™ A Player’s Guide to Combat for All Classes ANDY COLLINS, DAVID NOONAN,

ADDITIONAL DESIGN ART DIRECTOR JESSE DECKER DAWN MURIN DEVELOPMENT TEAM COVER ARTIST MICHAEL DONAIS (LEAD), ANDREW J. FINCH, RICHARD BAKER, DAVID ECKELBERRY INTERIOR ARTISTS EDITORS BRENT CHUMLEY, ED COX, , DALE DONOVAN, KIM MOHAN -MITCHELL, , MANAGING EDITOR , GINGER KUBIC, JOHN AND KIM MOHAN LAURA LAKEY, DAVID MARTIN, DENNIS CRABAPPLE MCCLAIN, DESIGN MANAGER MATT MITCHELL, STEVE PRESCOTT, ED STARK WAYNE REYNOLDS, , ,, , DEVELOPMENT MANAGER JOEL THOMAS ANDREW J. FINCH GRAPHIC DESIGNER DIRECTOR OF RPG R&D DAWN MURIN BILL SLAVICSEK VICE PRESIDENT OF PUBLISHING GRAPHIC PRODUCTION SPECIALIST MARY KIRCHOFF ANGELIKA LOKOTZ PROJECT MANAGER IMAGE TECHNICIAN MARTIN DURHAM JASON WILEY PRODUCTION MANAGER ORIGINAL INTERIOR DESIGN CHAS DELONG SEAN GLENN Sources: by Jason Carl; by Bruce R. Cordell and Skip Williams; Defenders of the Faith by Rich Redman and James Wyatt; by David Eckelberry and ; by David Noonan and John Rateliff; by James Wyatt; by Andy Collins, Bruce R. Cordell, and Thomas M. Reid; various Dragon magazine issues and contributors including Andy Collins, Monte Cook, and Kolja Liquette.

Based on the original DUNGEONS & DRAGONS® rules created by and , and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the License, please visit www.wizards.com/d20.

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DUNGEONS & DRAGONS, D&D, , , WIZARDS OF THE COAST, d20, the d20 System logo, Complete Warrior, and the Wizards of the Coast logo are trademarks of Wizards of the Coast, Inc. in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A. Visit our website at www.wizards.com/dnd New Spell Descriptions...... 116 Numbered Tables Contents Guardian Familiars...... 118 Table 1–1: The Hexblade...... 6 Acquiring a Guardian Familiar...... 118 Table 1–2: Hexblade Spells Known...... 8 Introduction ...... 4 Spark Guardian ...... 119 Table 1–3: The Samurai ...... 10 Martial Characters ...... 4 Gauntlet Guardian ...... 120 Table 1–4: The Swashbuckler ...... 12 The Complete Warrior ...... 4 Blade Guardian...... 120 Table 2–1: Prestige Class Groupings ...... 15 Chapter 1: Classes ...... 5 Skills ...... 121 Table 2–2: The Bear Warrior ...... 16 Hexblade ...... 5 Perform (Weapon Drill) (Cha) ...... 121 Table 2–3: The Bladesinger ...... 18 Game Rule Information ...... 6 Knowledge...... 122 Table 2–4: The Cavalier...... 20 Samurai...... 8 Sleight of Hand ...... 122 Table 2–5: The Dark Hunter ...... 21 Game Rule Information ...... 9 Chapter 4: Fantasy Warfare ...... 123 Table 2–6: The Darkwood Stalker ...... 24

Swashbuckler ...... 11 Two Views of Fantasy Warfare ...... 123 Table 2–7: The Dervish ...... 26 CONTENTS TABLE OF TABLE Game Rule Information ...... 11 Historical Warfare ...... 123 Table 2–8: The Drunken Master ...... 28 Variant: Paladins and Rangers Without Modern-Inspired Warfare ...... 124 Table 2–9: The Exotic Weapon Master. . . . . 30 Spellcasting...... 13 A Mercenary Campaign ...... 126 Table 2–10: The Eye of Gruumsh ...... 32 Variant Paladin...... 13 Mercenary Mini-Adventures ...... 130 Table 2–11: The Frenzied Berserker ...... 34 Variant Ranger ...... 13 Sporting Combat...... 130 Table 2–12: The Gnome Giant-Slayer ...... 37 Jousts ...... 130 Table 2–13: The Halfl ing Outrider ...... 39 Chapter 2: Prestige Classes ...... 14 Table 2–14: The Hulking Hurler ...... 41 Picking a Prestige Class ...... 14 Gladiatorial Matches ...... 131 Archery Contests...... 132 Table 2–15: The Hunter of the Dead ...... 44 The Martial Prestige Classes ...... 15 Table 2–16: The Invisible Blade ...... 45 Bear Warrior ...... 16 Conjurers’ Chess ...... 132 Alabaster Cup ...... 133 Table 2–17: The Justiciar ...... 48 Bladesinger ...... 17 Table 2–18: The Kensai ...... 50 Cavalier...... 19 Magic Items ...... 133 New Armor Special Abilities...... 133 Table 2–19: The Knight of the Chalice. . . . . 54 Dark Hunter ...... 20 Table 2–20: The Knight Protector ...... 56 Darkwood Stalker ...... 23 New Specifi c Armor Descriptions. . . . . 134 New Weapon Special Abilities ...... 134 Table 2–21: The Master Thrower ...... 58 Dervish ...... 25 Table 2–22: The Master of the Drunken Master ...... 27 New Specifi c Weapon Descriptions . . . 135 New Wondrous Items ...... 135 Unseen Hand ...... 60 Exotic Weapon Master ...... 30 Table 2–23: The Mindspy ...... 62 Eye of Gruumsh ...... 31 New Special Materials...... 136 Warriors in the Campaign ...... 137 Table 2–24: The Nature’s Warrior ...... 64 Frenzied Berserker ...... 34 Table 2–25: The Occult Slayer...... 66 Gnome Giant-Slayer ...... 36 Warrior Campaigns ...... 137 Spellcasting ...... 137 Table 2–26: The Order of the Halfl ing Outrider ...... 38 Bow Initiate...... 68 Hulking Hurler ...... 40 Magic Items ...... 137 Surviving in a Warrior Campaign . . . . 138 Table 2–27: The Purple Dragon Knight . . . . 70 Hunter of the Dead...... 42 Table 2–28: The Rage Mage ...... 72 Invisible Blade ...... 44 Warrior Organizations ...... 139 Ise Zumi Monastery...... 139 Table 2–29: The Ravager ...... 73 Justiciar...... 47 Table 2–30: The Reaping Mauler ...... 75 Kensai ...... 49 The Knight Protectors ...... 140 Order of the Bow ...... 141 Table 2–31: The Ronin...... 77 Knight of the Chalice...... 53 Table 2–32: The Spellsword ...... 80 Knight Protector ...... 55 Order of the Chalice...... 141 Purple Dragons ...... 143 Table 2–33: The Stonelord ...... 81 Master Thrower ...... 58 Table 2–34: The Tattooed Monk...... 83 Master of the Unseen Hand...... 60 The Ravagers ...... 143 Deities and Warriors ...... 145 Table 2–35: The Thayan Knight ...... 85 Mindspy ...... 62 Table 2–36: The War Chanter ...... 87 Nature’s Warrior ...... 63 Using the Deities from the Player’s Handbook...... 145 Table 2–37: The Warshaper ...... 90 Occult Slayer...... 66 Table 3–1: General Feats ...... 94 Order of the Bow Initiate ...... 68 The Warrior Pantheon...... 148 The Epic Warrior...... 149 Table 3–2: Divine Feats ...... 108 Purple Dragon Knight...... 70 Table 3–3: Tactical Feats ...... 110 Rage Mage ...... 72 Becoming an Epic-Level Warrior...... 149 Epic-Level Prestige-Class Characters . . 150 Table 3–4: Weapon Style Feats ...... 113 Ravager ...... 73 Table 4–1: Missions ...... 129 Reaping Mauler ...... 75 Epic Feats ...... 151 A Warrior and His Weapons ...... 153 Table 4–2: Complications ...... 129 Ronin...... 77 Table 4–3: Support ...... 129 Spellsword ...... 79 Exotic Weapons ...... 154 Exotic Weapon Descriptions...... 155 Table 4–4: Gladiator Crowd Reaction. . . . . 132 Stonelord ...... 81 Table 4–5: The Warrior Pantheon ...... 147 Tattooed Monk...... 82 Primitive Weapons ...... 158 Improvised Weapons ...... 158 Table 4–6: New Exotic Weapons ...... 154 Thayan Knight ...... 85 Table 4–7: Improvised Weapon Damage. . 159 War Chanter ...... 87 Warshaper ...... 89 Sidebars Chapter 3: Supplemental Rules...... 92 Sources ...... 4 Feats...... 92 Organization: The Eyes of Gruumsh ...... 32 Choosing Feats...... 92 Oath of Service ...... 50 General feats ...... 96 The Code of the Knight Protector ...... 56 Divine Feats ...... 106 Ravager Rites ...... 74 Tactical Feats...... 108 Behind the Curtain: World-Specifi c Weapon Style Feats...... 112 Prestige Classes ...... 86 New Spells...... 114 Behind the Curtain: Tactical Feats ...... 108 New Domains...... 114 Behind the Curtain: Epic Levels and Hexblade Spells ...... 115 Prestige Classes ...... 150 3 THE COMPLETE WARRIOR Introduction This book contains information for players and DMs, showcas- The Complete Warrior book is a rules accessory for the ing new and interesting options for characters and creatures DUNGEONS & DRAGONS® Roleplaying Game. It is primarily utilizing the D&D combat rules. Players can read through the a player resource focusing on new options and expanded entire book without hesitation—DMs can use the material to rules for D&D players who want to create or advance martial generate their own surprises without any help! characters. DMs can use this book as a resource for creating Classes (Chapter 1): This chapter introduces three new or optimizing their own creations. character classes: the arcane hexblade, the honorable samu- rai, and the dexterous swashbuckler. Each class provides an alternative for players interested in “a different kind of MARTIAL CHARACTERS fi ghter.” And, in keeping with the theme of alternatives, So what is a martial character? The authors of this book this chapter concludes with some variant rules for existing defi ne a martial character as any character that focuses his classes, including variant rangers and paladins. or her development on improving his or her combat capabili- Martial Prestige Classes (Chapter 2): A large number of

INTRODUCTION ties, particularly those capabilities that emphasize melee or prestige classes are presented here, all with a focus on being ranged combat over spellcasting, skill use, or other abilities better in combat. Whether you’re playing a fi ghter, a wizard, a common to a D&D character. (For brevity in some places cleric, or even some sort of strange monstrous character, you throughout this book, including its title, martial should fi nd a prestige class here that characters are referred to as warriors. appeals to you. In this context, “warrior” does not Supplemental Rules (Chapter refer to a member of the warrior 3): This chapter includes compila- NPC class described in the Dun- tions of new feats and spells as well geon Master’s Guide—although as some other rules systems you a character with levels in that might not expect in a book for class could be considered a martial warrior-types. Fighting spellcasters character and could benefi t from should enjoy the section on guard- the material in this book just as any ian familiars, and the chapter other character might.) also discusses new uses for skills Again, though, this doesn’t mean such as Concentration, Perform, and Illus. by W. Reynolds W. by Illus. that if you’re playing a wizard you Knowledge. should don plate armor and start Fantasy Warfare (Chapter 4): A hefting a greatsword. This book book for martial characters wouldn’t details options for non-“fi ghter-types” be complete without a chapter on war- who want to maximize their combat fare. We look at historical warfare and effectiveness. Spellcasting warriors, fantasy warfare with a more modern slant. skill-using soldiers, and holy (or unholy) Here are suggestions and rules for war-oriented adventures combatants of all types can fi nd resources within these pages. as well as advice on running a wartime campaign. Players If you’re playing a rogue who’d like to improve her chances should fi nd the sections on magic items and warrior organi- to hit, or a sorcerer who might like to withstand a few more zations useful, and both DMs and players can use the section points of damage, this book is for you. on the warrior pantheon.

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SOURCES Remember, however, that DUNGEONS & DRAGONS is your game. This book includes material from other sources, including If you’ve been playing with a particular prestige class or feat that Dragon magazine, web articles previously published on the we’ve picked up and revised, we hope you’ll look at the new version Wizards of the Coast website, and earlier works like Sword and and see why we made the changes—but you don’t have to play with Fist. Much of this material has been picked up and revised the revised material if you don’t want to. The Dungeon Master, as based on feedback and comments from D&D players and DMs always, should make the fi nal call about what material belongs in all around the world. We hope you like the changes we made his or her game, and if you’ve been playing with an older version of to the prestige classes, feats, and other elements of the game something that appears in this book and you’re having fun doing it, as well as the large amount of brand-new material you’ll fi nd don’t worry about making a change. We think all the changes we’ve in these pages. made are for the best, but it’s your game, after all. 4 pqqqqqqqqqqqqqqqqqqqqrs he latest edition of the DUNGEONS & DRAGONS® game Characteristics: The hexblade balances talents in has been about options from the very beginning. combat and arcane spellcasting. At lower levels, the hex- The revised versions of the core rulebooks are recent blade relies on melee ability augmented by his special evidence of that, as is this book. When the design- power to curse his enemies. As he gains experience, he ers began contemplating what a “complete warrior” book becomes capable of casting a limited number of spells should include, the idea of new classes came up. while his curse ability becomes more potent and he Of course, prestige classes are one type of class that’s gains the ability to warp the normal laws of probability. gotten a lot of attention since the concept was introduced He can also draw upon the service of a familiar to fur- in the Dungeon Master’s Guide. However, new character ther augment his abilities. classes haven’t been given the same amount of exposure Alignment: The style of the hexblade tends to in D&D® accessories produced by Wizards of the Coast. be selfi sh, sometimes even cruel, though it is by This chapter remedies that lack of attention to some no means limited to evil characters. Still, even the degree with the presentation of three new character friendliest hexblade is at best neutral. Hexblades classes for the game. Following those class descriptions may be tyrannical or free-minded, disciplined or are new variant versions of the paladin and ranger classes, creative, and thus have no particular bent toward specifi cally designed for low-magic, warrior-centered law or chaos. campaigns and without the ability to cast spells. Religion: Most hexblades aren’t very pious, relying on their own talents rather than count- ing on a deity to protect them. Those who revere HEXBLADE a deity often choose Wee Jas (deity of death and Combining the dynamic powers of martial prowess and magic) or Boccob the Uncaring (deity of magic). arcane might, the hexblade presents a deadly challenge to Some particularly evil hexblades venerate Nerull opponents unused to such a foe. (deity of death) or (deity of secrets). Adventures: Hexblades adventure for personal gain, Background: Like that of the sorcerer, the power whether that gain is power, prestige, wealth, or all the above. of the hexblade often displays itself at an early age, 5 6 CHAPTER 1 CLASSES Table 1–1: The Hexblade INFORMATION RULE GAME with his style. his with afi make selection can skill to augment this role in the group. A hexblade with the proper abilities special and spells of use his relies on opportunistic book-learners. weak as wizards they and shunous oftalents, the sorcerer’s arcane superior Hexblades feel ideals. sometimes jeal- or other high-minded of good other dedicated and to characters the service paladins They avoid rangers, barbarians. and others, rogues, including other whose classes members look out for themselves before oradvisors. leaders savage the Among human oids, hexblades may found be as hexblades. among common and halfl more warfare and often become fi magic to Elves mix wishing tradition. upthe may take levity Those few to their gnomes whohalf-elves. enjoy twist acruel onis the line. gain hexblades personal great one to oppose another unless necessarily strike won’t hexbladestwo who atavern meet or apothecary in sorcerers, up hexblades Though Unlike bond. share aunique a lasting friendship, on own. their or off before bard, setting it is rare older an as such spellcaster, hexblade, for sorcerer,arcane wizard, two another from training character, many receive rudimentary hexblade. aself-taught Though hexblade the ultimately is dents the budding ofby around those badluck experienced accidents or other of the form unexplained frequently inci- in t +/3 2 2 6 1 — — — 1 1 — 0 3 — 2 1 — 1 3 — 2 2 1 3 1 — 2 2 1 — 3 — 321 1 0 — — — 1 0 210 1 1 — 1 1 1 — — 2 Day — per — Spells — 3/day, ofunluck feat Aura bonus — 0 1 +12— — — 1 — — 1 +6 5/day curse Hexblade’s — — — Auraofunluck2/day +6 +10 4/day curse Hexblade’s — — +10 +5 4th — 0 +20/+15/+10/+5 3 32 +5 +8 +5 3rd 3/day — curse Hexblade’s 1 20th +5 +4 1 2nd — +6 — 1 19th +6 1st +6 +4 curse hexblade’s Greater +19/+14/+9/+4 +6 +11 +17/+12/+7/+2 Bonus 2/day curse Dire 18th hexblade’s +6 feat, Bonus +6 +3 — +5 +5 +9 +18/+13/+8/+3 +11 +16/+11/+6/+1 — 17th Summonfamiliar +5 feat +2 +3 hexblade’s +4 +4 16th +5 +4 Aura +2 +2 +9 +4+8 +4 — Bonus +115th +15/+10/+5 Arcaneresistance +2 curse +3 +3 +7 of +2 — +13/+8/+3 1/day curse Hexblade’s +3 +1 14th +3 +7 feat +1 +14/+9/+4 +2 unluck +3 13th +1 +2 1/day 12th +12/+7/+2 +0 +0 11th +11/+6/+1 +0 +9/+4 10th +10/+5 +0 Will +8/+3 9th Ref Fort +7/+2 8th +6/+1 7th Mettle +1 +1 +3 +5 6th Special +4 5th Save Save Save 4th +2 +1 2nd Base 1st AttackBonus 3rd +3 Level Hexblades have statistics. game following the Role: Other Classes: Races: Abilities: Though acapable melee combatant, the hexblade behavior self-centered the rarely exhibit ings As with sorcerers, most hexblades are humans or Charisma controls many of the hexblade’s ofthe many controls spe- Charisma Hexblades tend to get along with best ne leader for comfortable agroup ghter/wizards.Dwarves Class FeaturesClass Skills Class armor but shields.armor not the with somatic Because components fi required for hexblade spells are simple, a hexblade can cast hex- simple, are for cast ahexblade hexbladerequired can spells features of the hexblade. class are of the following All Handbook Player’s (Int). the SeeChapter (Dex), 4in (Wis), Ride Spellcraft and (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession Diplomacy (Int), Craft (Con), Concentration (Cha), Bluff are for (and skill) each thekeyThe hexblade’s ability skills class contribute to the hexblade’stion both survival. long-term of because for Constitu- itsand role him combat. in Dexterity cial powers, including his spellcasting. Strength is important class levelclass +hexblade’s Chamodifi save (DC Will 10 +1/2thereafter. Asuccessful hexblade’s for weapon and checks, rolls 1hour damage skill checks, ity saves, abil- on attacks, a–2a hexblade’s penalty takes curse 60feet. The to visible hexbladetarget the be of within and afoe. upon The target must acurse unleash a hexblade can derived other from classes. spells forchance arcane multiclass hexblade incurs the normal still arcane spell failure component asomatic has question in (andspell most do). A the if failure spell of arcane achance ashieldor using incurs arcane spellcaster, a hexblade wearing medium or heavy armor However, chance. failure spell any other arcane like normal the incurring without armor light wearing while blade spells cient with all simple and martial weapons, and with light light weapons, with and simple martial and cient all with Weapon and Armor Profi Weapon Armor and 2+Int modifi Level: Points Additional at Each Skill Points at 1stSkill (2 Level: +Int modifi Hit Die: Alignment: Hexblade’s Curse (Su): Curse Hexblade’s d10. Any nongood. Any for skill descriptions. for skill Once per day, action, afree as ciency: er) negates effect. the Hexblades pro- are er) ×4. er. CHAPTER 1

