4+4Weathered body+5 ft.
5th+3+4+4+4Bonus feat+5 ft.
6th+4+5+5+5+10 ft.
7th+5+5+5+52nd favored terrain+10 ft.
8th+6/+1+6+6+6Bonus feat+10 ft.
9th+6/+1+6+6+6+15 ft.
10th+7/+2+7+7+7Disciplined body+15 ft.
11th+8/+3+7+7+7Bonus feat+15 ft.
12th+9/+4+8+8+8+20 ft.
13th+9/+4+8+8+83rd favored terrain+20 ft.
14th+10/+5+9+9+9Bonus feat+20 ft.
15th+11/+6/+1+9+9+9+25 ft.
16th+12/+7/+2+10+10+10Timeless body+25 ft.
17th+12/+7/+2+10+10+10Bonus feat+25 ft.
18th+13/+8/+3+11+11+11+30 ft.
19th+14/+9/+4+11+11+114th favored terrain+30 ft.
20th+15/+10/+5+12+12+12Bonus feat+30 ft.

Class Features

All of the following are class features of the nomad.

Weapon and Armor Proficiency: Nomads are proficient with all simple and martial weapons, with light of armor, and with shields (except tower shields).

Bonus Feats: At 1st level, a nomad gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The nomad gains an additional bonus feat at 2nd level and every three nomad levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as nomad bonus feats. A nomad must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A nomad is not limited to the list of nomad bonus feats when choosing these feats.

A nomad's bonus feats are Advanced Unarmed Strike, Alertness, Animal Affinity, Athletic, Blind-Fight, Brawl, Combat Expertise, Combat Reflexes, Combat Throw, Deflect Arrows, Dodge, Diehard, Elusive Target, Endurance, Far Shot, Great Fortitude, Greater Two-Weapon Fighting, Greater Unarmed Strike, Improved Brawl, Improved Martial Defense, Improved Grapple, Improved Disarm, Improved Improvised Weapon, Improved Knockout Punch, Improved Precise Shot, Improved Streetfighting, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improvised Weapon Proficiency, Iron Will, Knockout Punch, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Snatch Arrows, Streetfighting, Spirited Charge, Spring Attack, Stealthy, Stunning Fist, Toughness, Track, Two-Weapon Defense, Two-Weapon Fighting, Unbalance Opponent, and Whirlwind Attack.

Favored Terrain (Ex): At 1st level, a nomad may select a terrain from the following list: aquatic, desert, forest, hills, marsh, mountains, plains, underground, or urban. The nomad gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that terrain. His favored terrain also gives him access to the appropriate Knowledge skill, as described in Favored Terrains and Class Skills, above.

A nomad also gains a +2 bonus on weapon damage rolls and a +2 bonus on Handle Animal checks against creatures with that terrain mentioned in the Environment entry of their descriptions. The nomad only gains the bonus if the creature description specifically lists the terrain type. The bonuses to attack and damage rolls apply even if the nomad is not actually in the chosen terrain.

At 7th, 13th, and 19th level, the nomad may select an additional favored terrain. In addition, at each such interval, the bonuses from any one favored terrain (including the one just selected, if so desired) increase by 2.

If the nomad selects urban as a favored terrain, he must choose a subtype of humanoid to gain his combat bonuses against; aquatic, dwarf, elf, goblinoid, gnoll, gnome, halfling, human, orc, or reptilian. If he chooses urban again at a later level, he may choose another humanoid subtype to gain his combat bonuses against, or increase one of his existing choices by 2. Instead of Handle Animal, he receives a bonus to Diplomacy checks when dealing with this subtype of humanoid.

If a specific terrain or creature falls into more than one category, the nomad's bonuses do not stack; he simply uses whichever bonus is higher.

Adaptation (Ex): Starting at 2nd level, a nomad may add his nomad level to his ability scores only for the purpose of meeting any ability score prerequisites of his bonus nomad feats.

Fast Movement (Ex): At 3rd level, a nomad gains an enhancement bonus to her speed, as shown on Table: The Nomad. A nomad in wearing medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Endurance: A nomad gains Endurance as a bonus feat at 3rd level.

Weathered Body (Ex): At 4th level, a nomad suffers no harm from being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (without having to make Fortitude saves). His equipment is likewise protected.

The nomad is gains no protection from fire or cold damage, nor does is he protected against other environmental hazards such as smoke, lack of air, and so forth.

In addition, he gains a +2 bonus to all saving throws against poison and disease.

Disciplined Body (Ex): At 10th level, a nomad needs only one-tenth the normal amount of food and drink a member of his race normally requires, and only one-quarter the rest.

In addition, he gains another +2 bonus to all saving throws against poison and disease. This bonus stacks with the bonus gained from weathered body.

Timeless Body (Ex): Upon attaining 17th level, a nomad no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the nomad still dies of old age when his time is up.

Ex-Nomads

A nomad who becomes nonlawful cannot gain new levels as a nomad but retains all nomad abilities.

Nomads on Srill

Many nomads revere Windsoul, the god who taught their ancestors how to survive in the harshest conditions. Nillard, a god of history and song, and Ancelech, a god of justice, are also popular patrons. Subterranean nomads often worship Deep Heart, lord of caverns and solitude.

Zealot

A zealot is a fanatically devout religious warrior. 

Adventurers: A zealot's adventures are almost always dedicated to serving her god. They may be official quests from her superiors, or an effort on her part to become a more powerful servant and prove her dedication.

Characteristics: An unshakable faith drives the zealot. Faith hardens her body and heart, protecting her from harm, fear, and doubt. It allows her to smite the enemies of her faith, and resist those who would twist it against her. An experienced zealot may also call a powerful servitor from her god's realm to serve as a steed or guardian.

Alignment: A zealot may be of any alignment. Anyone may hear the call to zealotry, so there are roughly the same number of evil, chaotic, good, and lawful zealots.

Typically, a zealot is the same alignment as her deity, though some zealots are one step away from their respective deities in alignment.

Religion: Though most zealots are fiercely devoted to a particular deity, some are loyal only to a particular concept, or a type of spirit. In any case, they believe that some higher power has called them to serve it, and they obey its commands unquestioningly.

Background: A zealot may come from any background, but she usually has a defining moment in her history when she heard the call. It may have been a divine vision, a time of great loss or glory, a philosophical revelation, or an encounter with a powerful force. Some become zealots late in life, putting aside the life they have built in favor of some greater purpose.

Races: Any race produces a fair number of zealots. Humans worship the widest number of gods, and so are certainly the most varied zealots. Other humanoids usually produce zealots that are in keeping with their racial traits. Dwarven earth zealots are famously hard-headed, and gnomish trickery zealots are infamous among other races. Elvish zealots commonly revere animals, plants, or magic.

Savage humanoid zealots usually worship spirits or elemental forces instead of gods. Orcish war zealots are feared in all civilized lands, and goblin greed zealots have destroyed whole economies with their scheming.

Other Classes: A zealot's disposition towards other classes is largely determined by her faith. They usually get along well with clerics and prophets of the same power or pantheon.

Role: A zealot is a front-line combatant, bent on taking the fight to the enemy. Her other roles in the party are largely determined by her choice of domain and servitor. Her fierce devotion and high Charisma means she is often party spokesperson, whether the other party members like it or not.

Game Rule Information

Alignment: A zealot's alignment must be within one step of her deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A zealot may not be neutral unless her deity's alignment is also neutral.

Hit Die: d10.

Class Skills

The zealot's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 Spells per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st+1+2+0+0Zealotry, smite 1/day
2nd+2+3+0+0Fervor
3rd+3+3+1+1Conviction, vigor
4th+4+4+1+1Attunement0
5th+5+4+1+1Servitor, smite 2/day0
6th+6/+1+5+2+21
7th+7/+2+5+2+21
8th+8/+3+6+2+210
9th+9/+4+6+3+310
10th+10/+5+7+3+3Smite 3/day11
11th+11/+6/+1+7+3+3110
12th+12/+7/+2+8+4+4111
13th+13/+8/+3+8+4+4111
14th+14/+9/+4+9+4+42110
15th+15/+10/+5+9+5+5Smite 4/day2111
16th+16/+11/+6/+1+10+5+52211
17th+17/+12/+7/+2+10+5+52221
18th+18/+13/+8/+3+11+6+63221
19th+19/+14/+9/+4+11+6+63332
20th+20/+15/+10/+5+12+6+6Smite 5/day3333

Class Features

All of the following are class features of the zealot.

Weapon and Armor Proficiency: Zealots are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Deity, Domains, and Domain Spells: A zealot's deity influences her alignment, what magic she can perform, her values, and how others see her. A zealot chooses one domain from among those belonging to her deity.

If a zealot is not devoted to a particular deity, she still selects a domain to represent her spiritual inclinations and abilities.

The domain gives the zealot access to a domain spell at each spell level she can cast, from 1st to 4th, as well as a granted power. Unlike a cleric or prophet, a zealot can cast her domain spell using any of her spell slots.

If a zealot already has access to a domain from a different class, she cannot choose it again.

Chaotic, Evil, Good, and Lawful Spells: A zealot can't cast spells of an alignment opposed to her own or her deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Aura (Ex): A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Zealots who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Smite (Su): Once per day, a zealot may attempt to smite with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per zealot level.

At 5th level, and at every five levels thereafter, the zealot may smite one additional time per day, to a maximum of five times per day at 20th level.

Fervor (Su): At 2nd level, a zealot gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Conviction (Su): Beginning at 3rd level, a zealot is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the zealot is conscious, but not if she is unconscious or dead.

Vigor (Ex): At 3rd level, a zealot gains immunity to all diseases, including supernatural and magical diseases.

Spells: Beginning at 4th level, a zealot gains the ability to cast a small number of divine spells, which are drawn from the zealot spell list. However, her alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A zealot must choose and prepare her spells in advance.

To prepare or cast a spell, a zealot must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a zealot's spell is 10 + the spell level + the zealot's Wisdom modifier.

Like other spellcasters, a zealot can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Zealot. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Zealot indicates that the zealot gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A zealot prepares and casts spells the way a cleric does. A zealot may prepare and cast any spell on the zealot spell list and her chosen domain spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a zealot has no caster level. At 4th level and higher, her caster level is one-half her zealot level.

Attunement (Su): At 4th level, a zealot gains spell resistance equal to her zealot level + 5. This resistance applies only to the spell listed in her chosen domain. To affect the zealot with a spell on her domain list, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the zealot's spell resistance.

The zealot may choose to permanently waive this spell resistance for any spells when she acquires this ability.

Servitor (Sp): Upon reaching 5th level, a zealot gains the service of otherworldly creature to serve her in her crusades. The zealot chooses a bat, cat, dire rat, eagle, heavy war horse, light war horse, raven, riding dog, small viper snake, toad, war pony, or wolf to serve her.

Once per day, as a full-round action, a zealot may magically call her servitor from the deific realm in which it resides. The servitor immediately appears adjacent to the zealot and remains for 2 hours per zealot level; it may be dismissed at any time as a free action. The servitor is the same creature each time it is summoned, though the zealot may release a particular servitor from service.

Each time the servitor is called, it appears in full health, regardless of any damage it may have taken previously. The servitor also appears wearing or carrying any gear it had when it was last dismissed. Calling a servitor is a conjuration (calling) effect.

Should the zealot's servitor die, it immediately disappears, leaving behind any equipment it was carrying. The zealot may not summon another servitor for thirty days or until she gains a zealot level, whichever comes first, even if the servitor is somehow returned from the dead. During this thirty-day period, the zealot takes a -1 penalty on attack and weapon damage rolls.

Code of Conduct: A zealot must always adhere to the tenets of her faith very closely. When her choice of actions is varied, she must always choose the way that is best serves her god (or her domain, if she serves no god). However the zealot manages her code of conduct, she loses all class abilities if she breaks it.

Associates: A zealot will not continue an association with someone who consistently offends her code of conduct.

Ex-Zealots

A zealot who grossly violates her code of conduct loses all special abilities and spells, including the service of the zealot's servitor. She also may not progress in levels as a zealot. She regains her abilities if she atones for her violations, as appropriate.

The Zealot's Servitor

The zealot's servitor is different from a standard creature of its type in many ways. If the servitor's type is animal (as all starting zealot servitors are), it changes to magical beast. It is superior to a normal creature of its kind and has special powers, as shown below.