CLASSES 7 Illus. by W. England - ers ). When When ). does not affect the the affect er. er. xed.) Charisma score ). after that (15th and after that (15th can a hexblade 18th), Player’s Handbook (Unlike spells per day, his his day, per spells (Unlike hexblade gets 0 spells per per spells 0 gets hexblade Table 1–1 indicates that the the that indicates 1–1 Table day of a given spell level (for (for spell a given of level day every third hexblade level every third level hexblade a high Charisma (see score 1–1: AbilityTable Modifi the and Bonus Spells,and Bonus 8 of page bonus spellsbonus if day per has he 1–1. In addition, he receives receives In he addition, 1–1. instance, 1st-level spellsinstance, a for 1st-level 4th-level hexblade), he gains only the bonus spells bonus the only would he spell level per day. His base daily day. per spell level certain number of spells of each spell allotment Table on is given be entitled to based on his based on to be Cha- entitled isextremely limited. A hexblade 1–2. as indicated Table on levels, Upon reaching 12th level, and at begins knowing spells, play no but spells of selection hexblade’s The gains one or more new spells new gains certain more at or one risma that spell for score level. numbers on Table 1–2 are fi 1–2 Table on numbers number of spells a hexblade knows; the the knows; hexblade a spells of number choose to learnchoose spell to he a new in one of place already knows. In “loses” effect, the the hexblade Beginning at 4th level, a hexblade gains Beginning a hexblade the ability4th at level, old spell in exchange for the new one. The new spell’s new The one. spell new the old for in exchange Like spellcasters, other can cast a hexblade a only Spells: + the spell level + the hexblade’s Cha modifi + the hexblade’s + the spell level to castto a small arcane of number spells, are drawn which from can spell He cast 3). the hexblade spell list any Chapter (see without preparing knows time,he ahead of it as just sorcerer a Player’s the 54 of can page Handbook (see learn a Charisma cast or have a spell, must To a hexblade 1st-level for 11 (Cha spell + the level equal 10 least score at to spells,spells, 2nd-level for Diffi and Cha 12 so The forth). culty Class a saving for spell throw against is 10 a hexblade’s

level must be the same as that of the spell being exchanged, spell the same be the as of that exchanged, being must level than the highest-level lower least two be at levels must and it can spell cast. instance, hexblade the hexblade For upon could trade in a hexblade a singlereaching 1st- 12th level, hexblade spell the highest-level spell below (two level levels spell.spell can a different 1st-level he for cast, is which 3rd) At 15th level, he could trade in a single 1st-level or 2nd-level can a spells)spell now cast for he hexblade 4th-level (since swapdifferent only spell may A hexblade the same of level. A hexblade ). At 2nd level, a hexblade gains a hexblade level, At 2nd mettle.t of At 3rd level and higher, a hexblade a hexblade and higher, level At 3rd Beginning 4th at level, Arcane Resistance (Su): Resistance Arcane Mettle (Ex): Familiar: the by dismissed is or dies familiar the If a attempt the latter must hexblade, to one-half that a amount. hexblade’s However, a of result 0 as the below go experience point total can never familiar’s dismissal. demise or A slain dismissed or familiar A slain familiar andcannot a year day. for be replaced can be raised from as just a character the dead can does not it be, but this event a point Constitution of or happy when lose a level occurs. A character with than class more one that grants a familiar familiar one only have may a time. at DC 15 Fortitude saving throw. throw. saving Fortitude 15 DC loses 200Failure means he experience the loss success reduces level; points hexblade per bar on page 52 of the Player’s the of 52 Handbookbar page on the hexblade as a sorcerer of three levels determining for lower the familiar’s and Familiars the abilitiespowers (see side- kind of familiar he gets. As the the As gets. he chooses the hexblade The familiar of kind his in level, advances hexblade Treat power. in increases also familiar ally and intelli- tough creature serves as The gent. and servant. a companion gp. A familiar is a magical beast a small that resembles unusu- is and animal a hexblade cana hexblade obtain a familiar. Doing so hours and uses takes 24 up magical materials that cost 100

can resist magical and unusual attacks with great willpower fortitude. or If makes a successful he Will or Fortitude save against an attack that a lesser effect a on have would normally successful as spell any (such save with a saving throw entry Will of half Fortitude or partial), instead he effect. the An negates completely hexblade sleeping or unconscious gaindoes not the benefi equala bonus his on to Charisma (minimum bonus +1) saving throws against spells and spell-like effects. 9th, and 17th) 13th, (5th, 1st beyond levels four At every gainsa hexblade the abilityuse to his curse additional one time per as day, indicated Multiple 1–1. on Table hexblade’s stack, thatcurses successfully foe and any don’t the resists curse hexblade’s same the by again affected be cannot effect hours. 24 for dispels or a curse Any effect that removes eliminates the curse. effect a hexblade’s of 8 CHAPTER 1 CLASSES Table 1–2: Hexblade Spells Known Spells Hexblade Table 1–2: must Combat beselected fromthe following list: Cast- (10th, abonus 15th,feat, 20th), ahexblade and which gains level. level hexblade his higher, and level caster his one-half is 3rd Through level, ahexblade no level. caster has At4th forknown the level. new spells he that gains time atnot same the to swap spell the at any given spell a single level, must and whether choose or Penetration. (enchantment, necromancy, only), or transmutation Spell only),transmutation Greater Penetration, Spell Focus Spell Greatering, (enchantment, Focus Spell necromancy, or hexblade’s curse becomes –6 instead of –4. instead hexblade’s becomes –6 curse by atarget of the incurred weapon and rolls checks, damage skill checks, saves, level,19th ability on attacks, the penalty per day. times three aura this activate day. per hexblade can A20th-level twice unluck At16th level higher, and of aura his use ahexblade can bonus (ifhexblade’s any). Charisma for lasts the aura and anumber to 3+the of rounds equal action, of afree concealment).effect is the aura Activating the to (similar chance miss 20% a has active is unluck of aura hexblade the this while melee made against or ranged attack level Any of aura misfortune. or create higher can abaleful of –2. instead hexblade’s becomes –4 curse by atarget of the incurred weapon and rolls checks, damage skill checks, saves, level,7th ability on attacks, the penalty r — — — — — — — — — — — 2 — — — 4th 3rd 2nd 1st 3rd 4th 2nd Level 1st ————— Spells bonus spell of this level. ofthis spell bonus hassuffi hexblade the 1 Provided tohave a Charisma cient 20th 5 19th 5 5 18th 4 5 4 17th 4 5 4 16th 4 4 15th 3 4 3 t 3 — — — — — — — — — — 4 3 3 2 8th 7th 6th 5th t 4 — — — 2 4 2 3 — 11th— 4 3 10th 4 9th 14th 4 13th 2 4 3 12th — 4 3 — Bonus Feat: Greater Hexblade’s Curse (Su): Dire Hexblade’s (Su):Dire Curse Aura of Unluck (Su): At5th level, every fi and 1 — — — Once per day, a hexblade of 12th 2 1 — — When a hexblade attains When ahexblade attains When a hexblade attains When ahexblade attains Known ve levels thereafter thereafter ve levels ————— 1 — 1 Human Hexblade Starting Package Starting Human Hexblade Ex-Hexblades modifi slashing). handed, 20lb.). ft., 30 speed (weapon profi armor and other the benefi ahexblade.as all He retains levels in He possible. as may any soon farther notas progress leaves and the hexblade’s animal becomes anormal service familiar His abilities. class supernatural all and spells hexblade losesall A hexblade who becomes good-aligned opponents. the fi foes, and their Their to adherence tile. to the code of bushido intimidating is are as potent melee in as a fi samurai simultaneously, sword) (short wakizashi and sword) honor. lord’s the or to who duel hunt and stained down has arival to defend a villagelevel troubleshooters. might ordered as be Asamurai samurai beset by bandits, at the behest lord, of totures their who high- mid- uses often to lead allies in battle, away the darkness. in slink enemies dishonorable make to enough often is presence combat often precedes mere their and battle, them in leader. The for reputation tenacious being of samurai in age of honor alord, and general, or toother service the that cour- brings the samurai setting, afantasy In Japan. honor, were the thenoble samurai soldiers of feudal code of for bravery matchless their Known strict and 20arrows. Quiver with sack,bedroll, fl nweg acn) 4 n — Int (cc) Listen (cc) Spot Spellcraft 4 4 4 Diplomacy Intimidate 4 Int (arcana) Knowledge Cha Cha — — — Ride 4 4 Bluff Skill Ranks Characteristics: Characteristics: Skill Selection: Weapons: Armor: Adventures: Adventures: Gold: Gear: Bonus Feat (Human): Feat: er. Weapon Focus (longsword). Weapon Focus Backpack waterskin, with one day’s rations, trail 6d4 gp. Studdedleather (+3 –1, check penalty AC, armor Longsword (1d8, 19–20/×2, crit 4lb., one- int and steel. Hooded lantern, 3 pints of oil. steel. Hooded and int 3pintsof oil. lantern, Samurai undertake quests other and adven- undertake Samurai Pick a number of skills equal to 3+Int equal anumber Pick of skills xed stare of a samurai can unnerve most unnerve can xed of asamurai stare Wielding their signature katana (bastard (bastard katana Wielding signature their ciencies bonus and feats). Improved Initiative. ghter, although they are less versa- Ws — — Wis Wis 2 2 Armor Armor Check Ability Cha Cha Dex SAMURAI ts of the class Penalty — — CHAPTER 1

CLASSES 9 Illus. by S. Prescott

A ciency ciency (2 + Int + Int (2 Player’s Handbook er. Any lawful. with allcient and mar- simple Hit Die: d10. Hit gains Exotic Weapon Profi gains Weapon Exotic Class Skills The samurai’s classThe skills (and 2 + Int modifi2 + Int Alignment: Alignment: a samurai is trained in their use, he the key abilitythe key each skill) for are (bastard feat. as a bonus sword) Concentration (Con), Craft (Int), Craft (Int), (Con), Concentration

By 5th level, a samurai has become level, 5th By × 4. er) At 2nd At 2nd as One (Ex): Swords Two Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowl- (Int), (history) Knowledge

edge (nobility and royalty) (Int), (Int), (nobility and royalty) edge blades, knownblades, as daisho. the Because

Ride (Dex), and Sense Motive (Wis). (Wis). Motive and Sense Ride (Dex), Skill Points at Each Additional Additional Each at Points Skill Skill Points at 1st Level: Skill 1st at Points receive an heirloom set of these two these of set an heirloom receive See Chapter 4 inSee Chapter the for skillfor descriptions. ghting technique that concentrates on on concentrates that technique ghting masterwork short sword). Many samurai Level:

modifi Class Features Weapon and Armor Proficiency:Weapon In melee Daisho Proficiency melee In (Ex): All following the are of class the of features samurai.

combat, a samurai favors the katana (a mas- a samurai katana the (a combat, favors samurai is profi is samurai not with shields. tial and with weapons, all types but armor, of Strength is of paramount importance to the the to importance paramount of is Strength terwork bastard sword) and wakizashithe bastard terwork sword) (a level, a samurai has learnedlevel, the katana wield to and A samurai Once per day, a samurai of 3rd level or or a samurai level 3rd of day, Kiai per Once (Ex): Smite Master (Ex): Iaijutsu Abilities: adept at iaijutsu, a fi iaijutsu, at adept wakizashi together. He is treated as having the Two-Weapon wakizashi is treated He as having the Two-Weapon together. wielding a katana and wakizashi, when ifFighting feat even that feat. for the prerequisites meet does not he attack next his action), free (a shouts can cry a great higher invigorates give that during combat urai sam a When him. gains the attack on a bonus roll and the damage roll equal to hisCharisma (minimum bonus +1). As a samurai can gains he make a kiai levels, more smite often. sword-wielding samurai, and Dexterity and Constitution Samurai have the followingSamurai game statistics. have himsurvive help samurai’s the in battle. of of midst Many the Charisma—a class on other depend features samurai’s force personalityof can make his quake enemies in fear. GAME RULE INFORMATION nd the nd ects appropriate themes. ghters, especially if they have served in in served have they if especially ghters, Samurai are traditionally of Almost aspect a samurai’severy life of is ruled nity for the class. Least Least class. the for nity In a fantasy world, some samurai no some In a fantasy worship world, ings wander too much to make The clan-based,The lawful With heavy armor and a razor-sharp in blade each t from a series abilities of penalties morale that give to Background: Role: Role: Races: Races: Religion: Alignment: Alignment: Other Classes: Classes: Other an army, and bards whose art and bards whose refl an army, Barbarians politeness, of with a thin only veneer are tolerated dishonorable and other larceny focusas on are rogues who activities. hand, samurai also are They front-line combatants. melee benefi their foes. In because addition, are they trained in matters of etiquette, samurai and spokesmen. make negotiators good typical samurai’s response might be “You dishonor the lord typical lord the dishonor samurai’s be “You response might Monks are questioning likewiseby his orders.”) admired for their strict training and self-discipline. regimen Samurai also with well along fi get this the right thing to do?” (A (A do?” to thing right the this live their lives ac cording to a cording to ac their lives live code samurai of behavior, tend with well along paladins, get to although samurai are sometimes “Is ask, paladins when puzzled both classes Because likely of all are half-, rarely who attain in station a high enough civilized become society to samurai. noble birth,noble although folk tales are replete with samurai orphans were by adopted who families showed who noble soldiers foot or in battle.outstanding bravery a Becoming samurai hours learn- means untold useing katanathe to and waki- zashi, lessons in manners and etiquette, and relentless instruc- bushido. of tion in tenets the society make dwarves the would of samurai for match a good culture. history of and sense lives long Elves’ down samurai’s the them path. lead could Most halfl no effective samurai, show and gnomes particular affi

to total demands which obedience bushido, of code the by bravery in lord, utmost the face of peril,and one’s and honor alike. peers, and lessers superiors, respect to Samurai are mat- when and implacable lawful,always in demeanor, stoic and justice are concerned. honor of ters guid- for bushido of code the instead on relying deity, moralance and on ethical issues. Others gravitate to and justice, such as honor, law, of deities of worship the and St. Cuthbert.Heironeous evil Some samurai fi tyrannical teachings acceptable. Hextor of 10 CHAPTER 1 CLASSES Table The 1–3: Samurai honor, and fi honor, and he not does meet prerequisites the for feat. that evenFighting feat if when wakizashi, and akatana wielding the Greater He having treated as is Two-Weaponsamurai. becomes second for nature wakizashi and a akatana with amoveas action. not action, astandard feet 30 opponents demoralize within can pause. The samurai enough foes is to give eyes his hard the from of asamurai not meet the prerequisites for the feat. feat when wielding a katanaHe is treated as having the and Improved wakizashi, Two-Weapon Fighting improves. even wakizashi and prowess the katana samurai’s with if he does action. 30 feet standard asingle with opponents within all demoralize can date check, the samurai cient presence cow that he multiple can foes. Using aIntimi- He now the Improved attack. has feat. Initiative will he and able is samurai, two to anticipate when any enemy duels between ritual in iaijutsu used techniques practiced the page 76 description, of skill Intimidate the in (as described opponent an demoralize can and bonus checks on Intimidate mere foes fear by into his his presence. a+4 strike He gains orhe wakizashi. katana draws his feat, Draw but Quick the only when having He as treated is one afoe in fl weapon his striking and drawing 20th +20/+15/+10/+5 +12 +6 +6 Frightful 4/day Frightful smite presence Kiai +6 — +6 swords +5 +6 +12 +20/+15/+10/+5 20th +6 +11 +5 — +19/+14/+9/+4 19th +6 as +10 +6 +11 18th +18/+13/+8/+3 +17/+12/+7/+2 staredown 17th one Greater +5 two +5 +10 16th +16/+11/+6/+1 Improved +4 +9 +5 +5 +4 — 15th +9 — swords — +15/+10/+5 +4 +4 +3 ImprovedInitiative +8 14th +2 +14/+9/+4 +3 2/day smite Kiai as master Iaijutsu +8+4 13th +2 +2 +6 +13/+8/+3 ImprovedKiai Staredown +3 +1 +3 two — 12th +2 +2 +6 +7 smite one +12/+7/+2 +7+3 +1 +1 Mass 1/day smite Kiai +2 +5 3/day +1 +1 +4 staredown 11th +11/+6/+1 +5 Two swordsasone +1 +4 Daisho +0 profi10th ciency +9/+4 +10/+5 +0 +3 9th +0 +8/+3 +0 8th +3 +7/+2 +2 7th +6/+1 Will Ref 6th Fort +5 5th +4 4th +3 3rd +2 2nd +1 Special Base Save 1st Attack Bonus Level Frightful Presence (Ex): Presence Frightful Greater Two Swords One(Ex): as Improved Staredown(Ex): At 14th level, even a glance Improved Two Swords (Ex): One as (Ex): Staredown Mass Improved Initiative (Ex): (Ex): At6thlevel,Staredown becomes able asamurai to Player’s Handbook Player’s ghting prowess have become legendary. When ). At 10th level, suffi has asamurai A 20th-level samurai’s bravery, samurai’s A 20th-level At 8th level, has At 8th samurai the At 16th level, fi At 11th level, a uid uid motion. ghting - Human Samurai Starting Package Starting Human Samurai Ex-Samurai Handbook violations (seehis the he atones if to for the class advance in features the ability class his He regains asamurai. as mayacter any farther not progress char- behavior. rude Adisgraced of appallingly integrity, and amajor or other caught lie in being breach battle, important an from a superior offi order an include status disobeying his that could loseasamurai don’t code the of count, bushido but do. major Acts with breaks embarrassments Minor checks. orCharisma-based Charisma features that depend class on grave samurai dishonor losesall or who of act whocommits an to lawful ceases be A samurai presence for 24 hours. frightful samurai’s by the same again affected be cannot resists the effect foeAny thatsuccessfully 20or moreDice). with Creatures not Hit are Dice affected. Dice) or shaken for (if rounds theyhave 4d6 5to 19 from Hit become for panicked rounds 4d6 (if they have 4or fewer Hit save Chamodifi (DCsucceed on 20+samurai’s aWill feet 30 must blade, opponents his draws within samurai the modifi Shortbow (1d6, 2lb., piercing). 60ft., ×3, range inc. crit Short sword (1d6, 19–20/×2, crit 2lb., piercing). light, slashing). handed, lb.). 30 20 ft., features. lostclass their toa chance regain book), Chapter (described in which 2of gives this class them levels prestige take the ronin in samurai Some disgraced other available prestige as to classes asamurai. examples. such The three DungeonMasterare may designate book) the dwarven defender and (in the Dungeon Master’s Guide this in code. The protector the knight kensai and this ing (both times take levels in particular prestige classes without violat- constant adherence to the code of may bushido. some- Samurai The demands way abilities. of samurai the samurai current his level, all samurai he though retains his may never raise again alevel samurai who other anythan gains class A samurai in restriction. faceaspecial character,class samurai but multiclass amember Like of may any other beamulti- asamurai class, of dishonor.) thethat stain cleanses only the act suicide as (Sometion. feudal lords demand ritual nweg nblt n oat) It — Int Motive Sense Ride 4 4 royalty) and (nobility Knowledge Knowledge (history) Intimidate 4 Diplomacy 4 (calligraphy) Craft Skill Ranks Skill Selection: Selection: Skill Weapons: Armor: er. ), assuming the feudal lord offers a chance at redemp- at chance a offers lord feudal the assuming ), Scale mail (+4 AC, armor check penalty –4, speed speed –4, (+4 check penalty AC, mail armor Scale Bastard swordBastard (1d10, 19–20/×2, crit 6lb., one- cer or feudal lord, fl Pick a number of skills equal to 3+Int equal anumberPick of skills atonement atonement spell, page 201 ofspell, the It — Int 4 Ws — Wis 4 It — Int 4 Armor Armor Check eeing in cowardice from Ability Cha Cha Dex Penalty — — — Player’s Player’s er) or ) CHAPTER 1 CLASSES 11 Illus. by G. Kubic ne for ings and and ings Player’s Handbook The lightly armored The swash- Swashbucklers prefer to work work to prefer Swashbucklers Any. The swashbuckler is an able melee Role: d10. ghter or rogue. She can rogue. or She alsoghter make a fi Abilities: particularly paired withcombatant, when a fi get along best with along rogues and bards,get and agility the of talents appreciate and combat chaotic swashbucklers the monk(though chafemay at the monk’s ascetic nature). Lawful the often share swashbucklers good nature, otherwise but paladin’s honorable party spokesperson, thanks or leader her to access Charisma-based to skills. the classes tend to clash in to classesthe their approach tend dis- particular no have Swashbucklers life. to the spellcasters, appreciate and they taste for well-timed chosen, utility spell. a cleverly of with interact barbarians, don’t They druids, very often, since rangers or characters these natural prefer to settingstend typical the to urban swashbuckler. the of environment GAME RULE RULE GAME INFORMATION thefollowing game Swashbucklers have statistics. buckler depends on a high on Dexteritybuckler depends her for Armor Class, class many as well as for skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is as not important a swashbuck- for ler as it is for other melee combatants. melee other is for as it ler ghting in heavy armor with and weapons, big Alignment: Hit Die: Hit