Zealot Level Bonus HDNat. Armor Adj.Abil. Adj.IntSpecial
5th–7th+2+2+16Empathic link, improved evasion, share saving throws, share spells
8th–10th +4+4+27Speak with zealot
11th–14th +6+6+38Command creatures of its kind
15th–20th +8+8+49Spell resistance

Bonus HD: Extra Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servitor's base attack and base save bonuses. The servitor also gains additional skill points or feats for bonus HD as normal for advancing a monster's Hit Dice.

An animal servitor has an average base attack bonus, eight-sided HD, and good Fortitude and Reflex saves.

Nat. Armor Adj.: This is an improvement to the servant's existing natural armor bonus.

Abil. Adj.: Add this figure to the servitor's physical ability (Strength, Dexterity, or Constitution) of the zealot's choice.

Int: Use this value or the creature's base value, whichever is higher.

The abilities mentioned in the "Special" column of the accompanying table are described below.

Empathic Link (Su): The zealot has an empathic link with her servitor out to a distance of up to 1 mile. The zealot cannot see through the servitor's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servitor and the zealot, the zealot has the same connection to a place or an item that the servitor does.

Improved Evasion (Ex): If the servitor is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws: For each of its saving throws, the servitor uses either its own base save bonus or the zealot's, whichever is higher. The servitor applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the zealot might have.

Share Spells: At the zealot's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her servitor. The servitor must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servitor if it moves farther than 5 feet away and will not affect the servitor again even if the servitor returns to the zealot before the duration expires. Additionally, the zealot may cast a spell with a target of "You" on her servitor (as a touch range spell) instead of on herself. A zealot and her servitor can share spells even if the spells normally do not affect creatures of the servitor's type (magical beast).

Speak with Zealot (Ex): The zealot and servitor can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

If the servitor can already speak some language, it does not gain this ability.

Command (Sp): Once per day per two zealot levels of its master, an animal servitor can use this ability to command other any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the servitor. This ability functions like the command spell. If the check fails, the ability does not work that time, but it still counts against the servitor's daily uses. Each target may attempt a Will save (DC 10 + 1/2 zealot's level + zealot's Cha modifier) to negate the effect.

Spell Resistance (Ex): The servitor gains spell resistance equal to the zealot's level + 5. To affect the servitor with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servitor's spell resistance.

Domains and Multi-Classing

Prophets and zealots allow classes other than clerics access to clerical domains, an event which requires some special considerations.

A multi-class character with levels in two or more of cleric, prophet, or zealot will have the opportunity to choose domains multiple times. When she takes her first level in another class which grants domains, she must pick from her currently selected domains first, filling all available domain choices the new class offers, before selecting any new domains. For example, consider a cleric with the Good and Protection domains. If she adds a level of zealot, the zealot’s chosen domain must be either Good or Protection. If she adds a level of prophet, her first two domains must be Good and Protection, but her third choice can be any domain offered by her god.

In the domain descriptions, many granted powers are based on “divine level”, such as the Destruction domain’s smite or the Strength domain’s feat of strength. A character’s divine level is the sum of all class levels which give him access to that domain. For example, a 3rd-level cleric/5th-level prophet with the Destruction and Chaos domains would add 8 to his damage roll when using his smite ability, but would still only cast chaos spells at +1 caster level.

If not using the prophet and zealot classes, divine level is simply cleric level.

A zealot’s caster level is still one-half his class level for all his spells, including his domain spells.

Feats

Advanced Unarmed Strike

Prerequisites: Improved Unarmed Strike, Greater Unarmed Strike, base attack bonus +8.

Benefit: When you score a critical hit on an opponent with an unarmed strike, you deal triple damage.

Special: A fighter or nomad may select Advanced Unarmed Strike as one of his bonus feats.

Brawl

Benefit: When making an unarmed attack, you receive a +1 bonus on attack rolls, and your nonlethal damage increases by two steps from its base (to 1d4 for a Small character, or 1d6 for a Medium character).

Special: A fighter or nomad may select Brawl as one of his bonus feats.

Combat Throw

Prerequisite: Improved Martial Defense.

Benefit: You gain a +2 bonus on opposed Strength and Dexterity checks any time you attempt trip or grapple attacks, or when you try to avoid a trip or grapple attack made against you.

Special: A fighter or nomad may select Combat Throw as one of his bonus feats.

Craft Magic Holy Symbol

Prerequisite: Divine caster level 5th.

Benefit: You can create any magic holy symbol whose prerequisites you meet. Enhancing a symbol takes one day for each 1,000 gp in the price of its magical features. To enhance a symbol, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

You can also mend a broken magic symbol if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Dire Servitor

Prerequisite: Zealot level 9th.

You may call a dire ape, dire badger, or dire weasel as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Domain Focus

Choose a divine domain.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the divine domain you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a divine domain.

Elemental Servitor

Prerequisite: Zealot level 9th.

You may call a medium elemental or mephit as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Elusive Target

Prerequisites: Dex 13, Improved Martial Defense.

Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target you –8.

Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting you.

A fighter or nomad may select Elusive Target as one of his bonus feats.

Greater Unarmed Strike

Prerequisites: Improved Unarmed Strike, base attack bonus +4.

Benefit: When using unarmed strikes, your threat range is doubled.

Special: A fighter or nomad may select Greater Unarmed Strike as one of his bonus feats.

Improved Brawl

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making an unarmed attack, you receive a +2 bonus on your attack roll, and your nonlethal damage increases by three steps from its base (to 1d6 for a Small character, or 1d8 for a Medium character).

Special: A fighter or nomad may select Improved Brawl as one of his bonus feats.

Improved Combat Throw

Prerequisites: Improved Martial Defense, Combat Throw, base attack bonus +3.

Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against the opponent. This counts as an attack of opportunity.

Special: This feat doesn’t grant you more attacks of opportunity than you are normally allowed in a round.

A fighter or nomad may select Improved Combat Throw as one of his bonus feats.

Improved Improvised Weapon

Prerequisites: Improvised Weapon Proficiency, nomad level 4th.

Benefit: Treat your improvised weapons as one size category larger for the purpose of determining the damage they deal.

Special: A nomad may select Improved Improvised Weapon as one of his bonus feats.

Improved Knockout Punch

Prerequisites: Brawl, Knockout Punch, base attack bonus +6.

Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

A fighter or nomad may select Improved Knockout Punch as one of his bonus feats.

Improved Martial Defense

Benefit: You gain a +1 dodge bonus to AC against melee attacks.

Special: A condition that makes you lose your Dexterity bonus to AC also makes you lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

A fighter or nomad may Improved Martial Defense as one of his bonus feats.

Improved Streetfighting

Prerequisites: Brawl, Streetfighting, base attack bonus +7.

Benefit: The extra damage you deal with Streetfighting increases to 1d8.

Special: A fighter or nomad may select Improved Streetfighting as one of his bonus feats.

Improved Unarmed Strike

Prerequisite: Base attack bonus +1.

Benefit: The damage for your unarmed strike increases by one step from its base (to 1d3 for a Small character, or 1d4 for a Medium character). Your unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when you attack them unarmed. You may make attacks of opportunity against opponents who provoke such attacks.

Normal: Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Special: A fighter or nomad may select Improved Unarmed Strike as one of his bonus feats.

Improvised Weapon Proficiency

Prerequisites: Base attack bonus +1.

Benefit: You may make attack rolls with improvised weapons normally.

Normal: When using an improvised weapon, you take a –4 penalty on attack rolls.

Special: A nomad may select Improvised Weapon Proficiency as one of his bonus feats.

Knockout Punch

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Special: A fighter or nomad may select Knockout Punch as one of his bonus feats.

Scripture

Choose a divine spell you can cast.

Prerequisites: Knowledge (religion) 1 rank.

Benefit: You cast that spell you select at +2 caster level.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new divine spell.

Stalwart Grip

You are difficult to disarm.

Prerequisite: Str 13.

Benefit: You gain a +4 bonus to all checks to avoid being disarmed, including the roll to disarm your attacker if he fails to disarm you.

Special: A fighter may select Stalwart Grip as one of his bonus feats.

Stalwart Stance

You are difficult to trip.

Prerequisite: Str 13.

Benefit: You gain a +4 bonus to all checks to avoid being tripped, including the roll to trip your attacker if he fails to trip you.

Special: A fighter may select Stalwart Stance as one of his bonus feats.

Streetfighting

Prerequisites: Brawl, base attack bonus +2.

Benefit: Once per round, if you make a successful melee attack with an unarmed strike or a light weapon, you deal an extra 1d4 points of damage.

Special: A fighter or nomad may select Streetfighting as one of his bonus feats.

Unbalance Opponent

Prerequisites: Improved Martial Defense, base attack bonus +6.

Benefit: During your action, you may designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting you. (If the opponent has a Strength penalty, he or she still takes that penalty.)

The opponent’s Strength modifier applies to damage, as usual.

You can select a new opponent on any action.

Special: A fighter or nomad may select Unbalance Opponent as one of his bonus feats.

Undead Servitor

Prerequisite: Zealot level 9th, evil alignment.

You may call a ghoul or shadow as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Weird Wield

Prerequisites: Base attack bonus +2.

Benefit: On your action, before making attack rolls for a round, you may choose to use a strange or unconventional grip or stance. While doing so, you ignore the first 2 points of your target's dodge bonus to Armor Class against your melee attacks, but all your melee damage is lessened by 1. The bonus on attacks and penalty on damage apply until your next turn.

Special: A fighter or nomad may select Weird Wield as one of his bonus feats.

Winged Servitor

Prerequisite: Zealot level 9th, compatible alignment.

You may call a dire bat, giant eagle, giant owl, hippogriff, or pegasus as your servitor. You may only call a servitor with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The servitor gains abilities as if your zealot level were 4 levels lower.

Youthful Body

Prerequisites: Timeless body ability.

Benefit: Remove one age category's worth of ability score penalties.

Special: You may gain this feat multiple times, removing one more age category's worth of  ability score penalties. This feat never actually extends your lifespan or raises your ability score above their original values.

Magic

New spells and domains.

New Spell Descriptions

Bloodlust

Necromancy

Level : Blood 2, Hatred 2, Sor/Wiz 2; Components : V, S, F; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 round/level

You instill yourself with a mad bloodlust. You deal 1d4 points of damage to yourself as part of the casting of this spell. For the duration of the spell, you get a bonus to your attack rolls against living creatures equal to the amount of damage you suffered.

Focus : A masterwork dagger.

Bitter Flesh

Transmutation

Level : Druid 1; Casting Time : 1 standard action; Range : Touch; Target : One creature touched/level; Duration : 10 min/level (D); Saving Throw : Fort negates (harmless); Spell Resistance : Yes

The flesh of each affected creature becomes extremely unpalatable and lets off an acrid stench. If a living creature hits a spell subject with a bite attack, it must make a Will save. If it fails, it cannot make further bite attacks against that subject for the duration of the spell, and the initial bite deals only half damage.

Material Component : A bit of wormwood or a gall bladder.

Combat Offering

Transmutation

Level : Clr 5, Zlt 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Touch; Target : Magic weapon touched; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You sacrifice your weapon to strike down opponents. As part of the casting of this spell, you make one melee attack with a magic weapon at your full base attack bonus. Whether or not you hit, the weapon you use to make this attack is destroyed in the casting of this spell.

If you hit, you automatically score a critical hit, and the weapon’s critical multiplier is increased by one for each enhancement bonus the weapon had. Special abilities, such as holy or defending, do not count for the purposes of determining the enhancement bonus.

This spell fails if you attempt to use an artifact, relic, or non-magical weapon as the material component.

Material Component : The weapon sacrificed.

Enamor

Enchantment (Charm)

Level : Bard 5, Love 5; Components : V, S, DF; Duration : Permanent

As charm person, but the effect is permanent.

Enamor, Greater

Enchantment (Charm)

Level : Love 7; Targets : Two humanoids, who must be within 30 ft. of each other

As enamor, but the targets are enamored of each other instead of you. Both targets must fail their saving throws for this spell to be effective.

Enrapture

Enchantment (Compulsion)

Level : Bard 3, Love 2; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Close (25 ft. + 5 ft./2 levels); Area : One or more living creatures within a 20-ft.-radius burst; Duration : 1 round/level; Saving Throw : Will negates (see text); Spell Resistance : Yes

You create a burst of rosy energy. Any creature caught in the burst must succeed at a Will save or be enraptured.

An enraptured creature stands motionless, an expression of perfect bliss on its face, as the energies of the spell wash around it. An enraptured creature is effectively dazed. Slapping or wounding breaks the rapture. Breaking a creature from a rapture is a standard action (an application of the aid another action).