Other Classes: Other Swashbucklers are most often humans, elves, or or are often humans, most Swashbucklers elves,

virtually unknown. virtually with quick, other lightly armored characters. They swashbucklers are oids, human Among the savage thus rarely become swashbucklers. become thus rarely Races: gnomes often have the temperament to become a swashbuck- a become to temperament the have often gnomes against speed works Dwarves them. though their slower ler, tend to fi prefer judgment, leading either to friendly competition or even even friendly or to leading competition either judgment, outright distrust and antipathy. half-elves. Humans and half-elves the daring have to tend nature and the natural requiredswashbuckler, a of grace class. the for suited well makes Halfl them elves of skill descriptions. The swashbuckler’s class swashbuckler’s skillsThe ability the key each (and for skill) Craft Climb are Bluff (Str), Balance (Int), (Cha), (Dex), Profession (Str), Jump Artist Escape (Dex), (Cha), Diplomacy and (Dex), Tumble Swim (Str), (Wis), Motive Sense (Wis), 4 in the See Chapter Rope (Dex). Use Class Skills A swashbuckler ghters. exes. xed SWASHBUCKLER The swashbuckler combines combines swashbuckler The Many swashbucklers Swashbucklers adventure for a variety for adventure Swashbucklers Like rogues, tend swashbucklers int and bullseye steel. lantern oil, and 1 pint uent backgrounds, but anyone valu- anyone but backgrounds, uent Most swashbucklers pay at least some least some at pay swashbucklers Most ghter or barbarian, they tend to be more Though prowess. combat nesse with sheer Backpack with waterskin, one day’s trail rations, trail rations, day’s one with waterskin, Backpack 2d4 gp. 2d4 Weapon FocusWeapon (bastard sword). nesse over force can become a swashbuckler, can a swashbuckler, force become nesse over Characteristics: Alignment: Religion: Gold: Gold: Adventures: Combat Refl Combat (Human): Feat Bonus Gear: Feat: Background: swashbucklers’ backgrounds is life the back alleys the cultured or a slum of whether halls roy- of in an urban environment, alty. swashbucklers see other to as rivals tend Swashbucklers thanrather sharing allies, similar when even goals. The better her often outweighs attention for need swashbuckler’s residence often worship Fharlanghn often worship residence roads). of (deity affl from come ing fi among element shared mon background.regardless of A com choose the open road over a fi choose the open road over valor) or even St. Cuthbert (deity of of (deity Cuthbert St. even lers may Heironeous revere or (deity of valor) retribution). Swashbucklers who lucky. Lawful or chivalrous swashbuck- chivalrous or Lawful lucky. swashbucklers can’t dish damage quite as much out as a typical fi agile When combatants. than and mobile melee most battles can carefully, her she pick a swashbuckler mention to (not a very opponent deadly becomes hard pinto Swashbucklers down). also their hold own in social situations, unlike fi most skill and fi restrictions tend to be chaotic, while those those while chaotic, be to tend in be diverse to their outlooks, and thus in their societal chafe under alignments. who Those restrictions traditions well be may honorable uphold who lawful. small amount of homage to Olidammara (deity of of (deity Olidammara to homage of amount small as being since that is deity renowned thieves), bedroll, sack, fl bedroll, sack, 20 arrows. and situations combat in both excels agilitypanache. Favoring the brute force, and wit over swashbuckler social interactions, making a versatile character her indeed. call the their alignment based on and back- motivations, of when action however, rightground. seek to injustices, seek while Some others into swashbucklers, All leap fortune. to and fame only tendency a share their personal regardless of views.comes, daring of the concepts embodies swashbuckler The and

12 CHAPTER 1 CLASSES Class FeaturesClass TheTable Swashbuckler 1–4: for the feat. abonus feat as Finesse at 1st level even she not does qualify if unencumbered. below, rely onand her armored no lightly being more than armor. Some noted as features, of the swashbuckler’s class fi features of the swashbuckler. class are of the following All dodge bonus to Armor Class against melee attacks from that that from melee attacks against Class dodge bonus to Armor her she action, opponent may designate an receive and a+1 hering defenses on opponent asingle melee. in During load. ormedium heavy when wearing medium ability this use Aswashbuckler cannot strike. orinsightful heavy armor or when to hits immune the are swashbuckler’s or critical attacks carrying a arapier,as Targets to sneak whip, chain. immune or spiked other weapon thatbonus she may have) any as weapon, well any as light can with be used with Weapon (in addition to any abonus Strength rolls onas damage Finesse, suchgreater She damage. applies her bonus Intelligence (if any) becomes able to place her fi load. ormedium heavy when wearing medium bonus orlevel level. losesthis Aswashbuckler to +3 and at 20th heavy armor or when Refl on carrying a cient with all simple and martial weapons, and with light light weapons, with and simple martial and cient all with Dodge Wounding +6 +20/+15/+10/+5 +6 20th +6 bonus critical +6 +12 +11 +4, +19/+14/+9/+4 19th — +6 +6 Slippery 18th +18/+13/+8/+3 +11 +5 mind +5 +10 +17/+12/+7/+2 17th Dodge Weakening +5 +4 +5 — +5 +4 +5 bonus +9 critical 16th +16/+11/+6/+1 +10 +9 lucky +2, Grace — +3 +3 15th +3 +15/+10/+5 Improved fl Acrobatic +4 +4 +3 +3 14th +14/+9/+4 skill +2 — +8 charge Acrobatic +4 +4 +7 Dodge +2 +3 +8 +6 +2 +3 — bonus +7 +2 13th+2 +6 +13/+8/+3 +2 +2 12th +12/+7/+2 +5 +11/+6/+1 11th +5 10th +10/+5 +9/+4 9th +8/+3 8th +7/+2 7th +6/+1 Will Ref 6th Fort +5 5th +4 4th +3 3rd +2 2nd Base Save Special Save Save 1st +1 AttackBonus Level Weapon and Armor Profi Weapon Armor and Grace (Ex): a+1 Grace competence Aswashbuckler gains bonus Weapon (Ex): Finesse 4+Int modifi Level: Points Additional at Each Skill Points at 1stSkill (4 Level: +Int modifi A swashbuckler is trained at focus- at trained is Dodge Bonus (Ex): swashbuckler A Insightful Strike (Ex): ex saves at 2nd level. bonus to This increases +2 at 11th +4 +1 +1 Dodge bonus +1 bonus Dodge +1 +1 +4 +3 +1 +1 Insightful strike Insightful +1 +1 +3 +2 +0 +0 Weapon+0 +0 +2 Finesse 4 1 1 — +1 +1 Grace+1 +4 +0 +0 +3 grace +3 mastery A swashbuckler gains Weapon gains Aswashbuckler At3rd level, aswashbuckler ciency: where attacks nesse they deal Swashbucklers are pro- are Swashbucklers er) ×4. anking er. Half- Swashbuckler Starting Package Swashbuckler Starting Half-Elf If the swashbuckler also has the Dodge feat, Dodge the has she need swashbucklernot the also If orload. amedium heavy rying orbonus when when mediumor armor heavy car- wearing level, +3 at Aswashbuckler at 20th). 15th, losesthis +4 and fi every at +1 by increases bonus opponent. select She anew opponent can This on any action. the reroll, even if it’s worse than the original roll. the reroll, even the original it’s worse than if of result the take must character The throw. saving or check, check, ability skill roll, or higher attack may reroll any failed good.”lucky than Once per day, aswashbuckler of 11th level Lucky (Ex): bonus.) fl (Other of a+2 characters instead bonus on attacks. attacks or higher who fl is Improved Flanking (Ex): over the terrain. move or(Jump Tumble to successfully particular) in checks, need to appropriate checks make she may still circumstance, to over tumble tables to get to her on target. the Depending leap abalcony, from down steep down stairs, her or to run enablesmovement ability her This blocking path. or allies She may charge over diffi where situations chargeor higher in can others cannot. Acrobatic Charge (Ex): (If she designates target, the same the bonuses stack.) for as feat. Dodge the ability target fordesignate same the this piercing). Weapons: 20lb.). ft., 30 speed Armor: effect. to this immune are hits to critical immune feature.) class Creatures swashbuckler’s critical weakening damage is in addition to of damage 2points the(This Constitution creature. deals to the Strength also acreature or higher hit against who scores acritical damage dealt by the throw. saving to succeedatchance acertain alive). She she gets one (assuming still DC is only extra this attempt she 1round later save the effect, at can same the again or enchantment her an spell saveswashbuckler fails against level, her becomes mind more diffi effect. to this immune are hits to critical immune Creatures creature. the to damage Strength of points 2 deals also acreature higher hit against who scores acritical (Ex): of14th Aswashbuckler Weakening Critical level or prevent so. her doing from wouldmay 10 normally take distractions and even stress if When making them reliablyshe use even can under adverse conditions. a that of the use her in ler acrobatic skills becomes Jump certain so or Acrobatic Tumble Skill Mastery check,(Ex): a swashbuckler anking with the swashbuckler don’t gain this increa Wounding Critical (Ex): (Ex): Critical Wounding When reaches 17th aswashbuckler (Ex): Mind Slippery Studdedleather (+3 –1, check penalty AC, armor Rapier (1d6, crit 18–20/×2, 2 lb., one-handed, one-handed, lb., 18–20/×2, 2 (1d6, crit Rapier Many live swashbucklers by credo the “Better anking an opponent gains a +4 bonus on a+4 opponent an gains anking cult terrain that normally slows normally that terrain cult A swashbuckler level of 7th A swashbuckler of 19th level of19th A swashbuckler A swashbuckler level of 8th ve levels 5th (+2 after at 10th At 13th level, aswashbuck- cult to control. the If sed CHAPTER 1 CLASSES 13 Illus. by W. Reynolds or remove disease, he when only t applies on himself once per day, as himself on day, per once A ranger of 16th level or higher higher or level 16th of ranger A At 11th level and higher, the and higher, level At 11th neutralize poison neutralize At 6th level, the ranger’s base land ranger’s the At 6th level, (Sp): Once per day, a ranger of 13th level level 13th of ranger a day, per Once At 16th level, a paladin level, gains ability the At 16th to (Sp): once per day, as a caster whose level is equal to level as a caster whose day, per once The ranger does not gain does not ranger The the ability cast to divine freedom of movement of freedom holy sword holy Spells: Fast Movement (Ex): Nature’s BlessingNature’s (Su): Healing Touch Freedom of Movement Holy Sword (Sp): Sword Holy a caster whose level is equal one-half to level a caster whose class ranger’s the level. can use use can The variantThe gains ranger all normal the class the of features with the following and changes additions.ranger, spells. speed increases by 10 feet. This benefi feet. speed 10 increases by medium armoris or wearing and light not armor, armor, no carrying a heavy load. canranger use a standard a +4 his action add to to bonus This score. Constitution, ability Wisdom Dexterity, or may class per 1 minute effect lasts and its for day, per be used once level. or higher can use either as a caster whose level is equal one-half to level as a caster whose class ranger’s the level. restored), blinded, confused, blinded, dis- dazed,dazzled, deafened, restored), nause- insanity, fatigued, feebleminded, eased, exhausted, stunned, poisoned. or sickened, ated, same the at conditions paladin adverse The can remove time heals points any damage, that healing she of but spent also don’t cure conditions point hit damage. adverse end to use one-half class paladin’s the level. VARIANT RANGER VARIANT — –1 –1 Penalty are hybrid hybrid are t better into VARIANT: Cha Ability Check Armor 2 Wis — 4 2 Dex Wis — — At 11th level and higher, the paladin the and higher, level At 11th Pick a number of skills of Pick a number equal 4 + Int to int and steel, hooded lantern, oil, 3 pints of hooded int and steel, The paladin The gain does not ability the cast to divine 6d4 gp. 6d4 Backpack with waterskin, one day’s trail rations, trail rations, day’s one with waterskin, Backpack Weapon Focus Weapon (rapier).

er. PALADINS AND RANGERS AND PALADINS WITHOUT SPELLCASTING WITHOUT

Any melee weapon wielded by a by wielded weapon Any melee (Su): Blessed Weapon Divine Might (Su): higher or A paladin (Su): level Mount to 13th of Tend Spells:

Skill Ranks Skill Bluff4 Tumble 4 Str –1 — Str Str Cha Str 4 Climb Diplomacy4 4 Jump 4 Tumble Use Rope Spot (cc) Listen (cc) spells. as is good-aligned treated higher or paladin 6th level for of damage purpose reduction. the overcoming of can use a standard Strength, a +4 action her add to to bonus CharismaWisdom, or This score. ability be used may once class per 1 minute effect level. and its lasts for day, per hands on ability cures lay mount uses her healwho her to addition, In spent. healing of point per damage of points 5 the paladin hands ability on lay one use any her may end to affecting conditions at the followingof mount, adverse her unless other- healing 5 points condition of cost of per the wise ability noted: 1 point ability per damage (costs point This variant paladin gains all normal the class the of features paladin, with the following and additions: changes classes, martial in combine they that with talents spellcast- make classes these abilities. fi ing and other To gen- In abilities. a warrior-focused using following campaign, the consider spell-like or variants that trade classes’ the spellcasting other for powers supernatural, extraordinary, eral, variant these versatility the classes up give daily of powerful reliable or more spell for in selection exchange special abilities. The paladinThe in and ranger Player’s the Handbook Gear: fl bedroll, sack, withquiver 20 arrows. Gold: Feat: slash- or piercing light, lb., 1 19–20/×2, crit (1d4, Dagger ing). Selection: crit inc. range ×3, 60 ft., piercing). 2 lb., (1d6, Shortbow Skill modifi VARIANT PALADIN his chapter presents a host of prestige classes the focus of this book to combat-oriented prestige classes, geared toward combat and martial themes. As that narrows things down somewhat. What sort of combat mentioned throughout this book, these prestige specialist do you want this character to be? Refer to Table classes aren’t simply for fi ghters—or even just 2–1 on the next page for some helpful suggestions. Terms members of the game’s martial classes (fi ghters, paladins, used on the table are defi ned in the following text. monks, rangers, and barbarians). Many of these classes Good Guys/Bad Guys: Members of these groups defi ne incorporate aspects of other classes in their require- themselves by their alignment and their outlook on the ments and class abilities, and more than a few should world fi rst, their other abilities second. Their strengths appeal to characters of any class. refl ect their alignment choices, and roleplaying one of these characters means putting attitude fi rst. The cavalier, justiciar, and kensai fall into both the “good guy” and “bad PICKING A guy” categories, because the alignment requirement for PRESTIGE CLASS those classes does not preclude such characters from being If you’re looking for a prestige class—either for your either good or evil. current player character or as an NPC for a campaign Melee: A character belonging to one of these prestige you’re running—review the descriptions of each classes is skilled at fi ghting in close quarters. He or she prestige class in this chapter before choosing one. generally has a good amount of hit points, a high base Also review the prestige class’s requirements. Many attack bonus, and often little or no restriction on armor of these prestige classes have high base attack bonus choices, unless the character, like the monk, focuses on requirements, or they require a number of combat- mobility rather than toe-to-toe fi ghting. oriented feats for admission. If you want to build Mounted: These characters prefer to ride into and out a character hoping to achieve entry in one of these of combat and often have abilities that improve the capa- classes, you have to plan. bilities of their mounts or other abilities related to riding. You also need to decide what you would like to do Nemesis: When a character chooses to fi ght a particular 14 with your character. Since we have already narrowed kind of foe in preference to any other, that enemy becomes a CHAPTER 2 PRESTIGE CLASSES 15 , 1 , 1 , eye of Gruumsh 2 ghter, paladin, ranger, barbarian, or or barbarian, ranger, paladin, ghter, ed to suit your own campaign without 1 , hunter of the dead, knight of the Chalice, occult 1 need more skills, such as the master skills needs who track to the dark or his hunter, quarry,ity, thrower, who values mobil- classes these of are skill heavy None more points level. per have skill-users, their focus is, again, combat. on however; opponents their hit attack class, each class the prestige review for features near-best you When or best to the either use all they that note able be to than saving good more one have a few only progression, but need This balancing is another Combat- throw category. factor. characters oriented means a poorer offense a good sometimes but in combat, least as far . . . at as saving Sincedefense are these throws go. quite likely it’s character that your classes,prestige however, has above-average saving throws (after multiclassing) in at least two Examine categories. determine to requirements the in the classeswhich character and how your invest has to saving throws stack with each other. of which can be modifi be can which of class the serious impactany to all. at requirements. combat-oriented classes these of have Most picking up usually them each into of way fastest involves The in fi the levels more or one that can requirements most monk class. than have a few More classes, other too—rogue dabbling in by easily a few be met levels often make skill requirements easier to meet, and spellcasting are requirements usually by picking met up a in druid, wizard, the class. cleric levels or few sorcerer, these of one for the requirements choose adjust If to you martial classes, do so carefully. Each class has balanced been exam- bearfor The warrior, entry. of against levels projected meaning that has a base attack +7, of ple, requirement bonus the martial untileven that requirement meet at classes don’t This isleast 7th because level. the bear warrior gains the abil- ity transform an to ability a bear, into normally for reserved spell- or druids. and spellcasters high-level feats, learned abilities, skill The each class for were points gained each level at special based primarilydetermined many focus.A class class’s the whose on in lie strengths skill of casting has a high number points. seldom that Those ghter ghter Dungeon Dungeon , gnome giant-slayer 1 , hunter of the dead, kensai, knight justiciar, of the Chalice, knight protector, ghting a par- a ghting 1 , cavalier, dervish,, cavalier, drunken frenzied master, berserker, gnome giant-slayer , justiciar, kensai, ravager, Thayan kensai, knight ravager, , justiciar, 1 1 1 1 ts, the sometimes at , master thrower, master of the unseen hand, Order of the Bow initiate , master thrower, 2 bladesinger , knight of the Chalice, rage mage, mindspy, spellsword, stonelord, tattooed monk, war dervish,, cavalier, drunken exotic master, weapon hulking hurler master, ing outrider ing 1 1 THE MARTIAL MARTIAL THE hurler abilities,cing other often it but exibility. warrior, warrior, Members of these prestige classes prestige these of Members chanter invisible blade, ronin, knight tattooed reaping mauler, protector, ravager, warrior, nature’s monk, warshaper Purple Dragon knight kensai, master Order thrower, of the Bow initiate, reaping mauler dark hunter, darkwooddark hunter, stalker slayer ce of fl of ce PRESTIGE CLASSES Combat-oriented divine and arcane spellcast- Masters of archery, thrown weapons, or other other or weapons, thrown archery, of Masters If a character all or most spends his of adven- Spellcaster bladesinger Spellcaster Terrain stonelord dark hunter, Mounted cavalier, halfl Mounted cavalier, Melee bear 1 Race requirement. 2 Size requirement. Weapon specialist bladesinger Nemesis Good guys guys Good stalker darkwood cavalier, Ranged hulking Group Prestige Classes Group Prestige Bad guys eye cavalier, of Gruumsh These classes follow the format presented in the presented format the classesThese follow Master’s Guide. Each class has a name and a description—both usually pick one or two weapons (or sometimestype a usually (or two or weapons of one pick suboptimal) truly usually to considered weapon, one focus their chosen at good very their become efforts They on. and sometimes gainweapons the norm. abilities beyond Sometimes this means sacrifi means a sacrifisimply turing time in a particular a terrain-oriented environment, class him class’s focus features prestige on gives The an edge. improving the character’s abilities in that terrain, don’t but that terrain leaves behind. he him when much help Specialist: Weapon of spell-like abilities. Some are just dabblers, casting spells spells casting dabblers, just ers are fall into Some this group, as wellactually as number cast spells, a considerable membersinstead but have abilities. of classes that don’t spell-like in of little very up give from a small list gaining or spell-like few a that abilities; are a few spellcasters spells, with mystic combat and physical blend that hybrids pure are others few a abilities.spellcasting combat-ready a few up pick to Terrain: Spellcaster: nemesis. These prestige classes heighten a character’s existing classes prestige heighten These nemesis. abilities, expense the at narrowing but of character’s the focus. classes these of are often at veryfi good Members ticular utility. their of general lose some they kind but foe, of Ranged: ranged attacks fall into this While fi any category. these of members with javelin, good can or a bow become benefi additional gain classes prestige be to tend users attributes. Ranged weapon expense other of withless concerned Armor Class and points hit and more attacks, of precisions, their number increasing focused on and damage per shot. Table 2–1: Prestige 2–1: ClassTable Groupings Every aspect of each prestige class is meant to balance Class Skills with every other. You should not only be able to fi nd a few The bear warrior’s class skills (and the key ability for each prestige classes that appeal to you (as a player or as a DM), skill) are Climb (Str), Handle Animal (Cha), Intimidate but combinations that work extraordinarily well together or (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), in conjunction with the character classes from the Player’s and Swim (Str). Handbook or Chapter 1 of this book. The combination of Skill Points at Each Level: 4 + Int modifi er. classes that qualifi es you for a prestige class at the lowest possible character level is not always the most effective one, Table 2–2: The Bear Warrior though it is a place to start. Base If you’re interested in building your own martial prestige Attack Fort Ref Will Level Bonus Save Save Save Special classes, refer to the Dungeon Master’s Guide. 1st +1 +2 +0 +0 Bear form (black) Meeting Class Requirements: It’s possible for a charac- 2nd +2 +3 +0 +0 — ter to take levels in a prestige class and later be in a position 3rd +3 +3 +1 +1 Scent CLASSES PRESTIGE where the character no longer qualifi es to be a member of the 4th +4 +4 +1 +1 — CHAPTER 2 class. An alignment change, levels lost because of character 5th +5 +4 +1 +1 Bear form (brown) 6th +6 +5 +2 +2 — death, or the loss of a magic item that granted an important 7th +7 +5 +2 +2 Rage +1/day ability are examples of events that can make a character ineli- 8th +8 +6 +2 +2 — gible to advance farther in a prestige class. 9th +9 +6 +3 +3 — If a character no longer meets the requirements for a 10th +10 +7 +3 +3 Bear form (dire) prestige class, he or she loses the benefi t of any class features or other special abilities granted by the class. The character Class Features retains Hit Dice gained from advancing in the class as well as All of the following are class features of the bear warrior any improvements to base attack bonus and base save bonuses prestige class. that the class provided. Weapon and Armor Profi ciency: Bear warriors gain no profi ciency with any weapon or armor. BEAR WARRIOR Bear Form (Su): A bear warrior can transform into a bear Many people, particularly those in “uncivilized” regions of (similar to the polymorph spell) while in a rage or frenzy. His the world, revere bears as symbols of the warrior’s strength only limit on the number of times per day he can assume a and battle prowess. By adopting the bear as a totem anima, bear form is the number of times per day he enters a rage or warriors of these people hope to tap into some of the bear’s frenzy, and the bear warrior returns to his own form once strength. Bear warriors, through a special relationship the rage or frenzy ends. The bear warrior retains the normal with bear spirits, literally adopt a bear’s strength in the +2 bonus on Will saves and –2 penalty to Armor Class while rage of battle, actually transforming into bears while they raging, but the ability score bonuses granted by rage or fight. frenzy are replaced by Strength, Dexterity, and Constitution Only characters who can already tap into a spiritual power bonuses appropriate to the bear form taken (see below). As of rage can heighten that power to become bear warriors. normal for polymorph, the bear warrior gains the bear form’s Most bear warriors are barbarians, but other multiclass char- physical qualities (including size, movement, natural armor acters sometimes become bear warriors. Characters with bonus, natural weapons, space, and reach), as well as any another prestige class that grants a rage or frenzy ability extra ordinary special attacks possessed by the form (such occasionally adopt this class. as improved grab in the brown bear or dire bear form). The NPC bear warriors are usually the champions of barbarian transformation lasts for the duration of the rage or frenzy. tribes, rustic villages, or warlike temples. They lead other Unlike with the polymorph spell, a bear warrior doesn’t warriors not through discipline and order, but by the inspir- gain the bear’s Strength, Dexterity, and Constitution scores ing example they present. when he takes bear form, nor does he regain any hit points Hit Die: d12. when he transforms. However, his current hit points increase due to his new Constitution, as normal for a rage ability. Requirements Any bear warrior can assume the form of a black bear once To qualify to become a bear warrior, a character must fulfi ll per day. While in black bear form, he gains a +8 bonus to all the following criteria. Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitu- Base Attack Bonus: +7. tion. Feats: Power Attack. At 5th level, a bear warrior can assume bear form twice per Special: Rage or frenzy ability. day and can choose between black and brown bear forms. While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution. 16 CHAPTER 2 PRESTIGE CLASSES 17 Illus. by R. Guay-Mitchell ll all all ll Kurag ciency. +2 greataxe,+2 amulet of

who blended have art, Bladesingers are elves are elves Bladesingers swordplay, and arcane arcane and swordplay, at-footed. BLADESINGER magic into a harmonious Uncanny Dodge (Ex): Uncanny Dodge Possessions: to bonus dodge and a +2 ex saves

senses would normally would senses allow him can react to danger before hiscan before danger to react to do so. He retains do so.He to his Dexterity fl caught bonus to Armor Class even when Armor to bonus when Class even Armor Class. Armor whole. In battle, a bladesinger’s whole. health +4, bracers of armor +2. Refl +5. by traps, Kurag gets a +2 bonus on on traps,by bonus a +2 Kurag gets Against attacks Against attacks Sense (Ex): Trap

saves, –2 to AC for up to 8 rounds. to up for AC to –2 saves, lithe movements and tactics subtle are beau- lithe movements +4 to Str, +4 to Con, +2 on Will Will on +2 Con, to +4 Str, to +4 (Ex): Rage candidates obvious are most the ghter/wizards

d8. Kurag has the scent special Kurag has scent the ability. (Ex): Scent Able to cast to arcane Able spells level. 1st of Balance 2 ranks, 4 ranks, Concentration Perform Combat Casting, Combat Expertise, Dodge, Weapon Elf half-elf. or

fl level. anked least 11th a rogue at by of except fl tiful, belying their martial deadly effi Kurag UncannyImproved Dodge (Ex): cannot be

Knowledge (arcana) (Int), Perform (Cha), Spellcraft (Int), (Int), Spellcraft (Cha), Perform (Int), class skills bladesinger’s The ability the key each (and for (arcana) (Str), Jump (Con), skill) Concentration are Balance (Dex), Knowledge (Dex). Tumble and Focus (longsword or rapier). or (longsword Focus Spells: Multiclass fi Multiclass class, prestige the although elf can any for a mar- who wield bladesinger. a become can spells arcane cast and weapon tial ranger/wizards, rogue/wizards, bards Bladesinger and even unknown.are not great respect command in elf most Bladesingers communi- usuallyties, and NPC bladesingers serve as itinerant guard- elf the of ians community large. and champions at Die: Hit qualify a character fulfi must To a bladesinger, become to criteria. following the Race: Base Attack Bonus: Skills: 2 ranks, 2 ranks. 2 ranks, (sing) (dance) Perform Tumble Feats: 1d4+4 each, 1 bite 1d6+8) or a brown bear (Large, +5 natural a brown bear or +5 (Large, 1d6+8) each,1d4+4 1 bite Dex, +4 each, +2 1d8+6 1 bite 2 claws Str, Con, +16 armor, grab). improved 2d6+12, Class Skills Requirements ) while in exes, exes, Dodge, ); Full Atk +18/ Atk Full ); ); SQ bear form 2/day, +2 greataxe at-footed 17; Base Atk Grp +12; 17; at-footed +2 greataxe Human barbarian warrior 7/bear 5; When a bear When warrior attains 7th level, While raging, Kurag can turn a into At 3rd level, a bear warrior level, At 3rd gains the scent

Skills and Climb Feats: +16, Intimidate Jump +14, +16, Bear (Su): Form A bear warrior A bear bear form. nonbear or (Ex): +1/Day Rage +13/+8 melee (1d12+6/×3, melee+13/+8 (1d12+6/×3, scent, trap uncanny +2, scent, sense AL dodge; Ref CN; SV Fort +12, Cha 8. Wis 12, 10, Int 17, Con Will Str Dex 14, 18, +5, +7; Survival +16, Swim +13; Cleave, Combat Refl Improved Bull Rush, Power Attack, Bull Track. Power Rush, Improved black bear (Medium, +2 natural armor, +8 Str, +2 Dex, 2 claws Kurag Flint-Tooth: Kurag Init +2; 114; hp 12; humanoid; Medium CR HD 12d12+36; fl 12, touch ft.;Spd 30 19, AC +16; Atk melee +18 (1d12+6/×3, frenzy increases by one. For example, a 7th-level barbarian/ a 7th-level example, frenzy For one. increases by bear7th-level warrior If can that three rage times day. per could barbarian he gain more to one character level, were times four rage day. per special ability (see page 314 of the of special 314 ability page (see or rage of a state can times of that he day enter per number the dire bear gains Strength, form, he to bonus bonus a +20 a +2 Dexterity, Constitution. and a +8to to bonus (Ex): Scent between black, brown, and dire bear forms. While in At 10th level, a a level, 10th At can warrior bear three form bear assume times and can day per choose damage reduction 1/–, improved uncanny dodge, rage 2/day, 2/day, rage dodge, uncanny improved 1/–, reduction damage Sample Bear Warrior 18 CHAPTER 2 PRESTIGE Illus. by G. Kubic CLASSES Table The 2–3: Bladesinger Class FeaturesClass longsword or rapier in one hand (and nothing in the the longsword in one (and or hand rapiernothing in Bladesong Style per day. spells ing (Ex): new level of determin- for purposes shewhich class adds the singer, she must decide to be fore becoming a blade- than one arcane spellcasting class hadmore acharacter If spellcasting. for effective increased level an of would have class that except gained, any other benefi class. She does not, however, gain before adding the prestige she class belongeding to in an alevel gained she hadalso arcane per if day as new spells gains spellcast- character the bladesinger class, numbered the level in gained Day: per Spells with shields. fi pro- any They weapon. gain with Bladesingers gain no proficiency Points Level: at Each Skill ment She to effectivelevel the spell’s time. may or casting feat, she Spell but Quicken the any adjust- without hadused if level of upto 2nd level, or higher mayspell quicken asingle as Song of Celerity (Ex): Onceper day, abladesinger of 4th Concentration check defensively. to cast singer of 2nd level or higher other), the in ablade- one (andor hand nothing rapier in can take 10 when making Lesser a Spellsong armor, benefi she losesall longsword a (Ex): Whenwielding gence bladesinger the or medium bonus. If heavy wears of level, her class Intelli- to his up toequal amaximum other), Class adodge bonus abladesinger to Armor gains the bladesinger prestige class. features of class of are the following All ciency with light armor but not 9th +9 +3 +6 +6 — +1 level of existing arcane spellcasting class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level — class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level — — offury Song — +7 Songofcelerity (4th) — +6 — — +7 class spellcasting arcane +1 ofexisting level +6 +6 Greaterspellsong +5 +3 +6 — +3 +5 +5 Songofcelerity (2nd) +2 +4 +5 — +2 +4 +10 SpellsperDay +4 Lesserspellsong +2 +9 +3 +4 style Bladesong +1 +8 +3 +3 10th +7 +1 +2 +3 9th +6 +1 +2 8th +0 +5 7th +0 +4 6th +3 5th +2 +1 4th Special 3rd Save Save 2nd Save 1st AttackBonus Level Base Fort Ref Will Weapon and Armor Profi Weapon Armor and of t acharacter Atevery odd- ts ofts the bladesong style. When wielding a When wielding ciency: 2+Int modifi

er. one hand (and nothing in theother).one (and in hand level nothing At8th higher, and when alongsword wielding or rapier in ability this only use ment spells or effects; elven or effects; ment blood. spells effects; +2 racial bonus Class. dodge bonus to Armor on saving a +4 other, the gains in Vilya nothing one and hand rapier in throws against enchant- (evocation),Focus Weapon (rapier). Focus (enchantment),Spell Focus Spell Mobility, Spell, Extend Expertise, Dodge, Casting, Combat +15; Tumble +1, Spot +21, Perform (dance) +1, Perform (sing) +1, +7, Search Spellcraft +1, +1, Gather Information Knowledge (arcana) +7, +1, Listen Cha 8. Half-Elf Traits (Ex): Bladesong Style (Ex): Style Bladesong Feats: and Skills Ref +7,Ref +11; Will 14, Str 13, Dex Con 12, Int 10, 22,Wis light vision, song of celerity 1/day; AL CG; SV Fort +2, Fort SV song 1/day; vision, oflight celerity CG; AL bladesong style, half-elf traits, lesser spellsong, +14/+9 Atk Full melee (1d6+2/18–20, low- rapier) +2 A bladesinger Grp Grp +11; +14 Atk melee (1d6+2/18–20, rapier +2 mage armor 4d8+4; hp 56; Init +1; Spd 30 ft.; AC 19 hpft.; +1; (15 56; Init Spd 30 without 4d8+4; the other), she can make one extra attack in in other),the attack one make she extra can in onesword (and or hand nothing rapier in humanoid; HD 6d4+6 plus 2d10+2 plus plus 2d10+2 plus 6d4+6 HD humanoid; a round at her bonus, but highest attack base along- with attack bladesinger afull makes 6/fi

Sample Bladesinger bladesinger the might make of opportunity applies for 1 round, so it also affects attacks attacks applies affects for it 1round, so also this attack and each other attack made in Song of Fury (Ex): before her action. next a–2 roundpenalty take that penalty. This Balance +7, Balance Concentration +16, Diplomacy Medium CR 12; ghter 4; 2/bladesinger Half-elf wizard wizard Half-elf Sorrowleaf: Vilya ure chances when wearing light armor. when light chances ure wearing ), touch 15,), fl Immunity to magic or higher ignores arcane spell fail- spell arcane ignores higher or When wielding alongsword When or wielding (Ex): (Ex): at-footed 14; Base Atk +9; at-footed 14; +9; Atk Base Greater Spellsong A bladesinger of level 6th spell of up to 4th level. of upto 4th spell quicken asingle she can When a10th-level sleep sleep spells and and spells ; SQ ); CHAPTER 2 PRESTIGE CLASSES 19 Illus. by M. Smylie ll ll

Spir- Handle ess goals +8. d10. er. (nobility and 4 royalty) ranks, Ride 6 ranks. Feats: Charge, ited Weapon Animal 4 ranks, (lance), Focus Skills: criteria. Alignment: Knowledge Any lawful. Any Bonus: acter must fulfi a cavalier, a char- a cavalier, following the all Base Attack Base To qualifyTo become to dizement. Hit Die: Hit only hisonly own self-aggran- t. Mounted Combat, Ride- Combat, Mounted and privileges to pursue braggart uses his who status Requirements 2 + Int modifi 2 + Int ict in his which cause or is lord By Attack. as well, performingeld as such duties the world, and justice for all and justice for subjects the world, the of hisof land. can He also be a bully and a as the eradication evil of and chaos from cavalier often pursues The such selfl All following are prestige class cavalier the the of of features class. The cavalier’s classThe skills ability each key the skill) for (and (Cha), Knowledge (nobility and royalty) (Int), Profession Profession (Int), (nobility and royalty) Knowledge (Cha), and Ride (Dex). (Int), Skill Each at Level: Points are Diplomacy (Cha), Handle Animal (Cha), Intimidate social upper the class to nobility or a of cavaliers belong Most his cavalier dedicates life The service the to society. higher a of in authority, such as a noble or sovereign, participate deity, military to or religious expected is a special or comes that cause. His is a hereditary honor order, cavalier The with price the lifelong service of his to or country, monarch, entity. or object other armed other confl wars or any serve often their Cavaliers in serviceengaged. nobles other to the battlefi beyond master their skills, fi see lord, and their noble A cavalier Class Features Class Skills +4, spell adjustment to the spell’s to adjustment Vilya may quicken a spellVilya quicken a may He retainsHe ability the to

deep deep Vilya can see twice as far as (2), pro- bear’s bear’s eld. (4/6/5/4/ bear’s endur- bear’s headband of intellect of , spellbook, headband confu- charm person*, mage mage person*, charm clairaudience/ 0—all; 4th— harm person*, iden- person*, harm