When the enraptured state ends, for whatever reason, the creature must make another Will save, or suffer 1d6 points of temporary Charisma damage.

Enrapture does not target unconscious creatures, constructs, or undead creatures.

Material Component : Ruby dust worth at least 25 gp.

Fearsome Conviction

Enchantment (Fear, Mind-Affecting)

Level : Courage 5, Zlt 4; Components : V, S, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 minute/level; Saving Throw : Will partial (see text); Spell Resistance : Yes

If you are subjected to a fear effect and it fails to make you shaken, frightened, panicked, or cowering, two things happen.

First, the source of the fear effect must make a Will save. If it fails, it becomes frightened for 1 round per level. If it succeeds, it is shaken for 1 round.

Second, you gain a +2 morale bonus to attack and weapon damage rolls.

Final Rites

Necromancy

Level : Clr 4, Grave 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Area : 20-ft.radius emanation centered on you; Duration : 1 round/level; Saving Throw : Fortitude half; Spell Resistance : Yes

Corpses and corporeal undead near you begin to decompose in seconds. Any corpse in the area of the spell rots away to nothing in one round. A corpse destroyed this way may not be raised or animated, but it may be resurrected. A gentle repose spell prevents this rapid decay.

Any corporeal undead in the area of the spell takes 2d12 points of damage per round. They may attempt a Fortitude save each round for half damage.

Material Component : A bit of grave earth.

Gruesome Deluge

Conjuration (Summoning) [Evil, Fear]

Level : Blood 9, Sor/Wiz 9; Components : V, S; Casting Time : 1 round; Range : Long (400 ft. + 40 ft./level); Effect : 360-ft.-radius blood mist; Duration : Concentration (maximum 10 rounds) (D); Saving Throw : See text; Spell Resistance : Yes

This spell creates an enormous churning crimson mist. Each round you concentrate, up to 10 rounds, dark red blood rains down in the area, dealing 2d6 acid damage each round. Any time a creature takes damage from the blood, it must make a Will save. If it fails, it is slowed for 1 round.

In addition, a living creature in the deluge (but not necessarily damaged by it) must make a Will save every round or become panicked for 1 round. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Within the deluge, all sight, including darkvision, is obscured beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the deluge are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the gruesome deluge ’s save DC + the level of the spell the caster is trying to cast.

Heal Servitor

Conjuration (Healing)

Level : Zlt 3; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : Your servitor touched; Duration : Instantaneous; Saving Throw : Will negates (harmless); Spell Resistance : Yes (harmless)

This spell functions like heal, but it affects only the zealot's servitor.

Hygiene

Conjuration

Level : Clr 0, Sor/Wiz 0; Components : V, S, M; Casting Time : 1 standard action; Range : Touch; Target : Creature touched; Duration : Instantaneous; Saving Throw : Fortitude negates (harmless, but see below); Spell Resistance : Yes (harmless)

The recipient of this spell will be cleansed, and will smell pleasant.

If the target typically spreads the filth fever disease through its natural attacks, it loses this ability for 1 day if it fails a Fortitude save.

Insectile Carapace

Transmutation

Level : Druid 7, Vermin 7; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 10 min./level (D)

You take on many aspects of a giant insect.

A thick carapace grows around you, granting you +8 natural armor. This shell extends down your arms, granting you a claw attack with each hand (1d3 damage for Small characters or 1d4 damage for Medium characters). Your mouth also develops mandibles, granting you a bite attack (1d4 damage for Small characters or 1d6 damage for Medium characters), but giving you a 20% chance of spell failure when casting spells with verbal components. The claws are primary attacks and the bite is a secondary attack.

You gain +2 enhancement bonuses to your Constitution, Dexterity, and Strength scores, but you take a –6 penalty to Intelligence as well (to a minimum Intelligence score of 3).

You gain a Climb speed of 30 and a +8 bonus on Climb and Jump checks. You can always choose to take 10 on Climb checks, even if rushed or threatened. You also gain darkvision out to 60 ft.

Material Component : A handful of insect husks.

Lifethirster

Necromancy

Level : Blood 5, Sor/Wiz 5; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : One weapon; Duration : 10 min./level; Saving Throw : Will negates (harmless, object); Spell Resistance : Yes (harmless, object)

This spell makes a weapon draw blood when it hits, dealing 1 point of Constitution damage in addition to its normal damage. Each time the weapon deals Constitution damage, you gain 5 temporary hit points. These temporary hit points fade after an hour.

A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. The spell can only be cast on melee weapons and natural weapons.

Protean Reformation

Transmutation

Level : Protean 7; Components : V, S, DF; Casting Time : 1 standard action; Range : Touch; Target : Living creature touched; Duration : Instantaneous; Saving Throw : Fortitude partial; Spell Resistance : Yes

You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

A creature killed by this spell collapses into a seething puddle of flesh and viscera. In this ooze rest protean cysts. The exact number is determined by the subject's size, as given on the cysts produces table, below. The cysts produced in this manner can survive for 1 month after their creation, and then they die.

Subject SizeCysts
Tiny or smaller0
Small1
Medium2
Large4
Huge or bigger8

Protean Touch

Transmutation

Level : Protean 1; Components : V, S, DF; Casting Time : 1 standard action; Range : Touch; Target : Up to one touched living creature/ level; Duration : 1 min/level; Saving Throw : Fortitude negates (harmless); Spell Resistance : Yes

Each target rolls one random protean trait. It may add or subtract up to its Charisma modifier to the roll (if positive). The trait lasts for the duration of the spell.

Sanguine Hex

Necromancy

Level : Blood 4, Sor/Wiz 5; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : Living creature touched; Duration : Permanent; Saving Throw : Fortitude negates; Spell Resistance : Yes

The subject's wounds hemorrhage uncontrollably. Whenever it takes damage, for any reason, it takes an additional 1d6 damage.

The hex bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Shiverwalk

Transmutation

Level : Cold 8; Components : V, S, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 min./level (D)

You become a creature of cold, your flesh hardening to ice. For the duration of the spell, your type changes to elemental. This means that you are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits. You also gain the cold subtype, which grants you immunity to cold damage, but you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Unarmed and melee attacks you make are as if made by a frost weapon, dealing +1d6 points of cold damage on a successful hit.

Your natural armor increases by +4. Ice particles swirl around, granting you concealment (20% miss chance).

You gain the ability to pass through ice as easily as a fish moves through water. Such movement leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence. You can breathe normally inside the ice.

Ice blocks your sight and hearing as normal. You remain visible when in the ice, so others may be able to see you if you are in clear, clean ice. If the spell’s duration runs out or the effect is dispelled before you voluntarily exit the ice, you are violently expelled and take 5d6 points of damage.

Slayer's Oath

Transmutation

Level : Hatred 4, Zlt 4; Components : V, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 day (see text)

You make a spiritual vow to slay a particular creature. For the remainder of the day, you receive a +2 morale bonus to all attack rolls and weapon damage rolls made against the target, and to saving throws versus the target's spells and effects. All critical hit rolls against the target are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. You also receive a +1 morale bonus to all attack and weapon damage rolls made against the target's allies.

If you fail to slay your target before the spell's duration expires, you suffer a –1 morale penalty to attack rolls, saving throws, and skill checks for one week. During this week, you cannot cast slayer's oath.

Spawn Protean Brute

Conjuration (Creation)

Level : Protean 6

As lesser spawn protean brute, except brutes created by this spell may have up to 8 HD, and as each protean trait is rolled, you may add or subtract up to 5 to the die roll.

Spawn Protean Brute, Greater

Conjuration (Creation)

Level : Protean 8

As lesser spawn protean brute, except brutes created by this spell may have up to 12 HD, and as each protean trait is rolled, you may add or subtract up to 10 to the die roll.

Spawn Protean Brute, Lesser

Conjuration (Creation)

Level : Protean 3; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Touch; Targets : One or more protean cysts touched ; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

This spell creates protean brutes that follow your spoken commands.

While casting the spell, choose a general task for each brute, such as guarding, attacking, performing heavy labor, or fighting beside troops. The brutes obey your verbal commands to carry out actions in this general purpose.

A single casting of this spell creates as up to as many HD of protean brutes as you have caster levels, each protean brute having up to 4 HD. You may decide how many HD each protean brute has individually. Roll one protean trait for each HD the creature has.

The protean brutes are real creatures, and as such cannot be dispelled or hedged out. They do, however, require food, water, and sleep, just like real creatures.

The brutes you create remain under your control as long as they live. No matter how many times you use this spell, however, you can control only 2 HD worth of protean creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess creatures from previous castings become uncontrolled (you chooses which creatures are released).

Material Component : One living protean cyst per HD of brute created.

Spawn Protean Cyst

Conjuration (Creation)

Level : Protean 2; Components : S, M, DF, XP; Casting Time : 1 minute; Range : Touch; Effect : One protean cyst created; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You create a protean cyst, a leathery pouch of living flesh. The cyst can survive for 1 month after it's creation, and then it dies.

Material Component : A paste of blood, meat, bone meal, viscera, and rare herbs and reagents worth 25 gp.

XP Cost : 5 XP.

Spawn Protean Imp

Conjuration (Creation)

Level : Protean 5; Components : V, S, M, DF; Casting Time : 1 minute; Range : Touch; Target : One protean cyst touched; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You hatch a protean imp from a protean cyst. The imp follows your spoken commands.

The imp is a real creature, and as such cannot be dispelled or hedged out. It does, however, require food, water, and sleep, just like a real creature.

The imp remains under your control as long as it lives. No matter how many times you use this spell, however, you can control only 2 HD worth of protean creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess creatures from previous castings become uncontrolled (you chooses which creatures are released).

Material Component : One living protean cyst.

Temporal Echo

Transmutation

Level : Time 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 round/level

For the duration of this spell, your magic echoes through time. When you cast any spell of 4th level or lower with a casting time of 1 standard action, you may cast it again the following round at half the caster level (round down) as a standard action. You must provide the material components for each casting normally.

This process may continue with a spell, halving the caster level each time, until temporal echo's duration expires, the caster level for the spell would be less than 1, or you cast another spell. If you cast another spell, it begins echoing instead.

Material Component : A statuette of you made of polished amber, worth at least 100 gp.

Transmute Water to Wine

Transmutation

Level : Bard 1, Festival 1; Components : V, S, M/DF; Casting Time : 1 standard action; Range : Close (25 ft. + 5 ft./2 levels); Targets : Up to one gallon of water/level; Duration : Permanent; Saving Throw : Fortitude negates (harmless); Spell Resistance : No

This spell transforms up to a gallon per level of clean, normal water into common wine. If the water is part of a larger body, the wine quickly disperses into it. This spell has no effect on holy water, potions, water elementals, and so on.

Arcane Material Component : A grape.

Divine Domains

In the descriptions that follow, granted powers and spell lists are presented only for new and altered domains. In the listings of domain spells, a dagger (†) preceding a spell name signifies a new spell.

In the domain descriptions, many granted powers are based on “divine level”, such as the Destruction domain’s smite or the Strength domain’s feat of strength. A character’s divine level is the sum of all class levels which give him access to that domain. For example, a 3rd-level cleric/5th-level prophet with the Destruction and Chaos domains would add 8 to his damage roll when using his smite ability, but would still only cast chaos spells at +1 caster level.

If not using the prophet and zealot classes, divine level is simply cleric level.

Cold Domain

Granted Power : You gain cold resistance equal to your divine level.

This granted power is a supernatural ability.

Cold Domain Spells

  1. Chill Touch : One touch/level deals 1d6 damage and possibly 1 Str damage.
  2. Chill Metal : Cold metal damages those who touch it.
  3. Protection from Energy *: Absorb 12/damage level from one kind of energy.
  4. Wall of Ice : Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  5. Ice Storm : Hail deals 5d6 damage in a cylinder 40 ft. across.
  6. Cone of Cold : 1d6 cold damage/level.
  7. Freezing Sphere : Freezes water or deals cold damage.
  8. †Shiverwalk : Become a creature of cold.
  9. Summon Monster IX **: Calls extraplanar creature to fight for you.

*Resist cold or fire only

**Cast as a cold spell only

Blood Domain

Granted Power : One round per day per divine level, you may use the Scent ability to detect fresh blood or wounded living creatures. The rounds of use need not be contiguous.

This granted power is an extraordinary ability.