charm monster*, confu- 3rd— dancing lights, detect magic, light,

Possessions: rapier +2 Wizard Prepared Spells Lesser making Spellsong Vilya can when (Ex): take a 10 Low-Light (Ex): Vision Spellbook: Song of Celerity (Ex): Celerity of Song the cavalier is among the most devastating offensive weapons weapons devastating offensive most the cavalier isthe among cultureany can fi to hope Representing the ultimate in mounted warfare, the cavalier cavalier the warfare, mounted in ultimate the Representing of charge The armor. shining in knight quintessential the is component pouch, gp 250 diamond dust. component Otiluke’s resilient sphere*, polymorph, scrying, stoneskin, wall of of wall stoneskin, scrying, polymorph, greater enervation, sphere*, icestorm, invisibility, resilient Otiluke’s re. fi sion*, dimension door, sion*, ball*, fl y, haste,y, hold person*, fl ball*, greater magic weapon, invis- ibility sphere, lightning bolt*, suggestion*; from energy, protection 4th— ing ray, see invisibility, ing ray, web; grace, darkvision, daze monster*, monster*, daze darkvision, grace, invisibility, knock, Melf’s acid scorch- energy, resist arrow, slum- deep clairvoyance; magic, dispel fire-ber*, magic weapon, protection from evil, shield, 2nd— sleep*; endurance, strength, bull’s cat’s 1st—c missile, magic armor, mage tify, monster*, invisibility; 3rd— invisibility; monster*, haste, light- reball*, fi slumber*, ning bolt*; stoneskin. sion*, 2; save DC 16 + spell level, 17 + spell 17 spell + level, DC 16 2; save and evoca- enchantments for level tions as indicated by asterisks): below 0— ray of frost; 1st— armor, magic missile, shield tection from evil; 2nd— strength,ance, bull’s cat’s grace, daze of up to 2nd level without any without any level 2nd to up of casting or time,level if wielding in hand and one nothing in the a longsword or rapier other. distinguish and detail color conditions. these under cast to defensively. check Concentration a human in starlight, moonlight, torchlight, and similar conditions of poor visibility. CAVALIER 20 CHAPTER 2 PRESTIGE CLASSES Table 2–4:TheCavalier weapon (orquintuple damagewithalance). a 10th-levelcavalierdealsquadruple damagewithamelee attack withacharge. action wouldcarryit.Thecavalier cannotcombinethisfull moves morethan5feetbutno fartherthanasinglemove mounted cavaliercanmakeafullattackwhenhismount points ofdamage. clusion ofthecharge;failureresultsinmounttaking2d6 mount tomakeaDC20Willsaveimmediatelyafterthecon- Each additionaluseoftheabilityinasingledayrequires ability canbeusedonceperdaywithoutpenaltytothemount. travel whenmakingacharge,uptofourtimesitsspeed.This This abilitydoublesthemaximumdistancemountcan urge hismounttogreaterthannormalspeedwhencharging. not stackwiththebenefitofSpiritedChargefeat. weapon (orquadrupledamagewithalance).Thisabilitydoes the attempt).Ifhehits,dealstripledamagewithamelee charge” beforemakinghisattackroll(thus,afailedruins action, acavalierof2ndlevelorhighermaydeclare“deadly bonus. his Knowledge(nobilityandroyalty)checksasacompetence 4th level,+6at7thand+89thlevel. Ride checks.Thisbonusstartsoutat+2andimprovesto+4 +1 everyfourlevelsthereafter. sword, thisbonusstartsoutat+12ndlevelandincreasesby level andincreasesby+1everyfourlevelsthereafter.Forthe while mounted.Forthelance,thisbonusstartsoutat+11st tence bonusonhisattackrollwhenusingtheindicatedweapon characteristics ofapaladin’smount. paladin levelsthecharactermayhavefordetermining shields. with allsimpleandmartialweapons,typesofarmor, 0h 1 + + + Unstoppablecharge5/day,mountedweaponbonus(sword)+3 Mountedweaponbonus(lance)+3,Ride+8 +7 +6 +3 +3 Deadlycharge3/day,fullmountedattack,weaponbonus(sword)+2 Mountedweaponbonus(lance)+2 +7 +5 +6 Deadlycharge2/day,Ridebonus+4 +4 +2 +4 +10 +1 Deadlycharge1/day.mountedweaponbonus(sword)+1 +9 +5 +1 +4 +3 +6+2 *Special: Cavalierclasslevelsstackwithpaladinfordeterminingthecharacteristicsofapaladin’smount. Deadly Specialmount,mountedweaponbonus(lance)+1,Ride+2, +4 +5+2 10th +8 Ride +0 +6 +2 charge 9th +7 +5 bonus +3 8th +0 4/day -4 7th +6 +2 +3+1 6th Burst +2 5th +3 of 4th +1 3rd speed 2nd 1st Level* Attack Base Bonus Special Save Fort When making a deadly charge, Unstoppable Charge(Ex):Whenmakingadeadlycharge, Full MountedAttack(Ex):At6thlevelandhigher,a Burst ofSpeed(Ex):At3rdlevelandhigher,acavaliercan Deadly Charge(Ex):Whenmountedandusingthecharge Courtly Knowledge(Ex):Acavalieraddshisclasslevelto Ride Bonus(Ex):Acavaliergainsacompetencebonuson Mounted WeaponBonus(Ex):Acavaliergainsacompe- Special Mount(Sp):Acavalier’sclasslevelsstackwithany Weapon andArmorProficiency:Cavaliersareproficient Ref Will courtly knowledge Sample Cavalier DARK HUNTER +1 fullplatebarding,gauntletsofogrepower+2heavywarhorse. mounted. a +1competencebonusonattackswithswordwhile mounted. a +1competencebonusonattackswithlancewhile with alance). triple damagewithameleeweapon(orquadruple charge action,Willemcandeclareadeadlythatdeals (longsword). (lance), WeaponFocus(longsword),Specialization Charge, WeaponFocus(lance),Specialization Mounted Combat,PowerAttack,Ride-BySpirited Ride +15;ImprovedCritical(lance),Sunder, Intimidate +10,Knowledge(nobilityandroyalty)+6, +6; Str19,Dex14,Con13,Int10,Wis12,Cha8. (sword) +1,Ridebonus+2;ALCN;SVFort+10,Ref+4,Will mounted weaponbonus(lance)+1, melee (1d8+6/19–20,+1longsword);SQdeadlycharge1/day, Atk +16/+11melee(1d8+6/19–20/×3,+1lance)or +1 lance)or+16melee(1d8+6/19–20,longsword);Full Base Atk+10;Grp+14;+16melee(1d8+6/19–20/×3, 20 ft.(25mounted);AC24,touch12,flat-footed22; Medium humanoid;HD10d10+10;hp65;Init+2;Spd continue advancingasapaladin. deception tosingle outfoesandremovethem onebyone.A as minersorhunters).They usestealth,ambush,and people whomaketheirliving undertheearth(such often protectingunderground communitiesorthose creatures inthedark,twisting cavesoftheUnderdark, Dark huntersspecializeinhunting downandeliminating Willem theBold:Humanfighter8/cavalier2;CR10; Possessions: Mounted WeaponBonus(Sword)(Ex):Willemgains Mounted WeaponBonus(Lance)(Ex):Willemgains Deadly Charge(Ex):Whenmountedandusingthe Skills andFeats:Diplomacy+3,HandleAnimal+4, Multiclass Note:Apaladinwhobecomesacavaliermay +1 lance, +1 longsword, +1 fullplate, +1 heavyshield, CHAPTER 2 PRESTIGE CLASSES 21 one- A dark Survival (Wis), Skill Points at ), or, if char- the or, ), (Dex), Profession (Wis), Spot (Wis), Swim (Str), and Weapon and Use Rope (Dex). mproved St mproved Each Level: 4 + Int the dark hunter prestige class. are class features of modifier. I Class Features All of the following cunning (Ex): cunning gains stone- the hunter cunning ability pos- Armor Proficiency: sessed by dwarves (see sesseddwarves by (see page 15 of the Player’s the of 15 page or armor. Dark hunters gain no pro- Handbook ficiency with any weapon acter already has the ability, she already she acter has the ability, Listen (Wis), Move Silently increases her bonus from +2 to from +2 bonus increases her (Int), Hide (Dex), Knowledge (dungeoneering) (Int),(Int), Hide (Dex), Knowledge (dungeoneering) Base Attack Bonus: +5. (dun- Skills: Craft (trapmaking) 5 ranks, Knowledge Feats: Blind-Fight, Track. Hit Die: d8. Attack Fort Ref Will Ref Fort Base Attack Level Special Save Save Save Bonus stonecunning 1st +1d6 darkvision Improved +1 2nd +0 +2 +0 attack Enhanced +2 +0 +3 +0 3rd hue Sneak +3 4th +3 +1 +1 attack Stone’s +4 5th +1 +1 +4 Death +5 +1 +1 +4 To qualify to become a dark hunter, a character must fulfill To qualify to become all the following criteria. ranks, Survival 2 geoneering) 2 ranks, Move Silently 2 ranks. ability for each skill)The dark hunter’s class skills (and the key (Int), Disable Deviceare Climb (Str), Concentration (Con), Craft Elves, with their abiding hatred of the , sometimes of the drow, sometimes their abiding hatred Elves, with path. follow this Table 2–5: The Dark Hunter Table 2–5: Requirements Class Skills Rangers are the most likely characters to become dark Rangers are the most likely characters Because they spend so much time in the stark wilderness Because they spend A dark hunter hunters. Druids, rogues, and fighters are also common. Feral hunters. Druids, rogues, and fighters are dark hunters, tribes of barbaric dwarves sometimes produce and then explode who track down their foes in silence Half-orcs make into action once they ambush their prey. excellent dark hunters, since they are often found on the fringes of society anyway. of caves and caverns, dark hunters are slightly ostracized of caves and caverns, society. Most individuals live among by other members of so the rootless existence of the dark others of their own kind, social aberration. Still, great honor is to hunter seems like a the clan from attack, so dark hunters be found in protecting of this concerns the individual, are given respect. None finds purpose in who cares little for what others think; she another one of what she does every time she brings down but also knows that her enemies. She prefers to work alone, cooperation with others has its advantages. typical strategy is to locate the enemy, then hide against a enemy, then hide is to locate the typical strategy waits for dark hunter then of earth or stone. The nearby wall target out to attack when the to pass by, leaping her enemy of under- uses her knowledge it. A dark hunter least expects cave-ins, areas to create pits, to find the best ground terrain enabling her to eliminate the enemy and rockslides, often axe. If a dark hunter is outnumbered, without drawing her darkness, hiding until she can pick off she retreats into the individual targets. 22 CHAPTER 2 PRESTIGE CLASSES a spot. A dark hunter cannot sneak attack while striking a striking while attack hunter sneak Adark a spot. cannot must and ableenough be spot to pick to out reach such avital attacks. sneak to The vulnerable not dark is hits hunter critical to immune is that ture must be able to see the crea- Any to areas attack. vital lack creatures incorporeal and target well plants, oozes, constructs, anatomies—undead, discernible with creatures living hunter attack only Adark sneak can weapon order in to execute attack. the sneak penalty, –4 usual because she must make use optimal of her not even the attack, with asneak in damage nonlethal deal to damage lethal aweapondeals that use Shedamage. cannot of lethal instead damage nonlethal deals that attack a sneak hunter make adark can strike, unarmed With asapor an feet. 30 within the target is if attacks only count sneak as can ranged attacks so It precision spot, takes penetration and to hit avital not is multiplied. damage extra this attack, asneak hit with Should hunterdamage. adark score acritical 1d6not), of points extra an hunter’s the dark deals attack bonus or to AC (whether aDexterity has target the actually bonus hunter’s the dark target would Dexterity denied be his her from time Any damage. for spot extra avital effectively strike she can attack, himself defend to unable is he when nent to fail. darkvision enhanced the causes also darkvision to condition Any loseher the character causes that normal darkvision. granted magically to butimprove it nothing improvedoes that ties darkvision, abili- or extraordinary other natural with bonus stacks This 30feet. level,4th extra by range an increases her darkvision sion, she adds feet hunter 30 to Onceadark range. the attains level, it she haddarkvi- at feet. shearangeof 30 If already gains 2nd hunter when have doesnotshe already attains darkvision adark acuity. If visual herthe deep caverns inborn sharpens improve, of hunter’s understanding mystical her skills almost fi the darkest cavernsof lives their they in can Enhanced Darkvision (Ex): madeapplies checks to ondetect Search stonework traps. bonus also This the like. and stone shaky ceilings, faces, sur- stone unsafe construction, new traps, stonework walls, +4 on checks to notice unusual stonework, such as sliding that successfully deals damage, the sneak attack has the the has attack sneak the damage, deals successfully that a melee with weapon attack asneak then3 rounds makes and (Ex): Attack Death to hide actually behind. anything having without open the in view from herself hide bonus successfully on Hide can and checks circumstance a+10 she 5feet gains of hunter thewall, thedark as within is long As mayand seem to blend of thewall. into thesurface hunter on adark the take coloration can ofwall, the stone stacks. levels),damage (such rogue source as theextra hunter bonusanother adark from gets If attack asneak beyond are whose reach. vitals of acreature the limbs concealment with creature or striking Sneak Attack (Ex): Attack Sneak Stone’s Hue (Su): When within 5feet of astone When within or earth If a dark hunter adark for If her studies victim If a dark hunter can catch an oppo- hunter an catch adark can If Dark hunters Dark spend most nd. As a dark adark As nd. Sample Dark HunterSample Dark 15, 13, Con Dex Str 16, +2; Int 12, 10, Wis Will Cha6. +9, Ref stone’s ning, +8, Fort SV N; empathy; hue, AL wild elves favored +4, enemy +2, improved aberrations stonecun- 90 companion, darkvision favored traits, dwarf enemyft., hand crossbow crossbow hand elfbane free action (see action free page 36 of the the of an companion. on areasdescribed pageimal Its 64 statistics 16 (Fortitude DC negates).victim for 1d6+5 the the victim rounds orshe paralyze kill can amelee with weapon, attack asneak thenrounds makes and the paralysis effect, the victim’s mind and body become and mind ener- the victim’s effect, the paralysis against fails throw thesaving he If effect, dies. kill the against hunter’sthe dark level class hunter’s +the dark Int modifi save aFortitude (DC 10 fails + attack an of such victim the the dark hunter or recognize the dark hunter as an enemy. If ontion stays focused the target the target and does not detect long as other her as actions atten- hunter undertake dark can target (dark hunter’s the target, the choice). studying While the killing or paralyzing either possibly of effect additional (1d8+3/17–20/, +14/+9 (1d8+3/17–20/, melee crossbow hand elfbane +1 (1d4+1/19–20, ranged +12 +14 (1d8+3/17–20/, melee Atk +12; Grp +10; +1;Init 20 Spd AC 17,ft.; touch 11, fl CR Medium HD5d8+15 humanoid; 10; plus 5d8+15; hp 75; Baltha the Implacable: before attempt she another deathattack. can of completing the study, 3new rounds of required studyare the dark hunter does not launch the attack within 3 rounds save) his makes or (the if victim attempted fails is and attack adeath If 3rounds. the next within the deathattack make hunterthe dark completed has the 3rounds of study, she must Once attack. sneak just anormal is the attack succeeds, throw plus 1round per level hunter. of the dark saving the victim’s If vated, helpless rendering him unable and to for act 1d6 rounds to stone or metal. related checks +2 bonus or Craft on Appraise giants; against bonus to +4 AC orcs goblinoids; and against rolls attack +1 bonus on effects; spell-like and spells, poison, against being bull rushed score. Dexterity requisite the having or tripped;combat. the Two-Weapon She gains Fighting feat despite not +2 bonus on saving throws Track Profi +13, Survival +14, Spot Silently Move +13, +14, Listen, (dungeoneering) edge +13; Blind-Fight, En durance, Exotic Weapon Skills and Feats: and Skills Animal Companion (Ex): (Ex): Attack Death Combat Style (Ex):Combat Style Dwarf Traits (Ex): ciency (hand crossbow), Improved Critical (longsword), (longsword), Critical Improved crossbow), (hand ciency B Monster Manual Monster , Two-Weapon Fighting, Weapon (longsword). Focus ); SA death attack, sneak attack +1d6; SQ animal +1d6; attack SA sneak death); attack, SQanimal +1 longsword +1 Craft (trapmaking) +14, Hide +14, +14, Hide Knowl- (trapmaking) Craft +1 elfbane elfbane +1 (1d4+1/19–20, ranged +12 or ); +4 bonus on ability checks to resist , except that Baltha can handle it a as handle can , except Baltha that If Baltha studies her victim for 3 her studies Baltha victim If Baltha has selected two-weapon ) and +11) and melee (1d4+1/19–20, +1 Dwarf ranger 5/dark hunter 5; 5; 5/dark hunter ranger Dwarf +1 longsword +1 Player’s Handbook Player’s Baltha has a dire rat as an an as rat adire has Baltha at-footed 16; Atk Base ); or +12/+7 melee +1 longsword +1 ). ); Full Atk ) or er) CHAPTER 2 PRESTIGE CLASSES 23 er. ciency with any ciency Listen (Wis), Move (Wis), Move Listen Silently (Dex), Pro- training in the the in training fession (Wis), Ride (Wis), fession study of orcs and orcs of study (Dex), Search (Int), (Int), Search (Dex), Darkwood stalk ers ers Darkwood stalk Spot (Wis), Survival and Use Rope (Dex). and Use Due to his extensive hisDue to extensive (Wis), Swim (Str), Swim (Str), (Wis), Int modifi Int Additional Level: 4 + Skill Each at Points (Ex): Foe Ancient Knowledge (na ture) (Int), (Int), ture) (na Knowledge weap on or armor. weap Weapon and Armor Pro-Weapon +5. Craft (Int), Heal (Wis), (Wis), Heal Craft (Int), ciency: Hide (Dex), Jump (Str), (Str), Jump (Dex), Hide Class Features each skill) are Climb (Str), fi All following the are of class gain no pro fi gain pro no prestige class. skills ability key the (and for features of the darkwood stalk er er darkwood the of stalkfeatures Dodge, Track. Dodge, The darkwood stalker’sThe class Class Skills Hide 5 ranks, Hide Listen 5 ranks, Move Feats: proper techniques combating for them, a 5 ranks, Survival 5 ranks. Silently 5 ranks,Silently Speak Spot Language (), Listen, Sense Motive, Spot, and Survival Spot, Motive, Listen, Sense using skills these checks when against orcs. darkwood stalker Bluff, gains on bonus a +2 Skills: Base Attack Bonus: Elf half-elf. or ll all criteria. following the within 30 feet (the darkwood stalker cannot strike with with strike cannot damage rolls weapon the on same against bonus stalker gets He darkwood creatures.these A darkwood stalker also bonus the gets (the on damage feet with ranged weapons, but only against 30 targets damage on bonus within The range). that beyond accuracy deadly stalker’s criti- to mune darkwood against creatures apply the are that imdoes not level, 10th and 7th, 4th, At hits. cal +2. by up goes bonus any) (if bonus This stacks enemy bonus with a favored acquired through levels. ranger To qualifyTo a darkwood a character must stalker, become to fulfi Race: Requirements A darkwood stalker A darkwood eld agents. eld

liated with elven military military elven with liated Baltha gains a +4 her on bonus

+1 mithral breast-

d8. order. the t well into

uence a magicaluence Wild (Ex): Empathy Stone’s Hue (Su): Hue Stone’s Improved Stonecunning (Ex): Favored Enemy (Ex): Enemy Favored

Possessions: or rogue. Spellcasters rarely take up the mantle of the dark- the of mantle the up take rarely Spellcasters rogue. or spellcasting forego to willing druids although stalker, wood fi can stalkers darkwood affi are Most darkwood in stalkers ranger gaining without level one least at units, fi scouts or although are lone some Die: Hit Elves and orcs and orcs Elves foes, ancient are their enmity dating back to times before humans walked the trainland. elves Some as hunters elite called hunters, orcs. These the hated of pursue elves, the darkwood stalkers among their age-old with enemies grim determination. Darkwood stalkers usually from ranks the come elf of (or half-elf) rogues, or rangers although rare the elf barbarian can this and paladins follow path as well. Fighters make poor plate, +1 longsword, +1 elf bane bane infl elf +1 an with Intel- beast 2. 1 or of score ligence longsword, +1 plate, of potion crossbow, hand wounds. moderate cure being. She rolls rolls She being. 1d20+3, or 1d20–1 if attempting to tude of an animal in the the in animal an of tude a Diplomacy same way the cancheck improve attitude of a sentient Baltha atti- the can improve Baltha circum- gains a +10 Hide on stance bonus checks and can in hide within plain of when sight 5 feet earth or a stone wall. stonework traps. stonework Bluff, Listen, Sense Motive, Spot, and Survival Spot, Motive, checks when Listen, Sense Bluff, using skills these on same the bonus gets She against elves. damage rollsweapon against elves. Against skill gains these aberrations, on bonus she a +2 damage rolls.checks weapon and on unusual notice to Baltha has a +4 on bonus checks including stonework,

STALKER DARKWOOD 24 CHAPTER 2 PRESTIGE CLASSES Table 2–6: The Stalker Darkwood Table 2–6: darkwood stalker is often orcs at is when adisadvantage against stalker darkwood chapter. hunter ofthis thedark in the description earlier Fordamage. ability, complete see attack on the sneak details from effectively 1d6 for of spot points extra an avital strike he can attack, his herself defend to unable is she when opponent improved uncanny dodge instead. gains automatically character the another class, from ability dodge uncanny hadthe already stalker adarkwood If bonus to AC immobilized. if Dexterity fl (if any) Class caught of being bonus to regardless Armor ity Dexter- his to He doso. retains him allow would normally to react to danger before the ability senses his gains stalker Dodge Uncanny (Ex): wood stalker becomes able to turn even the luckiest blow into into blow luckiest even the turn to able becomes stalker wood won by one level, blow At 8th lucky afalchion. from adark- have seen stalkers too many orc battles their foes, darkwood fl to level rogue required minimum the dodge to determine stack uncanny the levelsanother that grant class, the classes from from dodge ability the uncanny gains stalker adarkwood If him). attack higher than the character can fl defense ofexception at arogue tothat four least this levels is fl to use ability the acters defense attacker. This to react denies asingle other char- can react to opponents no longer can fl stalker be a darkwood on opposite sides of him as doesnot it. increase ability ability, this racial easily as he a as darkvision has already stalker to thedarkwood 60feet. If out to 30feet,darkvision at and level, 7th the range increases sion gains level, hated of their foes.At4th stalker adarkwood improves, the darkvi- matching continually eventually vision disadvantage. Now, night their experience, they in as grow to overcome the most dedicated to stalkers allow ritual this fi ghting in the darkness. Long ago, elven darkness. the sages in developed ghting a at-footed or struck by an invisible attacker. He still loses his loseshis invisible byattacker. an at-footed He or still struck 10th +10 +7 +7 +3 Ancient foe +8, +8, foe Ancient +3d6 attack Sneak +3 Dodgecritical +3 +7 +2 +6 +6, foe +7 Ancient +6 death +6 Sneakattack+2d6 +2 +6 +10 dodge uncanny Improved +2 +5 +9 10th +1 +5 +8 +5 9th +4, foe Ancient +4 darkvision +5 8th +1d6 attack Sneak +1 +7 +4 +1 Uncannydodge +4 +6 60 7th +2 foe Ancient +0 +3 +5 +4 6th +0 darkvision +3 +3 5th ft. +2 +4 +3 +3 +2 30 4th Will +2 3rd Ref +1 Fort 2nd ft. Special Attack attack 1st Save Save Save Bonus Level Base Sneak Attack (Ex): Attack Sneak Darkvision (Ex):Darkvision Dodge Critical (Ex): Critical Dodge (Ex): Dodge Improved Uncanny ank the character. Although stealthy and keen-eyed, the If a darkwood stalker can catch an catch an can stalker adarkwood If ank attacks to sneak attack him. The him. attack to sneak attacks ank Although often more skilled than than more often Although skilled Starting at 2nd level, adarkwood Starting (and sneak thus him ank At5th level higher, and anked, since he can Sample Darkwood Stalker Sample Darkwood these skills against orcs. He orcs. gets against a+10 bonusthese skills on weapon SenseListen, when checks Motive, using Spot, Survival and favored enemy favored +4, orcs enemy +2, dragons improved 60 companion,ancient darkvision foe, animal traits, elf ft., longbow composite bonus])Str or +21/+21/+16/+11 (1d8+5/19–20/×3, ranged +3 +18/+13 ranged (1d8+5/19–20/×3, +18/+13 ranged +16/+11/+6Atk melee (1d8+2/19–20, longsword) or +23/ (1d8+5/19–20/×3, +16+15; Atk melee (1d8+2/19–20, longsword) or +23 ranged AC touch 23, 15, 30 Spd fl ft.; Medium HD5d8 humanoid; 13; hp +5; plus Init 59; 8d8; Nexal Ebonleaf: before attempt he another deathattack. can of completing the study, 3new rounds of required studyare 3rounds within doesnot the attack launch stalker darkwood save) his makes the or (the if victim attempted fails is and adeath attack If 3rounds. the next within the death attack has completedstalker the 3rounds of study, he must make Once the darkwood attack. sneak just anormal is the attack modifi Wis level class stalker’s the darkwood stalker’s +the darkwood save aFortitude (DC 10 fails + attack an of such victim the enemy. asan stalker the darkwood or recognize stalker If on thetarget thetarget not and does detect thedarkwood attention otherlong as stays his actions focused as undertake hunter the orc, the darkwood can studying the target. While killing of possibly effect additional the has attack sneak the damage, deals amelee with weapon successfully that attack orc for asneak then 3 rounds and makes aparticular studies (Ex): DeathAttack rolled. the hit is hit before from reduce the damage of the critical the effect not and fl attack must beaware stalker The hit. into of anormal darkwood the hit dealt upon him by the weapon)possessed acritical to turn Refl Oncea per make day, can strike. stalker adarkwood a grazing action (seeaction page 36 of the Manual Monster companion. on areasdescribed page Its 283 statistics of the enemy ranger levels.) bonus character’s the from (These orcs. bonuses include against the favored rolls damage Trackon Run, the Criti- Improved (compositecal longbow), Shot, Point Shot, Blank Rapid Shot Endurance, Dodge, +9; Survival (Orc), guage Lan- Speak (Goblin), +17, Spot Language +26, Speak Silently 11, Int 10, 12, Cha8. Wis 14, Str +10, Fort Con SV 20, Dex +4; +15, Ref CG; Will AL thy; empa- dodge, wild uncanny vision, dodge, low-light uncanny Ancient FoeAncient (Ex): Animal Companion (Ex): Feats: and Skills ex saving throw (DC any, throw enhancement 20+the bonus, if ex saving er), succeeds, throw saving the victim’s he If dies. at-footed, he and attempt must his declare to , except that Nexal can handle it as a free it afree as handle can , except Nexal that [+2 Str bonus]); SA sneak attack +2d6; [+2 SQ bonus]);attack SA sneak Str +3 composite longbow +3 composite B Climb +8, Hide +26, Listen +17, Move , Weapon (composite Focus longbow). Nexal gains a+10 gains Nexal bonus Bluff, on his Elf rangerElf 5/darkwood CR 8; stalker If a 10th-level darkwood stalker Player’s Handbook Player’s at-footed 23; Base Atk +13; Grp +13; Grp at-footed Atk Base 23; Nexal has a wolf as an an an an as awolf has Nexal imal +3 composite longbow +3 composite [+2 Str bonus]); Full [+2 Full bonus]); Str ). [+2 [+2

CHAPTER 2 PRESTIGE CLASSES 25 Illus. by G. Kubic ght- war as she nd things to the dance of dancethe of ence, ifence, nothing dervish learns else. The der- else. The the styles ing same way. A A way. same sake of expedi- of sake fi treats vish grows up among grows among up her family and live in—for the the in—for live of the lands they they lands the of even some of the laws laws the of some even her tribe. She watches tribe. watches her She others as she travels, however, and the brings to steps new dance as she goes. dance as she rangers, and monks Fighters, tribesadopt the attitudes and often take up the role of the dervish. the of takeoften role the up Many paladinsMany wildness the at look of the dance rootsthe and assume has some it in chaos, but those who look past the look in those who chaos, but seeming randomness can fi learn. Barbarians seldom choose to learn the the learn to choose seldom Barbarians learn. subtlety more than brute force. The way of of way thansubtlety The brute more force. ways of the dance—the the of ways dervish on depends the dervish has been known appeal to some to ing tribes dervishes have as their primary d10. ghting that does not rely on heavy arms or armor armor or arms heavy on rely not does that ghting ings and elves make dervishes, good ings and elves and many while they move throughout the world. Often, these these Often, world. the throughout move they while Hit Die: Hit nd the class interesting. class the nd druids, bards, sorcerers—those and even wish who to learn a type fi of fi Halfl nomadic halfl protectors. but lands, new in their tribes. without scouts wander NPC dervishes as They seldom serve or missions, on sent be can dervishthe is important too tribal the to off unit her go on to responsibility, however, so exceptions to this rule do show show do rule this to exceptions so however, dervishes time. balk periods of Some extended this at own for responsibility, A dervish occasionally. up wandering is alone usually found seeking knowledge. challenges and new new Wild, exotic, and as dangerous as her whirlingWild, exotic, as and her as the der- dangerous blades, vish epitomizes speed, quickness, motions and abandon. Her appear be as to are random as graceful, they steps of the but their own according to rhythm. lethal out dance play her all Nearly cultures. dervishes nomadic to belong These with call roots to no wanderers simple are not theirnomads traditions, their ancient and theirown—they societies have an permanent settlements important consider do not simply part their are of gypsies, nature. They their own keeping traditions and their forging own familial and societal bonds DERVISH at- spells and effects; effects; and spells A dervish . sleep (+2 Str bonus), +1 Str bonus), mithral (+2 longstrider Once per day Nexal can day per Once a attempt Immunity magic to a magicaluence beast with an Intelligence masterwork longsword, 20 arrows. longsword, masterwork Nex al Nex anked anked Nexal can ex save (DC 20 + weapon’s enhancement bonus) to turn to bonus) a enhancement 20 + weapon’s (DC save ex Possessions: composite +3 longbow Nexal can improve the attitude the Nexal canWild (Ex): of improve Empathy Ranger Prepared: Spells 1st— Nexal can react to danger before Nexal can before danger react to (Ex): Uncanny Dodge Low- Nexal gains his on (Ex): Bluff,bonus Enemy a +2 Favored Uncanny Improved Nexal has selected archery. He gains He Style Nexal archery. has Combat selected (Ex): Dodge Critical (Ex): Elf Traits (Ex): Elf (Ex): Traits breastplate, buckler, +1 cloak of elvenkind, boots of elvenkind, lesser archery, of bracers

footed. an animal can check in a Diplomacy improve same the way rolls He being. 1d20+4, attitudethe 1d20–1 if or a sentient of infl to attempting 2. 1 or of score the abilitythe distinguish to and detail color these under conditions. normallyhis would senses allow him retains do so. He to his Dexterity fl caught Armor to bonus when Class even and similar of conditions retains He visibility. poor see twice as far as a humanin starlight, moonlight, torchlight, Light Vision (Ex) except by a a by except least rogue at of 12th level. Dodge (Ex): Dodge fl be cannot +2 bonus on saves against a Search to entitled saves enchantments; on bonus +2 door. concealed or within a secret of when check 5 feet and Survival Spot, using Motive, checksListen, when Sense these skills against the dragons. gets He samebonus on weapon damage rolls against dragons. (His +4 against bonus in his for ancient is accounted orcs ability;foe see above.) pre- normal the meet to having without feat Shot Rapid the requisites. Refl critical a normal into hit hit. 26 CHAPTER 2 PRESTIGE CLASSES Class Skills Class Requirements Table 2–7: The Dervish Class FeaturesClass odd-numbered level thereafter. odd-numbered bonus +1 is at 1st +1 level, at every it extra and by increases an This rolls. abonus damage on and she herdance, gains attack adervish weapon wields aslashing in while adervish If fi prevented from move. prevented Adervish completing from her move also is of her part as but may normally tumble dancing, while nity of opportu- subject is to attacks The attack). dervish her full (thoughjust exited later to she square during that may return she to asquare return ability, she and when cannot this using must of move 5feetdervish attack betweeneach aminimum move only)attacks up to still her and However, speed. the (for action attack melee afull take she dance, can dervish this numberper day. of times in While of acertain death dancer or load. amedium heavy when she carries ashield, when light, heavier orany armor than she carries bonus or helpless, when she when immobilized is she wears fl is or whentouch dervish the attacks ashield.bonus to This AC applies even against not carrying and armor or light no armor long as she as wearing is Class Points Level: at Each Skill (Str), Tumble and (Dex). (Str), Listen (Wis), Perform (Cha), Profession (Wis), Swim (Dex), (Dex), (Int), Balance are Jump Craft Artist Escape (and for skill) the key each ability The skills dervish’s class (any melee slashing weapon). criteria. following must fulfi acharacter to become adervish, To qualify profi class. prestige features of the dervish of class are the following All 10th +10 +3 +7 +7 +3 A thousand cuts Athousand 5/day dance dervish dance, Tireless Fast movement+15ft. 4/day dance dervish parry, Elaborate +3 +3 Improvedreaction +2 3/day dance dervish +10 Fast movement ft., +7 +2 +6 Danceofdeath +2 2/day dance +6 dervish Attack, Spring +7 +2 +6 +5 Fast movement+5ft. +1 +6 1/day, slashing blades dance mastery, Dervish movement +5 +3 +3 +1 +5 +4 +2 +5 +1 +4 +1 +2 +4 +3 +2 +4 +3 +1 +10 +3 +2 +9 +1 +3 +8 +1 +2 +7 +0 10th +6 +0 9th +5 8th +4 7th +3 6th +2 5th +1 4th 3rd 2nd Special 1st Bonus Save Attack Level Bonus Base Fort Ref Will AC A dervish can become can (Ex): awhirling Dance Adervish Dervish Feats: Skills: Bonus: Attack Base AC Bonus (Ex): Profi Weapon Armor and ciency with any weaponciency with or armor. Combat Expertise, Dodge, Mobility, Weapon Focus Focus Weapon Mobility, Dodge, Expertise, Combat Perform Tumble (dance) 3ranks, 3ranks. nishing her full attack. her full nishing A dervish gains this bonus to Armor bonus to Armor this gains Adervish +5. 4+Int modifi ciency: at-footed. She losesthis Dervishes gain no gain Dervishes er. ll ll all the When making aJump, Perform (dance),When making or Tumble check, conditions. adverse by unaffected is she that movements of her certain so is Adervish (Ex): Mastery Movement no longer limitation applies). this point of the encounter at which (unless she dervish, a9th-level is for becomes the fatigued duration the character dance, vish of Perform (dance) end Atthe of has. ader- character the that encounter. 1round for lasts dance ranks every two Adervish only once dance per adervish perform can Adervish ability. ofunder arage the effect or frenzy while dance adervish perform cannot Adervish adance. in feat the Combat while use also Expertise can adervish and however, can, musicthe bardic ability she while sing dances, Move as such Silently, still, with Hide, Adervish or Search. involve that abilities concentration her or require to remain or skills use cannot adervish dancing, ashield. While using she or is light heavierif any armor than in dance dervish a perform She cannot weapons type). of are the slashing multiple weapon (she aslashing ing adouble may use weapon, or weapons, wield- while dance adervish may only perform Adervish only if both ends of the weapon or all combat. tochooses fi when Class she bonus to Armor +4 extra an gains dervish a+2 bonus rolls. on initiative gains dervish Improved Reaction ability. this by (Ex): granted have attack to move extra the 5feet before making she not does meet prerequisites the for feat. the She not does even dance, if of Cleave the adervish feat performing while feat, even sheAttack not does meet if prerequisites. the bonus. loses this or load amedium heavy or carrying light heavierarmor than any in enhancement an bonus to Adervish hergains speed. including fi weapon weapon) (rather aone-handed purposes, than for all Slashing Blades: prevent so. her doing from she would may 10 normally take distraction and even stress if When she attains 7th level, (Ex):7th When she a attains Parry Elaborate ofDance Death: Attack: Spring Fast Movement (Ex): Movement Fast ghting with two weapons. ght defensively defense melee in or all-out use At 3rd level, a dervish gains the Spring Spring the At 3rd level, gains a dervish At 4th level, a dervish gains the benefi the gains level,At 4th adervish A dervish treats the scimitar as a light a light as the scimitar treats A dervish At2nd level higher, and adervish When she attains 6th level, 6th When she a attains t CHAPTER 2 PRESTIGE CLASSES 27

uence. of rst secrets are and often they ght, Zethara scimitar the treats as a light the aid to are quick come but to there, ghts +2 Small fl aming scimitar, +2 Small +2 frost scimitar, aming scimi- Small+2 fl ghting can critics silence sometimes in one’s

d8. +2 morale bonus on saves against saves on bonus morale +2 ing (Ex): Traits le, althoughle, are famous—or some infamous—for the ll all criteria. following the Halfl Slashing Blades (Ex): Possessions: Hit Die: Hit schools’ in ies ascetic other the face of principles. Members attack on bonus fear; rolls+1 with thrown and weapons slings. weapon rather than a one-handed weapon. drunken alcohol, imbibe Martial arts face a bewildering students array martial of arts schools, each with and detractors. own its adherents How- actually are schools asunusual—or few as controversial—as ever, they drunken boxing. weaving and staggering By as if about ine- when Likewise, blows. many briated, their drunken avoid boxers stumbling, lurching attacks off catch guard. their opponents Moreover, canmasters perform truly strength of and feats prodigious bravery. This ability garners a drunken little master respect among martial other of adherents arts schools, because drunken boxing exacts users. its a toll on Drunken masters may remain hours after intoxicated for a fi qualify To a drunken a character become must to master, fulfi found half-asleep in taverns, mumbling incoherently. This half-asleepfound in incoherently. mumbling taverns, fl the when know rivalof be wary—they schools must never tipsy the bar at is harmless a lout just isa he and thug, when nigh-unstoppable drunkenmaster. drunken the of Monksform backbone the boxing school. face withA monk loses some his original monas- or school a brilliant becomingtery a drunken but for master, display drunkenof fi drunken classes become other of Members school. former tell often tale the although students rarely, only masters a barbarian of became from north the a phenomenal who drunken master. a distance are studied at other Prospective students by drunken of a display power the of to treated masters, then drunken boxing. for expresses If student enthusiasm the learning techniques, the new a group drunken of masters getting tavern, rip-roaringtakes to from him tavern her or drunk, and passingfi causing the trouble, along survive technique. who the Those revelry the are welcomed as new drunken masters. NPC drunken in and bars. taverns are found often masters rarely pickThey fi a low in keep brawl. Most a tavern overmatched someone of profi performed while the infl under have they deeds tar, +2 Small mithral breastplate, Small mithral +2 tar, Small composite +1 longbow gloves Str bonus), of Dexterity(+7 +4, of giant belt strength +6, 20 arrows. DRUNKEN MASTERDRUNKEN Requirements ) (a ) (a [+7 Str [+7 ) (dervish +2 fl aming aming fl +2 ing traits, traits, ing ) and +26/+21 ) and +26/+21 ) and +31/+31/+26/ re/15–20, re/15–20, t of the Great Cleave feat feat Cleave Great the t of [+7 Str dervish SA bonus]); [+7 ); or +26/+21/+16/+11 melee ); or +26/+21/+16/+11 +2 fl scimitaraming fl +2 at-footed 21; Base Atk +17; Grp Base Atk +17; 21; at-footed ghts defensively or uses all-out or defensively ghts Once per day, Zethara can double day, per Once Five times per day, Zethara can times day, per Five When a dervish reaches 10th level, a dervish When level, 10th reaches ghter 7/dervish 10; CR 17; Small 17; 10; CR 7/dervish ghter +2 fl aming scimitaraming fl +2 re/15–20, re/15–20, ing fi Intimidate +9, Jump +27, Perform (dance) (dance) Perform +27, Jump Intimidate +9, spell, but the bonuses provided by the spell the by spell, provided do bonuses the but Halfl +2 fl aming scimitaraming fl +2 +1 composite+1 longbow re/15–20, re/15–20, +1 composite +1 longbow (1d6+8/×3, ranged +23 ) or

A Thousand Cuts (Ex): A Thousand Cuts Elaborate Parry Zethara (Ex): gains an extra +4 bonus Skills and Feats: Dervish Dance (Ex): Tireless Dance: a dervish the When 9th reaches level, A Thousand Cuts (Ex): A Thousand Cuts re/15–20, re/15–20, (1d4+14 plus 1d6 fi 1d6 plus (1d4+14 melee (1d4+10 plus 1d6 cold/15–20, +2 frost cold/15–20, 1d6 scimitar plus (1d4+10 melee dance); melee or +31/+31/+26/+26/+21/+21/+16/+16 (1d4+16 fi 1d6 plus bonus]); Full Atk +28/+23/+18/+13 melee (1d4+14 plus 1d6 1d6 plus (1d4+14 melee Fullbonus]); Atk +28/+23/+18/+13 fi to return cannot and action and stilltake a single move make a full attack attack, she but each between feet 5 move must attack gains on exited. just bonus anda square She a +5 she damage performing rolls when the dervish dance with a slashing weapon. attacks makes, in melee as of she noted the fullthe number attack entry above. Armorto fi she Class when defense. +26 melee (1d4+14 plus 1d6 cold/15–20, +2 frost cold/15–20, 1d6 scimitar plus (1d4+14 melee +26 ranged thousand and cuts dervish +23/+18/+13/+8 or dance); (1d6+8/×3, dance, a thousand cuts; parry, SQ elaborate halfl Willslashing Str +10; blades; Ref AL +14, CN; SV Fort +11, Cha 8. Wis 10, 12, Int 14, Con Dex 18, 24, Criti- Improved Dodge, Expertise, Combat +17; Tumble +14, Mobility, Fighting, Two-Weapon Improved cal (scimitar), Fighting, Weapon SpringQuick Draw, Attack, Two-Weapon (scimitar). Focus Weapon Specialization (scimitar), scimitar Zethara: Init 126; +6; 10d10+20; hp plus humanoid;HD 7d10+14 fl ft.; 18, touch 25, Spd 35 AC fi 1d6 plus +20; (1d4+14 Atk melee +28 not stack withnot granted class. the bonuses the by tion with dervish her can dance, she make two up to attacks moves. between dervish The also gains the benefi with while slashing performing weapons a thousand cuts, does not She the prerequisites. if meet does not she even making before 5 feet extra any move to attackshave granted by this ability. A dervish using this ability an extra can receive attack haste the from attacks melee of she the number double may she day per once makes while performing a full in a attack action (whether If dervish a dervish dance not). or uses this ability in conjunc- the of duration fatigued the becomes for character longer no a dervish of end the at dance. encounter Sample Dervish 28 CHAPTER 2 PRESTIGE CLASSES Table 2–8: TheTable Drunken 2–8: Master Skills Class Class FeaturesClass Skill Points Level: at Each Skill (Str), Tumble and (Dex). Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Dex),Escape Artist Hide (Dex), Jump (Str), Listen (Wis), (Dex), (Cha), (Int), Balance Bluff (Str), are Climb Craft skill) (and for the key each ability skills master’s class The drunken embarrassed. or extraordinarily revelry among them without poisoned, being incarcerated, anight of masterssurvive and drunken chosen by existing Special: ability). strike (or unarmed the monk’s Feats Skills: extra 1d4 Most weaponsextra points. improvised bludgeoning deal plus an strike unarmed his as much as damage weapon deals improvised master’s drunken A foes. his attack to hand at implements, else farm or nearly anything furniture, use can master’s preferred weapons, he improvised a drunken are Improvised Weapons (Ex): master level +3. drunken bonus anumber to is the character’s of rounds equal level. the and class to The his the penalty duration of both may master benefi drunken or Constitution (character’sStrength choice) A by 2points. Wisdom Intelligence and but byeach, his 2points increases of alcoholtankard he consumes combat during reduces his amount of stronger alcohol amove as or Every bottle action. or acorresponding of wine, abottle of ale, a large tankard alcohol otherhandles from people’s. differently drink He can master’s a Demon body (Ex): Like Adrunken Drink profi no class. prestige master features of the drunken class ofare the following All 9th +6 +6 +6 +3 AC bonus +2, corkscrew corkscrew +2, AC bonus +3 +2 Improved Grapple +6 +3 +7 +7 ImprovedFeint +2 +6 improvised +7 +6 10th +2 rush, +5 +6 improvised greater +5 +6 +5 +1 +6 +5 superior 9th +1, AC bonus improved +4 +5 8th waist Swaying +1 +4 +4 7th +1 Stagger +4 weapons 6th +0 +3 +3 +4 likeademon, Drink improvised +3 +3 5th +0 +3 +3 +2 +2 weapons 4th +2 +1 3rd Will improvised 2nd Ref +0 Fort Special Attack 1st Save Save Save Bonus Level Base weapons weapons Weapon and Armor Profi Weapon Armor and ciency with any weaponciency with or armor. : Dodge, Great Fortitude, Improved Unarmed Strike Improved Great: Dodge, Fortitude, Unarmed Strike Tumble 8ranks. Flurry of blows ability; evasion ability; must be t from a number of drinks equal equal anumbert from of drinks ciency: 4+Int modifi While bottles and tankards tankards and bottles While Breath of fl ame For medicinalpurposes Drunken masters gain mastersgain Drunken er. Improved Improvised bonus improves This level. to Class. +2 atbonus 9th to Armor Weapons (Ex): Bonus AC (Ex): turn. any one opponent his against he Class during chooses Armor diffi more him knows making how to attack, weave an during bob and Waist (Ex): Swaying threatened provokes squares of opportunity. no attacks movement acharge, his check before beginning through 15 master aDC Tumble makes adrunken Second, if speed. move his up to twice still even can line, the character though benefi two has ability opponents. This his surprises that attack master of 2nd level achargedrunken make or higher can Stagger a staggering, and (Ex): stumbling, By tripping, useless. weapon,improvised becomes and that weapon apart breaks an using while roll attack 1on an anatural master rolls When damage. piercing adrunken would or slashing deal for some (a example) although bottle, damage, broken glass Will save level (DC master’sWill 10 class +the + the drunken she a makes unless the opponentsucceeds, stunned is voking an attack addition of in opportunity). can, (without rush pro- he abull initiate damage, normal to dealing attack charge a If the making bull When rushopponent. attempt an he to head-butt as attempts midair in body his twisting maneuver, this perform or and leaping higher forward can Corkscrew Rush (Ex): not does that provoke of opportunity. action attack an per day. times upto three used be It can astandard is ability This tion) duration the of alcohol’s the if as hadexpired. effect notdoes meet prerequisites. the level7th Improved gains Grapple abonus as feat even he if (Ex): Grapple Improved meet the prerequisites. level Improved gains Feint abonus as feat even he not does if Improved Feint 1d8 of 1d4. instead of damage points extra an (Ex): deals weapon improvised an masterhigher, wielding adrunken Greater Improvised Weapons (Ex): upended to become tower improvised shields. broad, fl large objects with Finally, attempts. a+2provide bonus on opponents’ disarm (such chairs) as many protrusions weapons with improvised ladders)as reach weapons as and to length, according their weapons level (such longof 4th use improvised or higher can (+2 to or Wisdom, Intelligence –2 and Constitu- to Strength alcohol scores change into one ability doseof the potion, his aDemon, above). Like When ofDrink he converts one drink (see mustcharacter alcoholic under be of the effect an drink To adoseof the ability, potion. the this use had just drunk ingested into a single potion of cure moderate wounds he has to convert alcoholic the ability asingle drink gains For Medicinal Purposes Purposes Medicinal For cial aspects: First, the charge need not be in a straight cult to hit. The character gains a+2 dodge bonus to gains The to hit. character cult At 4th level, a drunken master gains a+1 master level, gains At4th adrunken (Sp): A drunken master who attains 6th 6th master who attains Adrunken At3rd master level, adrunken at surfaces (such tables) as at be surfaces can A drunken master of 9th level master of 9th Adrunken A drunken master who attains master who attains Adrunken At 8th level,master At8th a drunken At5th level and A drunken master Adrunken , as if he if , as CHAPTER 2 PRESTIGE CLASSES 29 Illus. by J. Jarvis ex Kirin Kirin age, he he age, takes no no takes (Sp): for half dam- saving throw throw saving attempt a Refl mally allows him to If If (Ex): Evasion any effectany that nor- Strength or his Con- stitution 2 points by Kirin is exposed to can deal damage a to

creature with damage with damage creature blow were made with for 11 rounds. 11 for reduction as if the Ki Strike (Su): (Su): attack with his off hand Strike reduced. not is Ki Kirin’s unarmed strike a magic weapon. but increases either his Drink a Like Each drink (Ex): Demon reduces his and Wisdom reduces Kirin can use almost any- Intelligence by 2 points points 2 by Intelligence Kirin takes during combat damage with a successful with successful a damage case, his the on damage bonus for the extrafor attack. In any For Medicinal Purposes saving throw. saving his regular and other the attack(s)