Blood Domain Spells

  1. Deathwatch: Reveals how near death subjects within 30 ft. are.
  2. †Bloodlust : You suffer 1d4 damage, gain bonus to attack.
  3. Contagion: Infects subject with chosen disease.
  4. †Sanguine Hex : Subject’s wounds bleed uncontrollably.
  5. †Lifethirster : Weapon deals Con damage.
  6. Waves of Fatigue: Several targets become fatigued.
  7. Finger of Death: Kills one subject.
  8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9. †Gruesome Deluge: Storm of blood deals acid damage, slows and panics creatures in area.

Courage Domain

Granted Power : Once per day, you may use the inspire courage bardic music ability as a bard of your divine level. You do not need any ranks in Perform, and the effect lasts 5 rounds.

This granted power is a supernatural ability.

Courage Domain Spells

  1. Remove Fear : Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Aid : +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Heroism : Gives +2 on attack rolls, saves, skill checks.
  4. Freedom of Movement : Subject moves normally despite impediments.
  5. Fearsome Conviction : Your fearlessness becomes unsettling to your opponents and invigorating for you.
  6. Heroes’ Feast : Food for one creature/level cures and grants combat bonuses.
  7. Heroism, Greater : Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  8. Discern Location : Reveals exact location of creature or object.
  9. Freedom : Releases creatures suffering imprisonment.

Darkness Domain

Granted Power : For a total time per day of 1 round per divine level you possess, you can see normally in darkness, even magical darkness. This effect occurs automatically as soon as you will it, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Darkness Domain Spells

  1. Darkness : 20-ft. radius of supernatural shadow.
  2. Darkvision : See 60 ft. in total darkness.
  3. Deeper Darkness : Object sheds supernatural shadow in 60-ft. radius.
  4. Shadow Conjuration : Mimics conjuration below 4th level, but only 20% real.
  5. Shadow Evocation : Mimics evocation below 5th level, but only 20% real.
  6. Shadow Walk : Step into shadow and travel rapidly.
  7. Shadow Conjuration, Greater : As shadow conjuration, but up to 6th level and 60% real.
  8. Power Word, Blind : Blinds creature with 200 hp or less.
  9. Power Word, Kill : Kills creature with 100 hp or less.

Death Domain

Granted Power : You may use a death touch once per day. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your divine level. If the total at least equals the creature’s current hit points, it dies.

This granted power is a spell-like ability that is a death effect.

Death Domain Spells

  1. Deathwatch : Reveals how near death subjects within 30 ft. are.
  2. Death Knell : Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Speak with Dead : Corpse answers one question/two levels.
  4. Death Ward : Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Antilife Shell: 10-ft. field hedges out living creatures.
  7. Destruction F : Kills subject and destroys remains.
  8. Symbol of Death M : Triggered rune slays nearby creatures.
  9. Wail of the Banshee : Kills one creature/level.

Dream Domain

Granted Power : You have prophetic dreams and visions. Once per day, choose a single skill or ability check, attack roll, or saving throw, and gain an +1 insight bonus to your roll. You must declare you are using this ability before you roll the die. The bonus increases by +1 for every three divine levels you have.

This granted power a supernatural ability.

Dream Domain Spells

  1. Sleep : Put 2d4 HD of creatures into magical slumber.
  2. Detect Thoughts : Allows “listening” to surface thoughts.
  3. Suggestion : Compels subject to follow stated course of action.
  4. Dream : Sends message to anyone sleeping.
  5. Symbol of Sleep M : Triggered rune puts nearby creatures into catatonic slumber.
  6. Nightmare : Sends vision dealing 1d10 damage, fatigue.
  7. Legend Lore M F : Lets you learn tales about a person, place, or thing.
  8. Binding * M : Utilizes an array of techniques to imprison a creature.
  9. Shades : As shadow conjuration, but up to 8th level and 80% real.

*Slumber or bound slumber effect only

Fear Domain

Granted Power : You cast fear spells at +1 caster level.

Fear Domain Spells

  1. Cause Fear : One creature of 5 HD or less flees for 1d4 rounds.
  2. Silence : Negates sound in a 15-ft. radius.
  3. Scare : Panics creatures of less than 6 HD.
  4. Phantasmal Killer : Fearsome illusion kills subject or deals 3d6 damage.
  5. Invisibility, Greater : As invisibility, but subject can attack and stay invisible.
  6. Symbol of Fear M : Triggered rune panics nearby creatures.
  7. Repulsion : Creatures can’t approach you.
  8. Antipathy : Object or location affected by spell repels certain creatures.
  9. Weird : As phantasmal killer, but affects all within 30 ft.

Festival Domain

Granted Power : Once per day per divine level, you may cast prestidigitation as a 1st-level caster.

This granted power is a spell-like ability.

Festival Domain Spells

  1. †Transmute Water to Wine : Transforms one gallon per level.
  2. Hideous Laughter: Subject loses actions for 1 round/level.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Rainbow Pattern: Lights fascinate 24 HD of creatures.
  5. Mirage Arcana: As hallucinatory terrain, plus structures.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Mage’s Magnificent Mansion F : Door leads to extradimensional mansion.
  8. Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
  9. Irresistible Dance: Forces subject to dance.

Grave Domain

Granted Power : You may use a disrupting touch once per day. You must succeed at a melee touch attack against an undead creature (using the rules for touch spells). When you touch, roll 1d8 per your divine level. If the total at least equals the creature’s current hit points, it is destroyed.

This granted power is a spell-like ability.

Grave Domain Spells

  1. Detect Undead: Reveals undead within 60 ft.
  2. Consecrate M : Fills area with positive energy, making undead weaker.
  3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
  4. †Final Rites : Decomposes corpses and deals 2d12 damage/round to corporeal undead.
  5. Disrupting Weapon : Melee weapon destroys undead.
  6. Undeath to Death M : Destroys 1d4 HD/level undead (max 20d4).
  7. Destruction F : Kills subject and destroys remains.
  8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9. Soul Bind F : Traps newly dead soul to prevent resurrection.

Greed Domain

Granted Power : Add Appraise, Open Lock, and Sleight of Hand to your list of class skills.

Greed Domain Spells

  1. Alarm : Wards an area for 2 hours/level.
  2. Locate Object : Senses direction toward object (specific or type).
  3. Glyph of Warding M : Inscription harms those who pass it.
  4. Secret Chest F : Hides expensive chest on Ethereal Plane; you retrieve it at will.
  5. Major Creation : As minor creation, plus stone and metal.
  6. Geas/Quest : As lesser geas, plus it affects any creature.
  7. Teleport Object : As teleport, but affects a touched object.
  8. Sympathy F : Object or location attracts certain creatures.
  9. Demand : As sending, plus you can send suggestion.

Hatred Domain

Granted Power : Once per day, you may perform a greater smite in place of a regular smite. The greater smite is like a normal smite except you double the damage bonus from the smite (if you hit). Other damage bonuses, such as from Strength or enhancement, are not affected.

This granted power is a supernatural ability.

Hatred Domain Spells

  1. Bane : Enemies take –1 on attack rolls and saves against fear.
  2. †Bloodlust : You suffer 1d4 damage, gain bonus to attack.
  3. Rage : Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  4. †Slayer’s Oath : Gain attack, damage, and save bonuses against a certain creature.
  5. Slay Living : Touch attack kills subject.
  6. Song of Discord : Forces targets to attack each other.
  7. Repulsion : Creatures can’t approach you.
  8. Antipathy : Object or location affected by spell repels certain creatures.
  9. Implosion : Kills one creature/round.

Hunting Domain

Granted Power : Free Weapon Proficiency and Weapon Focus with your choice of bow or crossbow.

Hunting Domain Spells

  1. Hide from Animals: Animals can’t perceive one subject/level.
  2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3. Snare: Creates a magic booby trap.
  4. †Slayer’s Oath : Gain attack, damage, and save bonuses against a certain creature.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  7. Animal Shapes: One ally/level polymorphs into chosen animal.
  8. Finger of Death: Kills one subject.
  9. Foresight: “Sixth sense” warns of impending danger.

Love Domain

Granted Power : You cast charm spells at +1 caster level.

Love Domain Spells

  1. Charm Person : Makes one person your friend.
  2. †Enrapture : Burst dazes creatures, and may deal 1d6 Cha damage.
  3. Charm Monster : Makes monster believe it is your ally.
  4. Good Hope : Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  5. †Enamor : As charm person, but the effect is permanent.
  6. Mind Fog : Subjects in fog get –10 to Wis and Will checks.
  7. †Enamor, Greater : As enamor, but two subjects are attracted to each other.
  8. Sympathy : Object or location attracts certain creatures.
  9. Charm Monster, Mass : As charm monster, but all within 30 ft.

Pain Domain

Granted Power : You may use a pain touch once per day. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your divine level. If the total at least equals the creature’s current hit points, it is rendered helpless and unable to act for 1d6 rounds plus 1 round per divine level.

This granted power is a spell-like ability.

Pain Domain Spells

  1. Ray of Enfeeblement : Ray deals 1d6 +1 per two levels Str damage.
  2. Bear’s Endurance : Subject gains +4 to Con for 1 min./level.
  3. Bestow Curse : –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Symbol of Pain M : Triggered rune wracks nearby creatures with pain.
  5. Wall of Thorns : Thorns damage anyone who tries to pass.
  6. Harm : Deals 10 points/level damage to target.
  7. Regenerate : Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  8. Waves of Exhaustion : Several targets become exhausted.
  9. Horrid Wilting : Deals 1d6/level damage within 30 ft.

Peace Domain

Granted Power : Once per day, you may add your divine level to a single Diplomacy or Sense Motive check.

This granted power is an extraordinary ability.

Peace Domain Spells

  1. Sanctuary : Opponents can’t attack you, and you can’t attack.
  2. Calm Emotions : Calms creatures, negating emotion effects.
  3. Create Food and Water : Feeds three humans (or one horse)/level.
  4. Tiny Hut : Creates shelter for ten creatures.
  5. Break Enchantment : Frees subjects from enchantments, alterations, curses, and petrification.
  6. Dispel Magic, Greater : As dispel magic, but +20 on check.
  7. Sequester : Subject is invisible to sight and scrying; renders creature comatose.
  8. Mind Blank : Subject is immune to mental/emotional magic and scrying.
  9. Temporal Stasis M : Puts subject into suspended animation.

Protean Domain

Granted Power : Once per day, as a standard action, you can manifest a protean trait for 1 minute. Roll on the Open column of Table: Protean Traits, and add or subtract up to your divine level to the roll.

This granted power a supernatural ability.

Protean Domain Spells

  1. †Protean Touch : Subjects gain random protean traits.
  2. †Spawn Protean Cyst X M : Creates a protean cyst.
  3. †Spawn Protean Brute, Lesser M : Creates protean brutes.
  4. †Protean Mutation M : Reroll protean traits.
  5. †Spawn Protean Imp M : Creates a tiny, intelligent servant.
  6. †Spawn Protean Brute M : As lesser create protean brute, but more and stronger brutes.
  7. †Protean Reformation M : Kills target and creates protean cysts.
  8. †Spawn Protean Brute, Greater M : As lesser create protean brute, but more and stronger brutes.
  9. Shapechange F : Transforms you into any creature, and change forms once per round.

Punishment Domain

Granted Power : You gain the smite power, the ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your divine level (if you hit). You must declare the smite before making the attack. It is usable once per day.

This granted power is a supernatural ability.

Punishment Domain Spells

  1. True Strike : +20 on your next attack roll.
  2. Zone of Truth : Subjects within range cannot lie.
  3. Speak with Dead : Corpse answers one question/two levels.
  4. Discern Lies : Reveals deliberate falsehoods.
  5. Mark of Justice : Designates action that will trigger curse on subject.
  6. Hold Monster : As hold person, but any creature.
  7. Forcecage M : Cube or cage of force imprisons all inside.
  8. Discern Location : Reveals exact location of creature or object.
  9. Storm of Vengeance : Storm rains acid, lightning, and hail.

Revival Domain

Granted Power : Once per day, you can add your divine level to a Heal check.

This granted power is an extraordinary ability.

Revival Domain Spells

  1. Make Whole : Repairs an object.
  2. Restoration, Lesser : Dispels magical ability penalty or repairs 1d4 ability damage.
  3. Remove Disease : Cures all diseases affecting subject.
  4. Restoration M : Restores level and ability score drains.
  5. Break Enchantment : Frees subjects from enchantments, alterations, curses, and petrification.
  6. Heal : Cures 10 points/level of damage, all diseases and mental conditions.
  7. Regenerate : Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  8. Heal, Mass : As heal, but with several subjects.
  9. Freedom : Releases creature from imprisonment.