Kirin use a full may attack action Kirin has immunity all to diseases When within When a wall, reach of arm’s Kirin three times day. per Improvised Weapons (Ex): Weapons Improvised (Ex): Body of Purity Slow Fall (Ex): Flurry of Blows (Ex): thing hand attack at to his foes. An improvised weapon points damagedeals of (type the 1d6 on damage of depends reach, and with items have Long items many shape). weapon’s protrusions Kirin give disarm on bonus a +2 attempts. magical for except diseases and rot lycan- such as mummy thropy. while his falling.can descent slow to use it takes He damage as if than shorter actually it the fall 20 feet were is. potion of cure moderate moderate drink an alcoholic can cure of convert a potion to wounds

to make one extra make one to attack with round per an unarmed strike his attack base at highest bonus, cialweapon monk spe a or take round in that made attack other each and this attack but penaltya –1 Thispenalty apiece. soround, 1 it for applies affects attacks opportunity of Kirin his make might before next action. If armed with a kama, nunchaku, siangham,or or weapon that with either attack extra the make Kirin can unarmed. If armed with for uses two one he such weapons, ) and exes, exes, deals A drunken master A drunken At 9th level and At 9th level rod of the python ex save (DC 10 + the + the 10 (DC save ex (1d10+4/19–20, unarmed +8 melee (1d10+4/19–20, (1d10+4/19–20, melee +8 er). However, if the bull rush rush bull the if However, er). urry SQ ki strike blows, of (magic); A 10th-level drunken A 10th-level can master A monk who becomes a becomes who A monk Human (Sp): ); SA fl SA ); Balance +20, Bluff +7, Climb +20, Diplomacy Balance +20, Bluff +7, damage all to re within the 20-foot or cone, ) at-footed Eacher). time a drunken master of uses breath

, it consumes one drink’s one consumes , it worth alco- of ); Full Atk Atk Full ); +1 light crossbow

MulticlassNote: Kotellos: Kirin Breath of Flame Skills and Feats: hol from withinhol lessening the his body, penalty his to and Wisdom Intelligence ignite some of the alcohol within alcohol the of his forth some ignite and body spew it ame fl of from his as a free mouth action. This breath fi points of 3d12 drunken drunken the + class Con master’s master’s level modifi fl a m e half damage to those make a Refl who drinkft., fall slow purity 20 like evasion, body, of a demon, still mind; Dex Will 14, AL Str +10; 19, LG; Ref +14, Fort +15, Cha 8. Wis 14, 10, Int 12, Con +1, Intimidate +1, Jump +26, +20; Tumble Combat Refl +13 melee (1d6+3, rod of the python); or +12 ranged (1d8/19– ranged +12 or python); the rod of (1d6+3, melee +13 20, Fortitude,Dodge, Great Critical Improved (unarmed strike), Attack, Spring Mobility, Grapple, Improved Feint, Improved Focus (unarmed strike).Stunning Weapon Fist, +14/+9 melee melee +14/+9 strike); or +13/+13/ (1d6+5, melee unarmed strike); +13/+8 or +1 light cross- bow or +12 ranged (1d8/ 19–20, unarmed strike) or or strike) unarmed rod (1d6+7, melee +14 of the python touch 17, fl 17, touch Base18; Atk +9; Grp melee Atk +14 +17; (1d10+4/19–20, +2; Spd 40 ft., AC 20, +2; Spd 40 monk 5/drunken master 8: CR 13; 13; CR 8: master 5/drunken monk humanoid; HD 5d8+5 Medium plus 8d8+8; hp 72; Init scores and reducing the bonus to his to bonus the and reducing scores Strength or Constitution score (character’s choice). drunken advancing as continue a may master monk. drunken Wis modifi master’s attempt fails, the drunken master lands prone in front of opponent. the Superior Improvised (Ex): Weapons higher, a drunken wieldinghigher, master an improvised weapon deals an points damage extra of instead 1d8. of 1d12 Sample Drunken Master 30 CHAPTER 2 PRESTIGE CLASSES EXOTIC WEAPON MASTER Class Skills Skills Class Requirements TheTable Master Weapon 2–9: Exotic 4 bottles of liquor, 4bottles 10 hope, good bolts. of +3, potion armor of bracers +2, +1, resistance of cloak protection of ring +2, power Hit Die: ofbands warriors. found be champions as or can and leaders amongclasses weapons or tactics.schools for to thoseinterested fi learning in They NPCexotic weapon arenas or masters often open training often take levels in other weapons. exotic up prestige to take thus the most and opportunity tosure new cultures members because have of race human, that are most the expo- perseverance.and Nevertheless, most exotic weapon masters requirement the onlyweapon real commitment is masters; Characters of any race or background can become thebenefi with notdoes stack exotic benefi This any one turn. opponent his he during chooses theenchantment from effects school. and charge. a during threatened to avoid squares of opportunity attacks through tumble acharge, he and when can line making Skill Points Level: at Each Skill sion (Int). (Int), (Cha), Craft are Intimidate Profes- and for skill) each (and the keyThe ability exotic weapon skills master’s class requirements class. for this Profi Weapon the dwarvenand urgrosh) considered are to have the Exotic waraxe dwarven the with familiarity (such dwarf’s the as Weapon (any Focus exotic weapon). Feats: Skills: Bonus: Attack Base the following criteria. To become exotic weapon an master, must acharacter fulfi 3rd +3 +3 +1 +1 Exotic weapon stunt weapon Exotic +1 Exoticweaponstunt stunt weapon Exotic +0 +1 +0 +0 +3 +0 +3 +3 +2 Will +2 3rd Ref +1 Fort 2nd Special Attack 1st Save Save Save Bonus Level Base Special: Possessions: (Ex): Mind Still doesn’t need to move astraight (Ex): in Kirin Stagger Swaying Waist (Ex):Swaying Exotic Weapon Profi Craft (weaponsmithing) 3ranks. Craft Races that have familiarity with an exotic weapon d10.

Rod of the python, +1 light crossbow, gauntlets of ogre +1 ogre light of gauntlets crossbow, python, the of Rod ciency feat of meeting the for the purpose +2 bonus on saving throws against spells spells against throws saving on bonus +2 +6. Kirin gains a+2 dodge bonus against gains Kirin t of feat. Dodge the ciency (any exotic weapon), 2+Int modifi ght with unusual er. ll t Class FeaturesClass total cover).total provokesthat even the foe cover has attack if not an such (but afoe against of opportunity attack may an make character the Exotic Reach: bonus to AC. a+1 shield gains character the hands, both weapon with Double Weapon exotic ranged weapon. Defense: when an using doesn’t provokestunt of opportunity attack an Close-Quarters Ranged once. than more stunt same the select Combat: once selected, the choice later bechanged. cannot He can’t when learned the level,must he select gains the trick and exotic weapon for which he Weapon the has feat. Focus He any with use that he can trick weapon aspecial master learns Weapon Exotic (Ex): Stunt no profi gain chain). When adoublechain). he throws weapon, only one end of orc double or (such an aspiked as axe thrown to be designed even it roll, isn’t on if theattack noweapon penalty with Throw Exotic Weapon: weapon. exotic melee the feat an wielding while feat, utilize he can Stunning Blow: master. throws) for level 1round per class of the exotic weapon saving and checks, ability rolls, shaken (–2 on attack penalty on page 76 of the Handbook Player’s opponent’s modifi bonus the result exceeds to baseattack If the the result. his adding seehim, feet 30 can that opponenta single within check against nent. Intimidate may The an make character exotic weapon an oppo- confound and his with mastery his Show Off: attempt, thedefender him. disarm attempt can’t to disarm this fails character the ranged weapon weapon. alight If as attempt, the character’s treat disarm of this For the purpose (except for aranged weapon). using normal as opportunity of attack no provokes attack an Such attack. ranged a even on Ranged Disarm: doubleof the weapon. either may with end be attack The extra turn. master’s next weapon exotic the until and round that made in other attack attack bonus, but thisattack takes a –2 penalty, as does each base full theround at his in attack so, he may one make extra fl a make to action attack full a elect to use can character the hands, both with chain a spiked Flurry of sunder attempt. ondamage any successful Strikes: 1d6 of points extra an exotic weapon, deals the character Exotic Sunder: master prestigeclass. master features of the exotic weapon class of are the following All Weapon and Armor Profi Weapon Armor and ciency with any weaponciency with or armor. As a standard action, the character can display display can the character action, astandard As When wielding an exotic weapon with reach, reach, with weapon exotic an wielding When When wielding a one-handed or two-handed two-handed or one-handed a wielding When When wielding an exotic double weapon or or weapon double exotic an wielding When If the character has the Stunning Fist Stunning the has character the If ed level description check (see the skill The character can make a disarm at at adisarm make can The character tempt The character can throw an ex an throw The can character otic When wielding an exotic double ciency: urry of strikes. When doing A character who knows this whoA character knows this At each level, Ateach exotic an ), the opponent becomes Exotic weapon masters CHAPTER 2 PRESTIGE CLASSES 31 Illus. by J. Jarvis

As a a As +2 gnome gnome +2

the opponent opponent the ed level check, check, ed level fi be comes be comes shaken gured himself in op ponent’s op ponent’s modi- Small masterwork (–2 penalty attack(–2 on composite longbow longbow composite 20 Str bonus), (+3 result exceeds the arrows. Possessions: +9 to the result. If the the If result. the to +9 Show Off (Ex): Intimidate check, adding adding check, Intimidate When wielding When a gnome hooked hammer, +1 full plate,

rolls, ability checks, and saving throws) for 3 3 saving for throws) rounds. on attack rolls against +4 and goblinoids, kobolds against AC to bonus dodge Listen on giants, bonus +2 checks and Craft (alchemy) checks. can Golgos standard action, withdisplay his a prowess an make and weapon ce their right eyes instead ce their of right eyes saves againstsaves illusions, bonus +1 +1 save DC for illusions, +2 bonus on on bonus +2 illusions, for DC save +1 Double Weapon Defense (Ex): Defense Weapon Double Flurry Strikes of As part (Ex): a full of attack, can Golgos (Ex): Traits Gnome lon Larethian stabbed out Gruumsh’s left eye. Filled with left eye. Larethian rage lon Gruumsh’s out stabbed to enough loyal deity calledand hatred, orc the followers for Gruumsh of thisserve heed in call his who Those image. are known as the eyes least, at eyes of Gruumsh. They sacrifi that complements vision symbolically impaired their that so ones left their Thus, deity. their of can Gruumsh see what cannot. living These martyrs are some and orcs half-orcs the toughest of in the world. Most people think they have seen the worst that orcs can can orcs that worst the seen have they think people Most barbarian an a hilltop— orc raging when breed over comes until see a one-eyed barbarian they a orc raging over come hilltop. This creature well may be an of Gruumsh, eye an orc his to evilso devoted has deity that disfi he name. Gruumsh’s Corel- deity In battle an dawn time, the of epic at elven the ing, Weapon Focusing, Weapon (gnome hooked Spe-hammer), Weapon cialization hammer). (gnome hooked with weapon) exotic other any double hammer (or hooked both AC. hands, to bonus gains Golgos shield a +1 make an extra attack, with all his of attacks his up to next penalty. –2 a taking turn EYE GRUUMSH OF ); ); ) or ) or urry of strikes; strikes; urry of ghting in this manner. 20;at-footed Base Atk +9; ghter 6/exotic weapon master master weapon 6/exotic ghter Gnome fi Gnome Climb +9, Craft (weaponsmithing) +12, Climb Craft +12, +9, (weaponsmithing) When wielding When a one-handed exotic The character The can use a one-handed two- or An exotic weapon master weapon exotic An +2 gnome +2 hooked melee (1d6+7/×3, ); or +12/+12/+12 +2 gnome hooked (1d4+4/×4, melee ) and +7 hammer

Skills and Feats: Intimidate +9, Jump +1; Cleave, Combat Expertise, Combat Improved Cleave, +1; Jump Intimidate +9, Fight- Attack, Two-Weapon Disarm, Power Trip, Improved hammer Grp +8; Atk +16 melee (1d6+7/×3, +2 gnome hookedGrp (1d6+7/×3, +8; hammer melee Atk +16 Str [+3 longbow composite masterwork (1d6+3/×3, ranged +12 gnome +2 hooked (1d6+7/×3, melee Fullbonus]); Atk +16/+11 hammer Golgos Athroaka: Golgos 3; 9; 3d10+6; CR 68; plus Small hp humanoid; HD 6d10+12 Spd 20 fl Init 12, touch +1; ft.; 21, AC masterwork rangedor +12/+7 (1d6+3/×3, composite longbow fl defense, weapon Str double bonus]); SA [+3 off; traits, ALSQ gnome show LE; +4, Ref Will SV +10, Fort Cha 8. Wis 10, 13, Int 14, Dex Con 12, +3; Str 17, bonus on damage damage on bonus rolls. of determining his his determining of melee weapon in weapon twomelee hands, the character can focus his of attackthe power deals so that he extra damage equal his to Strength ×2 instead bonus of two- as If he his Strength ×1-1/2. bonus weapon Attack he feat, has the the Power treats purposes for handed Twin Exotic Weaponexotic in weapon each hand, the character is treated as Fighting: having wielding When the same light the If already has he feat, feat. the Fighting Two-Weapon the penalties both attack on pri- the for rolls –1 to are lessened mary hand and the off fi hand when tripped is he If attack. trip a make to weapon exotic handed during his own trip can he to drop attempt, the weapon being tripped.avoid If the exotic already weapon allows make to trip wielder its attacks, the character instead trip any on bonus attempt. a +2 adds Blow: Uncanny the weapon (character’s choice) can strike choice) (character’s Exotic target. the weapon the of thrown increment weapons a range in thishave way 10 feet. Attack: Trip Sample Exotic Master Weapon 32 CHAPTER 2 PRESTIGE CLASSES Requirements Class Skills Class Weapon (orc Focus double axe). Alignment: Race: fulfi tomust become eye acharacter an of Gruumsh, To qualify Hit Die: youngmeant orcs to to rage. jealous inspire may these legends just be course, Of mantle. adopted this other from who races have whisper of barbarians orc tribes ics, rangers, afi it as since encourages raging and Barbarians even rogues gain eye. he also lostan has of Gruumsh—and the most heed value this neverexcept can the candidate that become eye thereafter an calling. from this No the test. consequences heprocess, fails exist, for failure Some prestige the during asound makes candidate the If undescribed. class, of left which best are the details ritual, bloody painful and ceremony.put eye right out aspecial own his in a is This only the test remains—to the way service, in ofstand his theorccapable double nocode has moral to with and axe who those orcs respect achieve proves acandidate it.all If the sense that prestige in class The eye atrue is of Gruumsh Ride (Str). (Wis), Swim and (Dex), Survival (Str), Jump (Cha), Intimidate (Str), Climb are skill) each (andThe for eye the key ability of Gruumsh’s skills class eyes. both sight in acter regains the char- if of the eye function of abilities Gruumsh’s special None mustand ritual. put eye outright own aspecial his in fusion amongtheirfollowersabout whoisincharge,boththe of Gruumshforwisecounsel.To discourageanyunhealthycon- leadership ofatribeearlyinhiscareer. Thus,hereliesona cleric fi edtothinkforanentiretribe—eventhoughheoftenassumes vision, theaverageeyeofGruumshisn’tparticularlywellquali- Though orcsrevereeyesofGruumshfortheiruniqueclarity —Krusk better atkilling,andyoukillagain.Breakthecycle,die.” “The cycleofmyfather’speopleisasimpleone.You kill,youget ORGANIZATION: THEEYESOFGRUUMSH insult totheirdeity, mostare soobsessedwiththedestructionof SinceeyesofGruumshseek toavengeCorellon Larethian’s at everyopportunity. eye ofGruumshandtheclericencourage waragainstotherraces pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Special: Bonus: +6. Attack Base Feats: Skill Points Level: at Each Skill ll all the following criteria. all ll Orc or half-orc. Orc Exotic Weapon Profi ciency (orc double axe), The must aworshiper character be of Gruumsh d12. Chaotic evil, chaotic neutral, or neutral evil. or neutral neutral, chaotic evil, Chaotic 2+Int modifi ghting style. Fighters, cler- er. Class FeaturesClass Table The 2–10: Eye Gruumsh of other kindofcreature. their ownbickering.Thentheygo outandtrytoeradicatesome their functionallefteyesallat once—thusblindingthemto meet anddeclaretrucesbetween competingtribesbyclosing to thedeity’sservice.)Whenthis occurs,theeyesofGruumsh Gruumsh isjustthethingtoinspireyoungergeneration hundreds oftribesunderthecommanddozenseyes their heads—acrusade!(Afterall,aholycrusadeinvolving so, how ever, severaleyesofGruumshgetthesameideain course ofactionservestheirdeitybest.Every fewdecadesor be cause theycommonlyhavecompeting ideasaboutwhich MultipleeyesofGruumsh usuallydon’tworkwelltogether at elvenhordes. their leaders’rage,otherorcsoftenthrowthemselvesheedlessly elves thattheyattackanyelvencommunityonsight.Inspiredby per day. For example, a6th-level eye barbarian/2nd-level of 25 ofthe refer and classes on to page Table Thebarian Barbarian 3–3: together levels the character’s the eye bar- and in of Gruumsh rage ability. Add his use numberthe per day he of can times levels (if any) barbarian levels his with for stack determining page 25 of the Handbook Player’s benefi same the all with can, barbarian bonus immediately.loses this the eye goes of against Gruumsh’s directions who willingly orc or half-orc saves. eligible Any bonus ona +2 Will morale level.character Those who follow orders the character’s gain 30feet whose and of Hit him lower Dice are within his than are that of any nongood actions the or orcs half-orcs direct of oneloss eyes. of his bonus feat. no addition, adverse the he In from suffers effects profi no class. prestige features of the eye of class are the following of Gruumsh All 10th +10 +7 +3 +3 Sight ofGruumsh Sight +3 Ritualscarring +3 Blindsight10ft. +3 +3 4/day spittle Blinding +2 +3 +7 Ritualscarring+2 +2 +2 +6 5ft. Blindsight +2 +2 +6 +10 Blindingspittle2/day +1 +2 +9 +5 10th +1 Ritualscarring +1 +1 +8 +5 9th +1 Swingblindly +1 +7 +4 8th +0 +1 +6 +4 7th command Blind-Fight, +5 +0 +3 6th +0 +4 5th +3 +0 +3 4th +2 +2 3rd Will 2nd Ref +1 Fort Special Attack 1st Save Save Save Bonus Level Base Rage (Ex): Horde the (Ex):Command Blind-Fight: Weapon and Armor Profi Weapon Armor and ciency with any weaponciency with or armor. Player’s Handbook Player’s An eye of Gruumsh can fl eye can An of Gruumsh An eye of Gruumsh gains Blind-Fight as a as Blind-Fight eye gains An of Gruumsh to the determine number of rages ciency: ). An eye An of). Gruumsh’s class An eye of Gruumsh can eye can An of Gruumsh the horde, rage horde, the Eyes of Gruumsh gain gain Gruumsh Eyes of ts and drawbacks (see drawbacks and ts y into arage a just as CHAPTER 2 PRESTIGE CLASSES 33 Illus. by W. England