Storm Domain

Granted Power : You gain electricity resistance equal to your divine level.

This granted power is a supernatural ability.

Storm Domain Spells

  1. Obscuring Mist : Fog surrounds you.
  2. Gust of Wind : Blows away or knocks down smaller creatures.
  3. Call Lightning : Calls down lightning bolts (3d6 per bolt) from sky.
  4. Ice Storm : Hail deals 5d6 damage in cylinder 40 ft. across.
  5. Control Winds : Change wind direction and speed.
  6. Call Lightning Storm : As call lightning, but 5d6 damage per bolt.
  7. Control Weather : Changes weather in local area.
  8. Whirlwind : Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance : Storm rains acid, lightning, and hail.

Time Domain

Granted Power : Once per day, you can slip through time slightly. You change your place in the initiative order, moving higher in the count by a number less than or equal to your divine level, as you see fit. You can declare the use of this ability at the start of any round in which you could take an action, before anyone else takes an action.

This granted power is a supernatural ability.

Time Domain Spells

  1. True Strike : +20 on your next attack roll.
  2. Gentle Repose : Preserves one corpse.
  3. Haste : One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  4. †Temporal Echoes : Recast progressively weaker versions of your spells.
  5. Modify Memory : Changes 5 minutes of subject’s memories.
  6. Permanency X : Makes certain spells permanent.
  7. Contingency F : Sets trigger condition for another spell.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Time Stop : You act freely for 1d4+1 rounds.

Undeath Domain

Granted Power : Once per day, you can perform a greater rebuking against undead in place of a regular rebuking. The greater rebuking is like a normal rebuking except that the undead creatures that would be rebuked are commanded instead.

Undeath Domain Spells

  1. Detect Undead : Reveals undead within 60 ft.
  2. Desecrate M : Fills area with negative energy, making undead stronger.
  3. Animate Dead M : Creates undead skeletons and zombies.
  4. Inflict Light Wounds, Mass : Deals 1d8 damage +1/level to many creatures.
  5. Unhallow M : Designates location as unholy.
  6. Create Undead : Create ghouls, ghasts, mummies, or mohrgs.
  7. Control Undead : Undead don’t attack you while under your command.
  8. Create Greater Undead M : Create shadows, wraiths, spectres, or devourers.
  9. Energy Drain : Subject gains 2d4 negative levels.

Vampire Domain

Granted Power : When attempting to turn, destroy, rebuke, or command vampires, you may ignore any turn resistance they possess.

This granted power is a supernatural ability.

Vampire Domain Spells

  1. Chill Touch : One touch/level deals 1d6 damage and possibly 1 Str damage.
  2. Spider Climb : Grants ability to walk on walls and ceilings.
  3. Vampiric Touch : Touch deals 1d6/two levels damage; caster gains damage as hp.
  4. Gaseous Form : Subject becomes insubstantial and can fly slowly.
  5. Slay Living : Touch attack kills subject.
  6. Dominate Person : Controls humanoid telepathically.
  7. Eyebite : Target becomes panicked, sickened, and comatose.
  8. Unholy Aura F : +4 to AC, +4 resistance, and SR 25 against good spells.
  9. Energy Drain : Subject gains 2d4 negative levels.

Vermin Domain

Granted Power : Rebuke or command vermin as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

This granted power is a supernatural ability.

Vermin Domain Spells

  1. Jump : Subject gets bonus on Jump checks.
  2. Spider Climb : Grants ability to walk on walls and ceilings.
  3. Repel Vermin : Insects, spiders, and other vermin stay 10 ft. away.
  4. Giant Vermin : Turns centipedes, scorpions, or spiders into giant vermin.
  5. Insect Plague : Locust swarms attack creatures.
  6. Prying Eyes* : 1d4 +1/level floating eyes scout for you.
  7. †Insectile Carapace : You take on many aspects of a giant insect.
  8. Creeping Doom : Swarms of centipedes attack at your command.
  9. Prying Eyes, Greater* : As prying eyes, but eyes have true seeing.

*Eyes have vermin shapes.

Water Domain

Granted Power : Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

This granted power is a supernatural ability.

Water Domain Spells

  1. Obscuring Mist : Fog surrounds you.
  2. Water Walk : Subject treads on water as if solid.
  3. Water Breathing : Subjects can breathe underwater.
  4. Control Water : Raises or lowers bodies of water.
  5. Quench : Extinguishes nonmagical fires or one magic item.
  6. Transmute Rock to Mud : Transforms two 10-ft. cubes per level.
  7. Acid Fog : Fog deals acid damage.
  8. Horrid Wilting : Deals 1d6/level damage within 30 ft.
  9. Elemental Swarm *: Summons multiple elementals.

*Cast as a water spell only.

New Bard Spells

1st-Level Bard Spells

Transmute Water to Wine : Transforms one gallon per level.

3rd-Level Bard Spells

Enrapture : Burst dazes creatures, and may deal 1d6 Cha damage

5th-Level Bard Spells

Enamor : As charm person, but the effect is permanent.

New Cleric Spells

0-Level Cleric Spells

Hygiene : Cleans one creature.

2nd-Level Cleric Spells

Bloodlust : You suffer 1d4 damage, gain bonus to attack.

5th-Level Cleric Spells

Combat Offering : Sacrifice a magic weapon to increase damage.

Final Rites : Decomposes corpses and deals 2d12 damage/round to corporeal undead.

New Druid Spells

1st-Level Druid Spells

Bitter Flesh : Creatures are reluctant to bite subjects.

7th-Level Druid Spells

Insectile Carapace : You take on many aspects of a giant insect.

New Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Hygiene : Cleans one creature.

2nd-Level Sorcerer/Wizard Spells

Bloodlust : You suffer 1d4 damage, gain bonus to attack.

5th-Level Sorcerer/Wizard Spells

Lifethirster : Weapon deals Con damage.

Sanguine Hex : Subject’s wounds bleed uncontrollably.

9th-Level Sorcerer/Wizard Spells

Gruesome Deluge: Storm of blood deals acid damage, slows and panics creatures in area.

Zealot Spells

1st-Level Zealot Spells

Align Weapon : Weapon becomes good, evil, lawful, or chaotic.

Bless : Allies gain +1 on attack rolls and +1 on saves against fear.

Command : One subject obeys one-word command for 1 round.

Cure Light Wounds : Cures 1d8 damage +1/level (max +5).

Detect Poison : Detects poison in one creature or small object.

Divine Favor : You gain +1 per three levels on attack and damage rolls.

Endure Elements : Exist comfortably in hot or cold environments.

Magic Weapon : Weapon gains +1 bonus.

Protection from Chaos/Evil/Good/Law : +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Read Magic : Read scrolls and spellbooks.

Resistance : Subject gains +1 on saving throws.

Restoration, Lesser : Dispels magical ability penalty or repairs 1d4 ability damage.

Virtue : Subject gains 1 temporary hp.

2nd-Level Zealot Spells

Bull’s Strength : Subject gains +4 to Str for 1 min./level.

Delay Poison : Stops poison from harming subject for 1 hour/level.

Eagle’s Splendor : Subject gains +4 to Cha for 1 min./level.

Owl’s Wisdom : Subject gains +4 to Wis for 1 min./level.

Remove Paralysis : Frees one or more creatures from paralysis or slow effect.

Resist Energy : Ignores 10 (or more) points of damage/attack from specified energy type.

Shield Other F : You take half of subject’s damage.

Spiritual Weapon : Magic weapon attacks on its own.

Undetectable Alignment : Conceals alignment for 24 hours.

Zone of Truth : Subjects within range cannot lie.

3rd-Level Zealot Spells

Cure Moderate Wounds : Cures 2d8 damage +1/level (max +10).

Discern Lies : Reveals deliberate falsehoods.

Dispel Magic : Cancels spells and magical effects.

Heal Servitor : As heal on zealot's servitor.

Magic Circle against Chaos/Evil/Good/Law : As protection spells, but 10-ft. radius and 10 min./level.

Magic Weapon, Greater : +1 bonus/four levels (max +5).

Prayer : Allies +1 bonus on most rolls, enemies –1 penalty.

Remove Blindness/Deafness : Cures normal or magical conditions.

Remove Curse : Frees object or person from curse.

4th-Level Zealot Spells

Combat Offering M : Sacrifice a magic weapon to increase damage.

Break Enchantment : Frees subjects from enchantments, alterations, curses, and petrification.

Cure Serious Wounds : Cures 3d8 damage +1/level (max +15).

Death Ward : Grants immunity to death spells and negative energy effects.

Dismissal : Forces a creature to return to native plane.

Dispel Chaos/Evil/Good/Law : +4 bonus against attacks.

Fearsome Conviction : Your fearlessness becomes unsettling to your opponents and invigorating for you.

Mark of Justice : Designates action that will trigger curse on subject.

Neutralize Poison : Immunizes subject against poison, detoxifies venom in or on subject.

Restoration M : Restores level and ability score drains.

Slayer’s Oath : Gain attack, damage, and save bonuses against a certain creature.

Prestige Classes

The martial disciple and foeslayer prestige classes are intended to re-introduce character types removed by the zealot and nomad classes.

Battle Angel

Hit Die: d10.

Requirements

To qualify to become a battle angel, a character must fulfill all the following criteria.

Base Attack Bonus: +6.

Skills: Spellcraft 3 ranks.

Feats: Dodge, Mobility.

Spells: Ability to cast 1st-level arcane spells, two of which must be magic weapon and shield.

Class Skills

The battle angel's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Blade Wings
2nd+2+3+0+0War Dive
3rd+3+3+1+1Whirlwind
4th+4+4+1+1Wingspan
5th+5+4+1+1Improved Blade Wings
6th+6+5+2+2Flyby Attack
7th+7+5+2+2Improved Whirlwind
8th+8+6+2+2Improved Wingspan
9th+9+6+3+3Improved Flyby Attack
10th+10+7+3+3Greater Blade Wings

Class Features

All the following are class features of the battle angel prestige class.

Weapon and Armor Proficiency: The battle angel gains no proficiency with any weapons or armor.

Blade Wings (Su): These magic wings are composed of a myriad of floating blades of all sizes. They are actually a magic item that takes up the cloak slot and works only for the battle angel who created them. Due to the magic involved, the wings weigh effectively nothing while worn. While worn, the wings are considered a part of the battle angel, and cannot be removed or disarmed any easier than her arms can (ie, the disarm action is not effective against the blade wings).

The wings function together as a natural secondary weapon with a reach of 5 feet. As a move action, the battle angel may apply the magic abilities of a single held, non-artifact melee weapon to the blade wings. The abilities are lost if the weapon is disarmed or released.

Battle Angel SizeBlade Wing Damage
Small1d4
Medium1d6
Large1d8

The blade wings also allow the battle angel to fly at her base land speed with poor maneuverability. The battle angel is considered to have a fly speed for the purposes of qualifying for feats.

Creating a set of blade wings takes 1000 gp worth of non-magical weapons per level of the battle angel and 8 hours of uninterupted work. The battle angel must upgrade her wings every time she gains a level in this class to gain the benefits of its class features. An existing set of wings can be upgraded for 1000 gp.

War Dive (Ex): At 2nd level, a battle angel can make dive attacks with melee weapons.

Whirlwind: At 3rd level, the battle angel gains Whirlwind Attack as a bonus feat. However, unless she meets all the requirements, she can only use the feat with her blade wings.

Wingspan (Ex): As the battle angel's blade wings grow, they provide a measure of stability and protection. At 4th level, they give a +2 bonus to Balance and Swim checks, and a +1 bonus to resist trip attempts. They also give a +1 shield bonus to AC (any enhancement bonus the wings may derive from a magic weapon does not affect this shield bonus).

Improved Blade Wings (Su): At 5th level, the battle angel's blade wings deal two dice of damage of the appropriate size. Bonus damage applies only once, not to each die.

Also, the battle angel's fly speed increases by 10 and her maneuverability increases to average.

Flyby Attack: At 6th level the battle angel gains Flyby Attack as a bonus feat.

Improved Whirlwind (Ex): At 7th level, the battle angel may use the Whirlwind Attack feat with her blade wings as a standard action instead of a full-round action.

Improved Wingspan (Ex): At 8th level, the bonuses to Balance and Swim increase to +5, and the bonuses to resist trip attempts and to AC increase to +2. Their reach also increases to 10 feet.

Improved Flyby Attack: At 9th level the battle angel gains Improved Flyby Attack as a bonus feat.

Greater Blade Wings (Su): At 10th level, the battle angel's blade wings deal three dice of damage of the appropriate size. Bonus damage applies only once, not to each die.

Also, her fly speed further increases by 10 and her maneuverability increases to good.

Broken Champion

A broken champion was a divine warrior who strayed from her sworn code of conduct. While she has not abandoned her god, it has certainly abandoned her. Having lost her connection with the divine, she is wracked with grief and regret. Her past transgressions mean she probably cannot find another patron, either, and so she is trapped alone, despised by the powers of all other planes.

Nearly all broken champions were paladins or zealots. A few were clerics with the destruction or punishment domains, or even blackguards who were not found to be cruel enough by their dark masters.

NPC broken champions are usually engaged in futile quests to win back their divine favor or further pursuing the activities which caused their fall.

Hit Die: d10.

Requirements

To qualify to become a broken champion, a character must fulfill all the following criteria.

Base Attack Bonus: +6.

Special: Smite ability.

Special: The character must have violated her code of conduct or suffered a drastic crisis of faith.

Class Skills

The broken champion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

LevelBase Attack BonusFortSaveRefSaveWillSaveSpecial
1st+1+2+0+2Deserted, smite +1/day
2nd+2+3+0+3Scorned
3rd+3+3+1+3Crushing despair 1/day
4th+4+4+1+4Tormented
5th+5+4+1+4Smite +2/day
6th+6+5+2+5Anathema 1/day
7th+7+5+2+5Abhorred
8th+8+6+2+6Crushing despair 2/day
9th+9+6+3+6Smite +3/day
10th+10+7+3+7Anathema 2/day

Class Features

All the following are class features of the broken champion prestige class.

Weapon and Armor Proficiency: The broken champion gains no proficiency with any weapons or armor.

Deserted: A broken champion loses all class abilities from any class she has which can cast divine spells, except as follows. She maintains her ability to smite, and the greater smite ability from the Hatred domain if she has it. She keeps her weapon, armor, and shield proficiencies.

For every three levels she has in such classes, she may gain a bonus feat from the list of fighter bonus feats if she meets the prerequisites.

Smite (Su): A broken champion maintains her smite ability. At 1st, 5th, and 9th level, she may smite one additional time per day. If she has more than one class that granted the smite ability, she chooses which to use her extra smite as when she uses. Her broken champion levels stack with her class levels to determine the smite's effectiveness.

Crushing Despair (Sp): Once per day, a 3nd-level broken champion may use crushing despair as a spell-like ability (caster level equals character level). At 8th level, the broken champion may use this ability twice per day.

Scorned (Ex): Extraplanar creatures can sense the broken champion's failure and are repulsed by it. Starting at 2nd level, the broken champion takes a –2 penalty to Diplomacy checks made with outsiders. Outsiders or summoned creatures take a penalty on rolls to touch the broken champion or strike her with natural weapons equal to her Charisma modifier (if positive).

Divine magic itself seems to recoil from the broken champion. She gains a +2 bonus to all saving throws against divine spells and spell-like abilities.

Tormented (Ex): Anyone targeting a 4th-level broken champion with a thought detection, mind control, or telepathic ability makes direct contact with her tortured mind and takes 1d4 points of Wisdom damage.

Anathema (Sp): Once per day at 6th level, a broken champion can attempt to unmake divine magic. This functions as greater dispel magic (caster level equals character level), except that it only affects divine magic. At 10th level, the broken champion can use this ability twice per day.

Abhorred (Ex): At 7th level, the broken champion now takes a –5 penalty to Diplomacy checks made with outsiders. Outsiders or summoned creatures take a penalty on rolls to touch the broken champion or strike her with natural weapons equal to her Charisma score. Her bonus to saves against divine magic increases to +5.

Deviate Churgeon

A deviate churgeon is a skilled physician who has become obsessed with the workings of the body. He uses all techniques available to increase his knowledge, including vivisection and tomb-robbing. His knowledge of anatomy allows him to dismember enemies as easily as cadavers, and his maddened research may eventually lead to great secrets. Ultimately, he twists the healer’s art to serve his own needs and harm others.

Because the deviate churgeon’s anatomical fixation begins with healing, clerics, druids, and rangers often become deviate churgeons. Most other classes have difficulty becoming skilled enough healers to become deviate churgeons.

An NPC deviate churgeon may provide healing for groups wary of divine magic. They are also always searching for new and interesting specimens, both alive and dead.

Hit Die: d6.

Requirements

To qualify to become a deviate churgeon, a character must fulfill all the following criteria.

Alignment: Any nongood.

Skills: Heal 8 ranks, Sleight of Hand 4 ranks, Spot 4 ranks.

Feats: Deft Hands, Weapon Finesse.

Special: The character must own a special research chamber. It must be at least 10 ft. by 10 ft., and requires 3,000 gp to outfit properly.

Class Skills

The deviate churgeon’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).

LevelBase Attack BonusFortSaveRefSaveWillSaveSpecial
1st+0+2+2+0Anatomist, strong stomach
2nd+1+3+3+0Vivisect
3rd+2+3+3+1Excise, trap sense +1
4th+3+4+4+1Dissect +1d6
5th+3+4+4+1Resurrectionist
6th+4+5+5+2Bloodletting
7th+5+5+5+2Master healer, trap sense +2
8th+6+6+6+2Dissect +2d6
9th+6+6+6+3Curious specimens
10th+7+7+7+3Spark of life

Class Features

All the following are class features of the deviate churgeon prestige class.

Weapon and Armor Proficiency: The deviate churgeon is proficient with all simple weapons, but no type of armor or shield.

Anatomist (Ex): A deviate churgeon adds his class level to all Heal checks.

Strong Stomach (Ex): A deviate churgeon is immune to nausea.

Vivisect (Ex): At 2nd level, a deviate churgeon learns how to perform a vivisection; the dissection of an animate creature. This lengthy procedure is usually fatal to the subject, but provides the churgeon with detailed knowledge of its race's anatomy.

A vivisection can only be performed on a creature that is paralyzed, held, or restrained, and requires 1 hour of uninterrupted work and a healer's kit. The churgeon must also have a light slashing or piercing weapon that is able to overcome any damage resistance the subject might have. If not prevented from doing so, the subject generally produces a great deal of noise during the operation.

At the end of the hour, the churgeon makes a Heal check (DC 10 + the subject's HD + the subject's Con modifier). He gains a +2 bonus to this check if the vivisection is performed in his research chamber. If successful, he gains a +5 insight bonus to Heal checks made against creatures of the subject's exact kind, and doubles his threat range against those creatures. These benefits last for a number of days equal to the churgeon's Int modifier (min 1). If he fails, he gains no benefit and can not attempt a vivisection on the same subject again.

Also at the end of the hour, the subject must make a Fort save (DC 25). If it succeeds, it is disabled (or at 1 hp, if undead). If it fails, it dies (or is destroyed, if undead). The churgeon can provide a bonus to this saving throw by increasing the DC of the vivisection's Heal check by up to his class level.

A deviate churgeon’s vivisection only works against living creatures with discernible anatomies and corporeal undead. Any creature that is immune to critical hits (except corporeal undead) is not vulnerable to a vivisection.

Excise (Ex): At 3rd level, a deviate churgeon may treat illness by simply cutting away the affected area. Normally, treating a disease with the Heal skill takes 10 minutes of work. The deviate churgeon may opt to perform this action in 1 minute, but doing so deals 1 point of Constitution damage to the patient. He may also operate as a full round action, but this deals 1d4 points of Constitution damage to the patient. The Constitution damage heals normally.

In addition, if the deviate churgeon uses the Heal skill to remove a foreign object from a patient's body, such as a howler quill or xill egg, he cuts very exactly. The patient takes only half damage from the operation, whether or not the Heal check is successful.

Trap Sense (Ex): A deviate churgeon must often enter sealed and guarded areas to procure necessary specimens. At 3rd level, a deviate churgeon gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 7th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Dissect (Ex): At 4th level, a deviate churgeon's experience in the dissecting chamber allows him to dismember any kind of body with ease. With a light slashing or piercing weapon, he gains an extra 1d6 damage added to his normal damage roll. At 8th level, this damage increases to 2d6.

A deviate churgeon’s biopsy only works against living creatures with discernible anatomies and corporeal undead. Any creature that is immune to critical hits is not vulnerable to dissection (except corporeal undead), and any item or ability that protects a creature from critical hits also protects a creature from dissection.

Resurrectionist (Ex): At 5th level, a deviate churgeon's knowledge and skill allows him to restore life to a corpse. The process must be performed in the churgeon's research chamber. Performing the operation require an additional 2,500 gp in rare reagents and medicines, and 8 hours of uninterrupted work.

At the end of the 8 hours, the deviate churgeon makes a DC 25 Heal check. He cannot take 10 or 20 on this check. If he succeeds, the operation duplicates the effects of a raise dead spell. If he fails, the patient remains dead, and the materials spent in the operation are lost (but the lab is still functional). The creature to be raised cannot have been dead for longer than one day per class level.

Bloodletting (Ex): At 6th level, a deviate churgeon's critical hits with a light slashing or piercing weapon drain blood, dealing 2 points of Constitution damage. Creatures immune to critical hits are immune to the Constitution damage dealt by this ability.

Master Healer (Ex): When making a Heal skill check, a deviate churgeon of 7th level or higher may take 10 even if stress and distractions would normally prevent him from doing so.

Curious Specimens (Ex): At 9th level, the deviate churgeon learns to recognize physiological abnormalities. When performing a vivisection, if he passes the Heal check by 10 or more, there is a 25% chance he discovers some curious growth or anomaly within the subject. If he opts to remove this specimen, he deals 2 points of Constitution drain to the subject.

If the churgeon can get the specimen to his research chamber within a day after the vivisection, he can refine and extract its odd properties (a gentle repose spell preserves the sample for the spell's duration). By spending 200 gp and 8 hours of work, he creates a draught that duplicates the effects of a potion. He rolls d% on the deviate churgeon draughts table at this time to determine exactly what he has created; he cannot tell what kind of draught the specimen will produce until the work is complete.

These draughts are extraordinary instead of spell-like, and function normally in an anti-magic shell and the like. They have a market price of 300 gp, and generally have an extremely medicinal or fleshy taste.

Roll*Draught
15 or lessPoison (Ingested, Fortitude DC 18, initial damage 2d6 Con, secondary damage 1d6 Con + 1d6 Str)
16–30Bear’s endurance
31–45Bull’s strength
46–60Delay poison
61—75Lesser restoration
75 or aboveCure moderate wounds
* If the specimen was extracted from an undead creature, subtract 40 from the roll.

Spark of Life (Ex): A 10th level deviate churgeon has learned some of the secrets of life itself, and is able to create a rather crude version of it to serve him. Using his research chamber, he can create a flesh golem. Doing so requires 12,500 gp for materials and parts and 20 days of work. The deviate churgeon works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and he can use the rest of his time as he sees fit.

When all the work is complete, the deviate churgeon makes a DC 35 Heal check. He cannot take 10 or 20 on this check. If he succeeds, he gains a flesh golem servant. If he fails, the materials and time are wasted and he must start again from scratch (but the lab is still usable). If he fails by 5 or more, there was an accident in the creation process, and the lab is destroyed as well the materials.

Foeslayer

A foeslayer is a warrior who specializes in fighting a particular kind of enemy. Using detailed knowledge of her prey, she exploits their weaknesses and deals destructive blows. The reasons for their dedication vary widely, but the effects are the same.

Barbarians, nomads, and druids may become foeslayers if their lands are frequently threatened by a certain creature or force. Zealots who become foeslayers are usually even more fanatically devoted to the eradication of their enemies than others of their type. Foeslayers with a background as fighters or rogues benefit from the skill bonuses and often serve as specialized assassins. The spellcasting classes gain little benefit from foeslayer talents, and are therefore very rare.

An NPC foeslayer may be seeking help in finding and destroying a powerful enemy. Conversely, a foeslayer who considers the PCs or one of their companions his adversary may hunt the party.

Hit Die: d8.

Requirements

To qualify to become a foeslayer, a character must fulfill all the following criteria.

Base Attack Bonus: +5

Skills: Knowledge (see below) 4 ranks, Spot 4 ranks.

Class Skills

The foeslayer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Aracana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Favored enemy +2
2nd+2+3+0+0Smite enemy 1/day
3rd+3+3+1+1Favored enemy +4
4th+4+4+1+1Smite enemy 2/day
5th+5+4+1+1Favored enemy +6

Class Features

All the following are class features of the foeslayer prestige class.

Weapon and Armor Proficiency: The foeslayer is proficient with all simple weapons, but no type of armor or shield.

Favored Enemy (Ex): At 1st level, a foeslayer may select a type of creature from among those given on the table below. She must have at least 4 ranks in the associated Knowledge skill to choose a favored enemy. The foeslayer gains a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, and Spot checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. At 3rd and 5th level, these bonuses increase by +2.

If the foeslayer chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table below.

Type (Subtype)Associated Knowledge Skill
AberrationDungeoneering
AnimalNature
ConstructArcana
Dragon Arcana
ElementalThe planes
FeyNature
GiantNature
Humanoid (aquatic)Local
Humanoid (dwarf) Local
Humanoid (elf) Local
Humanoid (goblinoid) Local
Humanoid (gnoll) Local
Humanoid (gnome)Local
Humanoid (halfling) Local
Humanoid (human) Local
Humanoid (orc) Local
Humanoid (reptilian) Local
Magical beast Arcana
Monstrous humanoid Nature
Ooze Dungeoneering
Outsider (air) The planes
Outsider (chaotic) The planes
Outsider (earth) The planes
Outsider (evil) The planes
Outsider (fire) The planes
Outsider (good)The planes
Outsider (lawful)The planes
Outsider (native)The planes
Outsider (water) The planes
Plant Nature
Undead Religion
Vermin Nature

Smite Enemy (Ex): Once per day, a 2nd-level foeslayer may attempt to smite her favored enemy with one normal melee attack. She adds her Intelligence bonus (if any) to her attack roll and deals 2 extra points of damage per foeslayer level. She receives her favored enemy bonus to damage as normal when using a smite.

At 4th level the foeslayer may smite one additional time per day.

Khul Berserker

A minotaur blessed with exceptional strength of mind as well as body is usually encouraged to follow the path of a Khul berserker, able to combine magic and their instinctual fury into a deadly harmony. Most all Khul berserkers are barbarians with training as either a cleric, prophet, sorcerer, wizard, or zealot. Bardic Khul berserkers are extremely rare, but not unheard of.

Hit Die: d8.

Requirements

To qualify to become a Khul berserker, a character must fulfill all the following criteria.

Race: Minotaur.

Base Attack Bonus: +5.

Skills: Knowledge (arcana) 3 ranks, Spellcraft 5 ranks

Spellcasting: Ability to cast 2nd-level arcane spells, or access to the Magic clerical domain.

Special: Rage class ability.

Class Skills

The Khul berserker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st+0+2+0+2Focused rage (2nd level)
2nd+1+3+0+3+1 level of existing class
3rd+2+3+1+3Supernatural rage 1/day
4th+3+4+1+4Rage +1/day+1 level of existing class
5th+3+4+1+4Focused rage (3rd level)+1 level of existing class
6th+4+5+2+5+1 level of existing class
7th+5+5+2+5Supernatural rage 2/day
8th+6+6+2+6Rage +1/day+1 level of existing class
9th+6+6+3+6Focused rage (4th level)+1 level of existing class
10th+7+7+3+7Channeled rage

Class Features

All of the following are features of the Khul berserker prestige class.

Weapon and Armor Proficiency: Khul berserker are proficient in all simple and martial weapons, as well as shields.

Spellcasting: A Khul berserker continues advancing in spellcasting ability as well as gaining the abilities of his new class. At 2nd, 4th, 5th, 6th, 8th, and 9th level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Khul berserker to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before he became a Khul berserker, he must decide to which class he adds each level of Khul berserker smith for the purpose of determining spells per day.

Rage: A Khul berserker gains additional uses per day of the character's rage ability. At 4th level and again at 8th level, he gains the ability to rage 1 more time per day.

Focused Rage (Ex): The Khul berserker is trained to utilize his spellcasting abilities while in the heat of battle. At 1st level, the Khul berserker may cast up to 2nd level spells while raging as he normally would. At 5th level, he may cast spells up to 3rd level while raging. At 9th level, he may cast spells up to 4th level while raging. He still requires any components necessary to cast the spell.

Supernatural Rage (Su): Once per day at 3rd level, and twice per day at 7th level, the Khul berserker may enter a supernatural rage. In addition to the normal benefits gained while raging, the spell save DCs of the Khul berserker's spells increase by +2. This rage counts towards the Khul berserker's number of rages per day.

Channeled Rage (Sp): At 10th level, the Khul berserker may voluntarily end his rage as a free action on his turn to gain one of the following effects. He suffers the normal effects of ending a rage when using this ability.

  • Immediately cast a spell of 5th level or lower as if enhanced by the Quicken Spell feat. This counts towards the number of quickened spells the character may cast in a round.
  • Have the next spell cast by the Khul berserker, within 1 minute, enhanced as if by the Maximize Spell feat.
  • Cast greater dispelling with caster level equal to the Khul berserker's character level.

Khul Berserkers on Srill

Long ago, the Minotaur were a savage species. Having been freed from the psionic bonds of the Tza centuries before, they knew not what to do with their newfound freedom, and roamed Srill with neither culture nor identity. It was Ixthanya who took the minotaur Khulitc and taught him to reason, to learn, and to create a nation for his kin. On the Isles of Lev, the mighty city of Ur was constructed as a tribute to the Goddess of Magic and a center for Minotaur culture, tradition, and betterment. Here the minotaur practice the sacred art of their Goddess.

The minotaur nation is proud but reclusive, and Khul berserkers are rarely encountered outside Lev. Those that do travel offshore usually do so in the name of their leaders or at the behest of Ixthanya. Khul berserkers are natural leaders in their culture and are often encountered with an entourage of minotaur cohorts.

Martial Disciple

The martial disciple has trained as a speedy, unarmed combatant. Some receive formal training from powerful masters. Others come from poor or represses lands and have just learned to fight with the only weapons available; hands and feet.

Hit Die: d8

Requirements

To qualify to become a martial disciple, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Feats: Improved Martial Defense, Improved Unarmed Strike.

Class Skills

The martial disciple’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 Each Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialUnarmed DamageAC BonusSpeed Bonus
1st+1+0+2+0Living weapon, flurry of blows (–2)+2 size categories+1+5 ft.
2nd+2+0+3+0Evasion+2 size categories+1+5 ft.
3rd+3+1+3+1Bonus feat+2 size categories+1+10 ft.
4th+4+1+4+1Improved flurry (–1)+3 size categories+1+10 ft.
5th+5+1+4+1Fierce strike (magic)+3 size categories+2+15 ft.
6th+6+2+5+2Bonus feat+3 size categories+2+15 ft.
7th+7+2+5+2Greater flurry (–0)+3 size categories+2+20 ft.
8th+8+2+6+2Improved evasion+4 size categories+2+20 ft.
9th+9+3+6+3Bonus feat+4 size categories+3+25 ft.
10th+10+3+7+3Great flurry, fierce strike (adamantine)+4 size categories+3+25 ft.

Class Features

The following features pertain to the martial disciple prestige class.

AC Bonus (Ex): When unarmored and unencumbered, the martial disciple adds 1 point of Wisdom bonus (if any) per martial disciple class level to her AC. In addition, a martial disciple gains a bonus to AC as shown on Table: The Martial Disciple.

These bonuses to AC apply even against touch attacks or when the martial disciple 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.

Fast Movement (Ex): A martial disciple gains an enhancement bonus to her speed, as shown on Table: The Martial Disciple. A martial disciple in armor or carrying a medium or heavy load loses this extra speed.

Living Weapon (Ex): The martial disciple attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the martial disciple may even make unarmed strikes when her hands are full, and there is no such thing as an off-hand attack for a martial disciple striking unarmed.

The martial disciple also deals more damage with unarmed strikes. At 1st level, the martial disciple deals damage with an unarmed strike as if she were two sizes larger. At 4th level, she deals damage as if she were three sizes larger, and at 8th level she deals damage as if she were four sizes larger. The unarmed damage for Small, Medium, and Large martial disciples is summarized below.

Level SmallMediumLarge
1st–3rd1d41d61d8
4th–7th1d61d81d10
8th–10th1d81d102d6

Flurry of Blows (Ex): When unarmored, a martial disciple may strike with a flurry 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. This penalty applies for 1 round, so it also affects attacks of opportunity the martial disciple might make before her next action.

When a martial disciple reaches 4th level, the penalty lessens to –1, and at 7th level it disappears. A martial disciple must use a full attack action to strike with a flurry of blows, and may attack only with unarmed strikes.

When a martial disciple reaches 10th 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, albeit at a –5 penalty.

Evasion (Ex): At 2nd level or higher if a martial disciple 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 martial disciple is wearing light armor or no armor. A helpless martial disciple does not gain the benefit of evasion.

Bonus Feats: At 3rd, 6th, and 9th level, the martial disciple gets a bonus feat. The bonus feat must be selected from the following list, and the martial disciple must meet all the prerequisites of the feat to select it.

Acrobatic, Agile, Advanced Unarmed Strike, Combat Expertise, Combat Reflexes, Combat Throw, Deflect Arrows, Elusive Target, Greater Unarmed Strike, Improved Combat Throw, Improved Disarm, Improved Grapple, Improved Trip, Snatch Arrows, Stealthy, Stunning Fist, Unbalance Opponent.

Fierce Strike (Ex): At 4th level, a martial disciple’s unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Improved Evasion (Ex): At 8th level, a martial disciple’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 martial disciple does not gain the benefit of improved evasion.

Mindseeder

Mindseeders are enchanters who have taken the knowledge of magic item creation and applied it in an extremely unusual way. They craft "mindseeds", small portions of their own will which they implant in others' minds, creating a telepathic bond. With this bond, the mindseeder may communicate with the creature, spy on it, control its thoughts, or even possess its body.

An experienced mindseeder may eventually shed her material form, placing a little of her essence into the mindseeds he has planted, and becoming a web of pure thought. She may literally live on in the minds of his countrymen. There are rumors of cities where much of the populous carries mindseeds of ancient enchanters, who continue to watch over the land long after their bodies have rotted away.

Hit Die: d4

Requirements

To qualify to become a mindseeder, a character must fulfill the following criteria.

Feats: Any item creation feat, Spell Focus (Enchantment).

Spellcasting: Must be able to cast telepathic bond.

Class Skills

The mindseeder’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st+0+0+0+2Mindseed, mindchatter+1 level of existing class
2nd+0+0+0+3Mindglare 1/day+1 level of existing class
3rd+1+1+1+3Mindshunt+1 level of existing class
4th+1+1+1+4Mindorder 1/day+1 level of existing class
5th+2+1+1+4Mindglare 2/day+1 level of existing class
6th+2+2+2+5Mindjack+1 level of existing class
7th+3+2+2+5Deep Mindseed+1 level of existing class
8th+3+2+2+6Mindglare 3/day+1 level of existing class
9th+4+3+3+6Mindorder 2/day+1 level of existing class
10th+4+3+3+7Indefinite mindjack, mindweb+1 level of existing class

Class Features

The following features pertain to the mindseeder prestige class.

Spellcasting: At each level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before he added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of mindseeder to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before she became a mindseeder, she must decide to which class she adds each level of mindseeder for the purpose of determining spells per day.

Mindseed (Su): A mindseeder can plant a tiny bit of her mind into another's. This mindseed sharpens the target creature's senses, granting it the Alertness feat. It also bestows empathic communication with the mindseeder within 30 feet.

Implanting the seed costs the mindseeder 500 XP. Only creatures with an Intelligence of 3 or greater can be successfully mindseeded. The mindseeder cannot mindseed herself, or any familiar, servitor, or special mount (since these are really just extensions of another's mind). The process takes 1 full round of contact, so the target must be willing or restrained. An unwilling target may make a Will save (DC 10 + the mindseeder's class level + the mindseeder's Cha modifier) to resist the implant. If it succeeds, no XP is wasted, but the mindseeder cannot attempt to mindseed that creature again for a day.

A mindseed cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, or wish spell. The caster level for the mindseed equal’s the mindseeder’s highest caster level at the time it is created. A mindseeded creature radiates faint enchantment.

A mindseeder's spell-like class abilities only function on creatures she has successfully mindseeded. All of these abilities are mind-affecting effects that allow a Will save (DC 10 + the mindseeder's class level + the mindseeder's Cha modifier) to resist them if the target is unwilling. Distance is not a factor for any of them, but the creatures must be on the same plane as the mind dancer to for the abilities to function.

Mindchatter (Sp): Once per round, a mindseeder may communicate telepathically with any once creature she has mindseeded. She may communicate empathically with any number of mindseeded creatures at once.

Mindglare (Sp): Once per day, a 2nd-level mindseeder may see and hear through a mindseeded creature's senses for 1 minute.

At 5th level, the mindseeder may use mindglare twice per day, and at 8th level she may use it three times per day.

Mindshunt (Su): If a 3rd-level mindseeder is affected by a mind-affecting spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

If she succeeds on this second saving throw, the mind-affecting spell or effect is instantly shunted to any creature she has mindseeded (of her choice). The creature must be on the same plane of existence, but otherwise distance is irrelevant. It must immediately make a save against the original effect, which affects it with full force.

Mindorder (Sp): Once per day, a 4th-level mindseeder may cast demand on any creature she has mindseeded. At 9th level, the mindseeder may use this ability twice per day.

Mindjack (Sp): As a full-round action, a 6th-level mindseeder may possess any of her mindseeded creatures. This is similar to a magic jar spell, using the mindseed itself as the receptacle, and not limited by distance. If the possessed creature dies or moves to another plane, the mindseeder immediately re-enters her body.

At 10th level, the mindseeder may maintain a mindjack indefinitely.

Deep Mindseed (Su): A 7th-level mindseeder may opt to plant her mindseed deep within a target's subconscious. The subject gains no benefit from the mindseed and radiates no aura of enchantment. Creatures bearing a deep mindseed take a –2 penalty to all Will saves made against the mindseeder's mind-affecting spells and effects.

Mindweb (Su): As a move action, a 10th-level mindseeder may scatter her mind, lodging portions in the mindseeds she has planted in other creatures. Doing so leaves her body lifeless.

During this time, the mindseeder exists as a scattered intelligence, linked through the mindseeds. She keeps her Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.

Lacking any presence in the world other than in others' minds, she may only cast divinations, spells with a range greater than touch that directly target her mindseeded creatures, or spells with a range of personal. She cannot physically affect anything, or see or experience anything her mindseeded creatures do not (except by using spells or class abilities). She may not cast any spells that require a material component or focus. She may use all her mindseeder class abilities except mindseed (indeed, these become the easiest way for her to interact with the world).

While she exists in this state, her body is immune to resurrection, trap the soul, and any other effects that specifically target a departed soul. If her body is destroyed, the mindseeder does not die, but is forced to remain in the mindweb. To be reunited with her body at this point, she must willingly return to a dead body, effectively killing herself. She may then be raised from the dead as normal.

Her mind, however, is immune to most spells and effects. Only divination and enchantment spells and effects which target an individual without knowing a precise location, such as demand or discern location, can target her. Having no physical form, she is immune to physical attacks. She is not ethereal or astral, so methods effective against such creatures are ineffective against her as well.

While the mindseeder uses mindjack from the mindweb, she faces no restrictions on spell use and may use mindseed again, but becomes vulnerable to spells and effects as normal again (though most will ultimately affect only the possessed body). If the possessed creature dies or moves to another plane, the mindseeder immediately re-enters the mindweb state.

While this effect lasts, all creatures the mindseeder had mindseeded gain empathic communication with each other as long as they are on the same plane. In addition, they may communicate telepathically within 30 feet.

Mindweb only functions if there is at least one living mindseeded creature per point of the mindseeder's Intelligence on the same plane of existence as the mindseeder. If there are insufficent creatures when she attempts to enter the mindweb, the attempt automatically fails. If the number falls below the threshold while she is not in her body, she must consolidate her mind again within 1 round. This means either returning to her own body, or successfully mindjacking one of her mindseeded creatures. If she fails to do either of these, her essence scatters, and she is destroyed. Only a wish or miracle can restore to life a mindseeder who has dissipated in such a way.

The mindseeder may re-enter her body at any time as a move action.

Stout Smith

Some dwarves believe that one must use a weapon in battle in order to forge one of true quality. Others say that one must first make a weapon with his own hands before he can learn to wield it. To a stout smith, the difference between these two ideas is not worth considering. The stout smith blends seamlessly the art of weaponsmithing and armorsmithing with the art of armed combat.

Most stout smiths are clerics, prophets, or zealots in the service of a god who cherishes combat, craftsmanship, or both. Some are wizards and sorcerers, though they are not so likely to have the dedication to combat that is necessary for the stout smith. Druids and bards tend not to care enough for weaponry to pursue the path of the stout smith.

An NPC stout smith is likely to hold an honorable position in a dwarven military force or run an exceptional shop. They are not likely to be wanderers because they tend to grow impatient when away from the forge too long. Those who do wander are likely to carry with them an arsenal of their own work to sell, give to friends made on the road, wield with skill and fervor, or just show to others with deep pride.

Hit Die: d8.

Requirements

To qualify to become a stout smith, a character must fulfill all the following criteria.

Race: Dwarf.

Base Attack Bonus: +4.

Skills: Craft (weaponsmithing) 8 ranks, Craft (armorsmithing) 4 ranks.

Feats: Craft Magic Arms and Armor

Special: The character must own his own forge and tools.

Class Skills

The stout smith's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st+0+2+0+2Master of the forge+1 level of existing class
2nd+1+3+0+3Weapon intimacy+1 level of existing class
3rd+2+3+1+3Endurance, smith's touch 1/day
4th+3+4+1+4Tight shop+1 level of existing class
5th+3+4+1+4Armor intimacy+1 level of existing class
6th+4+5+2+5Stalwart Grip, smith's touch 2/day
7th+5+5+2+5Improved weapon intimacy+1 level of existing class
8th+6+6+2+6Forgescarred, artificer+1 level of existing class
9th+6+6+3+6Improved Sunder, smith's touch 3/day
10th+7+7+3+7Greater weapon intimacy+1 level of existing class

Class Features

All of the following are features of the stout smith prestige class.

Weapon and Armor Proficiency: Stout smiths are proficient in all simple and martial weapons, as well as all armor and shields.

Spellcasting: At 1st level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of stout smith to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. His spellcasting advances again at 2nd, 4th, 5th, 7th, 8th, and 10th level.

If a character had more than one spellcasting class before he became a stout smith, he must decide to which class he adds each level of stout smith for the purpose of determining spells per day.

Master of the Forge (Ex): The stout smith adds his class level to all Craft (Weaponsmithing) and Craft (Armorsmithing) checks.

Weapon Intimacy (Ex): The stout smith's familiarity with his own work allows him to utilize it more effectively in combat. At 2nd level the stout smith gains a +1 bonus to attack rolls made with any weapon that he made with his own hands.

Endurance: Long workdays and heavy labor fill the life of the stout smith. At 3rd level, he gains Endurance as a bonus feat if he did not already have it.

Smith's Touch (Sp): At 3rd level, the stout smith may magically enhance a weapon or armor. He may use one of the following spell-like abilities: greater magic weapon, keen edge, or magic vestment. His caster level for this effect is equal to twice his class level. The stout smith may use this ability once per day at 3rd level, twice per day at 6th level, and at 9th level he may use it three times per day.

Tight Shop (Ex): At 4th level, the stout smith has learned to create nonmagical weapons, armor, and shields very efficiently. He need pay only one-fourth of the item's price in raw materials when crafting such items.

Armor Intimacy (Ex): At 5th level, a stout smith wearing armor he crafted increases the armor bonus by +1. If he wields a shield he crafted, he increases its shield bonus by +1. These bonuses only apply while the smith wears his own items, as they represent his familiarity with his own work.

Stalwart Grip: Due to a life of vigorous work with his hands, combined with a deep appreciation for his weaponry, the stout smith gains Stalwart Grip as a bonus feat at 6th level, even if he does not have the normal prerequisites for that feat.

Improved Weapon Intimacy (Ex): At 7th level, the stout smith gains a +1 bonus to damage rolls with weapons that he made with his own hands.

Forgescarred (Ex): Due to the stout smith's life in the flames of the forge, he gains fire resistance 10 at 8th level.

Artificer (Ex): An 8th-level stout smith need only pay 75% of the cost in XP when creating magic weapons or armor. In addition, he can forge such items in half the usual time, requiring one day for each 2,000 gp value of the original base price (to a minimum of one day).

Improved Sunder: The stout smith has a knack for exploiting flaws in even the best weapons. He gains Improved Sunder as a bonus feat at 9th level, even if he does not have the normal prerequisites for that feat.

Greater Weapon Intimacy (Ex): At 10th level, the bonus to damage rolls with weapons that the stout smith has made with his own hands increases to +2.

Writhing Dervish

The writhing dervish is a tenacious combatant, difficult to corner and even harder to defeat. Moving in unpredictable ways, they dodge opponent's blows with maddening ease. A dervish can also twist his body to stave off whatever injuries may find their way past his defenses.

Barbarians, fighters, rangers, and rogues gain the most use from the writhing dervish's combat-based abilities, which allow them to stand toe-to-toe with formidable foes or retreat with greater ease if the battle goes poorly. Some spellcasters train as writhing dervishes to provide themselves with an additional measure of defense, but these are rare as the class offers no opportunity for spellcasting advancement.

An NPC writhing dervish is likely encountered working either as a body guard or entertainer. Some find work testing the security of newly constructed prisons and dungeons; the owner closes the dervish in the depths of the structure and times his inevitable escape.

Hit Die: d8.

Requirements

To qualify to become a writhing dervish, a character must fulfill all the following criteria.

Skills: Escape Artist 10 ranks, Perform (dance) 5 ranks, Tumble 8 ranks.

Feats: Dodge, Iron Will.

Alignment: Any non-lawful.

Class Skills

The writhing dervish's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+2Flexible
2nd+1+0+3+3Writhing 1/day
3rd+2+1+3+3Uncanny dodge
4th+3+1+4+4Slick 1/day
5th+3+1+4+4Writhing 2/day
6th+4+2+5+5Improved uncanny dodge
7th+5+2+5+5Amorphous
8th+6+2+6+6Writhing 3/day
9th+6+3+6+6Corporeal instability touch
10th+7+3+7+7Slick 2/day, no longer fatigued after writhing

Class Features

All of the following are features of the writhing dervish prestige class.

Weapon and Armor Proficiency: Writhing dervishes are proficient with all simple weapons. They are proficient with light armor, but not shields.

Flexible (Ex): When making an Escape Artist check, the dervish may take 10 even if stress and distractions would normally prevent him from doing so. In addition, he adds his writhing dervish class level to any Escape Artist or Tumble checks he makes.

Writhing (Ex): The dervish can flail about unpredictably, bending his body in seemingly impossible ways. The dervish can writhe once per encounter, and only a certain number of times per day (determined by level). Beginning to writhe takes no time itself, but the dervish can only do it during his action. Make an Escape Artist check. Attack rolls against the dervish suffer a miss chance % equal to the check for as long as he continues to writhe. This miss chance is not due to concealment, and is not negated by effects that would normally reduce or ignore concealment.

The writhing lasts for 5 rounds, unless the dervish prematurely ends it voluntarily. At the end of the writhing, the dervish is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter (unless the dervish is 10th level, when this limitation no longer applies).

Uncanny Dodge (Ex): Starting at 3rd level, a dervish can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a dervish already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Slick (Su): The dervish can twist his brain and organs to disperse or seal off harmful effects. Starting at 4th level, once per day the dervish may roll an Reflex save to replace the result of a Fortitude or Will save. This ability must be used before the original saving throw is declared to be a success or failure. The result of the Reflex save must be used, even if it is worse than the original roll. At 10th level, the dervish may use this ability twice per day.

Improved Uncanny Dodge (Ex): A dervish of 6th level or higher 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 has dervish levels.

If a character already has uncanny dodge (see above) 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.

Amorphous (Ex): A 7th-level dervish can rearrange his body, shifting wounds to less critical areas and moving healthy tissue to damaged areas. This allows him to heal himself of a total number of hit points of damage equal to his writhing dervish level x his Dexterity bonus. The dervish does not have to use all this healing at once. Using this ability is a standard action.

Corporeal Instability Touch (Su): Once per day at 9th level, the dervish may alter another's body to be more like his own. He makes a melee touch attack that doesn't provoke an attack of opportunity. If successful, the creature touched must succeed on a Fortitude save (DC 10 + 1/2 the character's writhing dervish level + Charisma modifier) or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it dies. A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check. A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).