+1 ); or or ); Bara- +1 keen +1 keen Blinding Focus (orc (orc Focus Intimidate Intimidate double axe).double

Spittle (Ex): Ranged touch touch Ranged , Exotic Weapon Weapon , Exotic +1 composite long- B Fighting, Weapon at-footed 20;at-footed Base Proficiency (orc (orc Proficiency attack bonus) (+7 double axe), Power axe), Power double +1 composite+1 longbow ; SA blinding; SA spittle Attack, Two-Weapon Attack, Two-Weapon ) with 20 feet. of a range Bara-Katal cannot be be cannot Bara-Katal Fight Target must succeed on succeed on must Target a Will save (DC 18 if Bara- Skills and Feats: Katal is raging, if not) DC 16 Jump +18,+7, Swim +7; Blind- or be blindedor until she or he than 10 HD, so long as those those as long so HD, 10 than Bara-Katal’s follow individuals rage 3/day, ritual scarring, swing swing scarring, ritual 3/day, rage blindly, trap sense +2, uncanny trap +2, sense blindly, orcs within 30 feet that have less less have that feet 30 within orcs Bara-Katal has a +1 natural armor natural armor Bara-Katal +1 a has dodge; AL CE; SV Fort +11, Ref +5, +5, Ref +11, Fort AL SV CE; dodge; Will saves by nongood orcs and orcs half-Will nongood by saves directions. [+4 Str [+4 bonus] can rinse spittle. the away Katal provides a +2 morale bonus on Katal on bonus morale a +2 provides sion 60 ft., improved uncanny dodge, dodge, uncanny improved ft., 60 sion Will 8, Int +4; 14, Con Str Dex 15, 18, 2/day; SQ command the horde, darkvi- horde, the command SQ 2/day; bow Command (Ex): the Horde Wis Cha 6. 12, +13/+8 ranged (1d8+5/×3, ); or +14/+9 melee (1d8+5/19–20/×3, (1d8+5/19–20/×3, melee ); +14/+9 or Half-orc Gruumsh of 4; barbarian 6/eye +8 to Str, +4 to Con, +2 on Will saves, –4 to AC –4 AC Will to on saves, +2 Con, +4 to Str, +8 to ) or +13 ranged (1d8+5/×3, (1d8+5/×3, ranged +13 ) or +1 orc double axe +1 (1d8+3/×3, melee ) and +14 Improved UncannyImproved Dodge (Ex): Rage (Ex): Rage Swing Bara-Katal Blindly (Ex): gains an extra +4 to Ritual Scarring (Ex): Scarring Ritual

fl level. anked least 10th a rogue at by of except fl bonus to AC. to bonus Strength while in his but a rage, Armor Class penalty is –4 instead –2. of for up to 7 rounds. The swing blindly class feature (see below) swing 7 rounds. The to up blindlyfor below) class (see feature penalty grantsimposes AC but a greater a further +4 to bonus Strength a total +8. of for Bara-Katal: 4d12+8; plus hp 10; Medium humanoid;CR 6d12+12 HD Init +2;85; Spd 30 ft.;fl 20, 12, touch AC (1d8+7/19–20/×3, melee Atk Atk Grp +10; +16 +14; keen orc double axe orc double axe orc double axe (1d8+7/19–20/×3, melee Str[+4 bonus]); Full Atk +16/+11 An eye of Gruumsh eye An Sample Eye of GruumshSample Eye Monster At 10th level, an eye of Gruumsh er) er) is An eye of Gruumsh’s rage becomes becomes rage Gruumsh’s of An eye guration guration At 5th level, an eye eye an level, 5th At ex save (DC 10 + eye + eye 10 (DC ex save ) out to 5 feet. The range increases to 10 feet at 8th at feet 10 increases to range The 5 feet. to ) out An eye of Gru- of eye An Blindsight (Ex): Sight of Gruumsh of Sight (Ex): Ritual Scarring (Ex): Blinding Spittle blinded can until she rinse or he away the spittle. This attack has no effect or eyes have creatures that don’t on don’t depend on vision. Blind- ing spittle twice is usable per and times four per 4th at day level 7th level. at day of Gruumsh’s class level + eye + eye class level Gruumsh’s of modifi Con Gruumsh’s of Gruumshof gains 306 the of page blindsight (see Manual level. gains his of own death through ability the moment see the to him gives morale a +2 his missing This foreknowledge eye. all on bonus saving throws and Armor Class from on. then negative to reduced when also unconscious go He does not points. character hit the still –10 dies at points;hit however, the vision not or is accurate(Whether is irrelevant—the be true.) to it character believes acid into the target’s target’s the into acid eyes. An opponent who fails a Refl With a successfulWith ranged touch attack (at a –4 he penalty), stomach his spits higher can launch launch can higher blinding spittle at any withinopponent 20 feet. three eye of Gruumsh of three eye levels gained thereafter. (Ex): or umsh of 4th level This bonus increases increases This bonus every for +1 another by more powerful when he reaches 2nd level, but at the cost cost the at but level, 2nd reaches he when powerful more character an The adds extra defenses. +4 lowered of to Strength while his in but Armor a rage, Class penalty goes –4. to from –2 Through disfi frequent hisof own skin, of an eye naturalGruumsh’s armor +1 by improves bonus if +1 to (or level 3rd at didn’t already he have a natural armor bonus). Gruumsh could rage three times per day (the same as an 8th- threeGruumsh (the times day rage per could Gruumsh of barbarian), with eye while a 4th-level no level in barbarian same as a twicelevels (the rage day could per barbarian).4th-level (Ex): Blindly Swing 34 CHAPTER 2 PRESTIGE CLASSES FRENZIED BERSERKER Requirements and monks almost never monksalmost and become berserkers. frenzied characters berserker’s Spellcasting devaluation of the self. elven aesthetic love and the frenzied at are odds ofwith grace but the nature, chaotic of their because good candidates be fi also ians barbar- dwarf and human though prestige class, adopt this the ones are who most frequently barbarians half-orc and love for orc traditional of Because their battle, thankful. be for of world fact the whichpeace-lovers the can turers—a The berserker’s frenzied for unsuited is most path adven- the most obviousis herald of troubled times. bread butter. and Indeed, the coming of berserker afrenzied instability and confl toward of gravitate situations naturally warbands such origin, Whatever their mercenaries. specialized as serve others serkers. Some such groups turn to banditry and brigandage; even other ber- frenzied types—and of character a variety world, frenzied of the kingdoms evil the in and borderlands wild the Along berserkers often lead warbands that includefl an addictive drug—she must constantly seek much is of battle like the insanity outFor barbarian, the frenzied more con- of combat that draws mereare her. the thrill is excuses—it achieve Those some heroic or goal defeat aloathsome villain. berserker. she most not other does fi characters, Unlike ability of the slaadi come together in the soul of the frenzied The random madness of the thunderstorm and the unpredict- longbow ite fl even Class when bonus to Armor caught Dexterity his retains to He doso. him allow before senses would his normally Class. a +2 bonus on Refl fulfi to become berserker, afrenzied To must acharacter qualify wilderness. the loners as ing in fi often they and however, berth, wide a berserkers frenzied well-intentioned such even give people areas, acting as members rural or in Afew have villages evil. found homes small in of the settlement’s to strength chaotic their berserkers frenzied but turn not all defenses. Most raid- or tribes, even humanoids and giantish with in Someters. fall warbands tribal lead often berserkers madeupoffi ers frenzied NPC at-footed. ict to feed her for craving battle. Possessions: DodgeUncanny (Ex): Trap Sense(Ex): Base Attack Bonus: +6. Attack Base Alignment: Hit Die: ll all the following criteria. all ll nd it appealing. It might seem that elves would (+4 bonus), Str 20arrows. d12.

+1 keen/+1 orc double axe, +2 breastplate, +1+1 compos- keen/+1 +2 breastplate, axe, double orc Any nonlawful. Any ghters, barbarians, or other martial charac- or other martial ghters, barbarians, exsaves a+2 and dodge bonus to Armor ict, because wars and civil strife are their their are strife civil and ict, wars because Against attacks gets Against by traps, Bara-Katal Bara-Katal can react to danger can Bara-Katal nd themselves wander- themselves nd ght to Table 2–11: The Frenzied Berserker Skills Class Class FeaturesClass Ride (Dex), (Str). Swim and (Str), Jump (Cha), Intimidate (Str), Climb are skill) each (and for the key ability The berserker’s frenzied skills class *New feats book. Chapter found in 3of this Power Attack. as long as she still has at least one daily usage of the ability usage of ability the at one least has daily longas she as still of her action, next at enters the start automatically afrenzy or any trap, other she source, spell, attack, an from damage she addition, takes if In to response another’snot action. in her doit she turn, only during no time, can takes this though Eventer). action. afree enter as can The afrenzy character more once any encoun- she in than (but the ability can’tuse berserker for frenzied every levels two ability she acquires day. Thereafter, per one day of use this she additional gains At1st level, enter once per can afrenzy thecharacter may have. the character any from rage those ability with stack of frenzy it means The continues. effects failure immediately; frenzy save Success ends once action. 20 Will the a free per round as may attempt character the aDC before expires, its duration frenzied berserker’s Constitution modifi for lasts anumber Afrenzy round. to of 3+the rounds equal per damage ofnonlethal 2points takes and Class Armor to However, attacks.) penalty additional a–4 takes she also haste with cumulative not is effect round at each her latter attack highest bonus. (This extra asingle gains action, attack she afull makes if and, Strength bonus to a+6 she combat. frenzied, gains While during Frenzy (Ex): no profi gain serker prestige class. featuresber- of the frenzied class of are the following All 10th +10 +7 +3 +3 Inspire frenzy 3/day, frenzy Inspire 5/day Frenzy +3 +3 +3 inspire frenzy, Greater +3 power 4/day +7 Frenzy +2 tireless +6 Inspirefrenzy 1/day +2 +2 +10 +2 +9 +2 +6 frenzy, 10th 3/day, Frenzy improved +2 frenzy +5 9th Deathlessfrenzy +1 +8 +5 supreme 2/day Frenzy +1 +7 +1 2/day 8th +1 +6 Supremecleave +1 +4 7th 1/day, Frenzy Diehard +0 +1 power +4 6th +0 +5 +0 +3 +4 +0 5th +3 +3 +2 4th Will +2 3rd Ref +1 attack Fort 2nd Special Attack 1st Save Save Save Bonus Level Base attack Feats: Skill Points Level: at Each Skill Weapon and Armor Profi Weapon Armor and Cleave, Destructive Rage*, Intimidating Rage*, Rage*, Cleave, Destructive Intimidating ciency with any weaponciency with or armor. A frenzied berserker enter Afrenzied can afrenzy ciency: 2+Int modifi or other that grant effects Frenzied berserkers er. To end the frenzy er. CHAPTER 2 PRESTIGE CLASSES 35

A At At ts and ts t does Begin- Beginning Diehard: At 4th level At 4th level frenzied ber- frenzied

serker gains Die-serker hard as feat a bonus she herself is frenzied.she uses this she When . even if she does not meet if meet does not she even Supreme Cleave: the prerequisites. the as disabled at 0 hit points, nor is points, 0 hit nor at as disabled

ght normallyght until frenzy her she treated as dying at –1 to –9 as to treated dying –1 she at inspire frenzy in her allies while while allies her in frenzy inspire still limited such adjust- one to Cleave or Great Cleave feat. She is She feat. Cleave Great or Cleave ability, allability, willing allies within use this ability during a round hit points. Even if reduced to –10 –10 if to points.hit reduced Even ment per round, so she cannot so she round, per ment hit points or less, she continues continues less, she pointshit or Inspire Frenzy (Su): the disadvantages of frenzy of disadvantages the as if between attacks using the when two-handed weapon other than a the Power Attack feat (or +3 for for +3 Attack (or feat the Power in which she hasin already which she taken a disintegrate 10 feet of her gain her of the benefi feet 10 to fi double weapon). Thisdouble benefi 2nd level and higher, a frenzied and higher, level 2nd Improved Power Attack:Improved Power every –1 penalty –1 every if wielding a her melee attack using rolls melee when her not stacknot with normal the effects of berserker can take a 5-foot step step 5-foot a can take berserker at 6th level, a frenzied berserker can a frenzied berserker 6th level, at

ends. At that point, the effects of her her of effects the point, that At ends. 5-foot step. 5-foot frenzy continues, she is not treated treated frenzy is not she continues, they had that ability themselves. The had that abilitythey The themselves. Power Attack.Power prevent death from damage massive prevent wounds apply normally if they have have they if normally apply wounds from spellor effects such as slay living or while in As as her a frenzy. long

scorn death and unconsciousness scorn and unconsciousness death Deathless Frenzy (Ex): gains a +3 bonus on her melee damage melee gains her on bonus a +3 rolls for every –2 penalty takes –2 rolls every on she for not been healed. Thisnot ability does not ning at 5th level, a frenzied berserker a frenzied berserker ning level, 5th at and higher, a frenzied berserker can a frenzied berserker and higher,

If character the is still the ability, effect the rage a under of until ends—at apply fatigued does rage the not condition fatigued. pointwhich the character is exhausted, merely not A frenzied berserker A frenzied that opponent ght the duration of of duration the encounter. the Dexterity, unable to to unable Dexterity, for run) or charge without regard to friendship, innocence, or health (the own). her or target’s a When frenzy ends, frenziedthe berserker pen- (–2 fatigued is and Strength to alty then attack creature (deter- then nearest the if several randomly mine are potential equidis- foes and fi tant) her rampage continues. She must must continues. She rampage her berserker must attack those she she those attack must berserker best the of to as foes perceives run she of out Should ability. her enemies before frenzy her expires, left. To avoid entering a frenzy entering in a provoking response to avoid left. To effect, the character make a successful must Will (DC save start the at last damage + points taken of action) since her 10 next turn. her of While frenzied, the character cannot use Charisma-, any Dexterity-, Intelligence-based or Intimi- skills for (except skill, Concentration the abilities any or that date), can cast nor she concentration, or require patience spells, drink potions, activate magic read items, or Combat hasscrolls. except can she She use feat any Expertise, item creation feats, or metamagic feats. can special useShe her ability inspire to frenzy (see normally. below) During frenzied the a frenzy, 36 CHAPTER 2 PRESTIGE CLASSES Sample Frenzied Berserker Frenzied Sample +18, Swim +10; Cleave, Diehard Cleave, +10; Swim +18, Con 14, Int 10, 12, Wis Cha8. 13, Dex 20, +13, Fort +5;2/day; SV Str +5, CN; Ref Will AL +16 ranged (1d6+5, masterwork javelin); 4/day, SQfrenzy rage +21/+16/+11 Atk Full melee (2d6+9/19–20, 20, footed 21; +14;+21 +19; Atk Base melee Grp (2d6+9/19– 8d12+16; hp 119; +1; Init Spd20 AC 21,ft.; touch 11, fl CRberserker 14; HD6d12+12 8; humanoid; Medium plus Shanna Furiesdottr: for damage round it each nonlethal lasts. the takes afrenzy, she though after becomes fatigued still Improved Power Attack. benefi adouble weapon). weapon other than This a two-handed Power feat wielding (or forif Attack every +4 –1 penalty she on her when takes penalty the melee rolls using attack a+2 bonus on hergains for melee every rolls –1 damage +6. of becomes +10 afrenzy during bonus instead to Strength encounter. usable only once per still is theability though she acquires, berserker per day for frenzied ity additional levels every two abil- of one this use berserker additional Afrenzied gains 10of whether feet within theyof her. remain berserker’s3 +the frenzied Constitution modifi for to lasts anumber of equal rounds allies of affected frenzy of frenzy unless benefi the gain 10 Shanna of feet within they succeed on a DC 17 Willfl save. except of by at arogue 10th least anked level. Their when roll thePower using feat.attack Attack her melee for she rolls every on damage –1 the takes penalty over. is frenzy the doesn’t until die belowtated Even –1 she’s hit point. she if below hit points, –9 isn’t considered she disabled 0hitor has points if incapaci- She no foes remain. if creature or foes, arandom must attack save afrenzy, (DC 10she in Will of damage). While +points free action day, that remaining a she as frenzy goes into greater during frenzy her of greater uses has still and she damage next If takes raging. also turn unless for lasts she The or 5rounds, round. 7rounds frenzy is if she succeeds every damage ofnonlethal 2points takes and Class Armor on a to penalty She a–4 action. takes attack she afull makes if at a+21 attack bonus extra asingle she and gains Strength, Improved Power Rage, Sunder, Attack. Intimidating Tireless Frenzy: Tireless Skills and Feats: Climb and Skills +12, Intimidate +16, Jump +14, Ride A10th-level berserkerSupreme frenzied Power Attack: Greater Frenzy (Ex): Inspire Frenzy (Su): Frenzy Inspire (Ex): Dodge Improved Uncanny PowerImproved Attack: (Ex): Frenzy +2 greatsword +2 of Power effects the or with nott does Attack stack When frenzied, Shanna gains a+10 gains bonus WhenShanna to frenzied, ) or +16 ranged (1d6+5, masterwork javelin); A10th-level berserker frenzied no longer Starting at 8th level, the character’s While she is frenzied, all allies allies all she frenzied, While is Human barbarian 6/frenzied 6/frenzied barbarian Human Shanna gains a+3 bonus on gains Shanna B , Dodge, Destructive Rage, Rage, , Dodge,Destructive ts and disadvantages Shanna cannot by by cannot Shanna +2 greatsword +2 er, regardless ) or at- GNOME GIANT-SLAYER Requirements The champion of those far-too-often trampled underfoot, the underfoot, trampled The champion of far-too-often those or weak. the small to terrorize who size creatures their use the gnome of the bane all is giant-slayer pure craftiness, onRelying acombination combat of agility, prowess, and of extraordinary courage take up the mantle of giant-slayer. everyIn gnome community, only aselect few individuals +1, armor natural of amulet +2, power footed. even Class when bonus to Armor caught fl her Dexterity herher to allow She doso. senses would retains normally bonus on Refl Tumble 3ranks. fulfi to become agnome giant-slayer, mustTo acharacter qualify or fi share of trolls his bearded lairs. very their in re giants who gnome the hasn’t giant-slayer is indeed rare mettle; their many look to adventure course, Of to prove gain. personal ing venues favor in political of pursu- from prefer aloof to remain but enjoy some might measure of still popularity purposes or“Trollbane” “Giant-Crasher.” Those who work for own their the bravesting as such son or daughter nickname atreasured grant- generation, to generation from mantle their down pass of the guard, trainers, or in other positions of authority. Some gnome They communities. might captains as serve within rities Gnome often NPCsare giant-slayer lauded heroes as or celeb- powerful creatures. immensely interactionlargely with depends on toe-to-toe ers. Arcanealso become giant-slayers. Monks make excellent giant-slay- spellcasters who favor Rogues ing. dens the like the ofand ogres looting slay- up of the path take giant also clerics and some paladins Mostfi are gnome giant-slayers rarely take even and monstrous vermin, dragons. umber hulks, up this on to other take opponents, immense as such training their class, to slay. the like and utilize Some giants, also trolls, ogres, sincethe harder they fall,” these it doughty battlers actively seek out suggest. As the ultimate believers would stature his than taller far gnome stands giant-slayer that “The bigger they are, for up to 7rounds. berserker. serker is raging), even for lasts 6rounds (orfrenzy ber- the frenzied 8rounds if if they move away from the frenzied Possessions: reactto danger (Ex): Dodge before can Uncanny Shanna Feats Skills: Bonus: Attack Base Race: Hit Die: Trap Sense(Ex): Rage (Ex): ll all the following criteria. all ll : Dodge, Mobility, Spring Attack. Mobility, Spring : Dodge, Gnome. Escape Artist 3 ranks, Speak Language (Giant), Language Speak 3ranks, Artist Escape d10.

+2 greatsword, +1 mithral full plate, gauntlets of ogre ogre of gauntlets +1 plate, mithral full +2 greatsword, ex saves a+2 Class. and dodge bonus to Armor +4 to +4 Str, to +4 Con, +2 on saves, Will –2 to AC Against attacks by traps, Shanna gets Shanna a+2 by traps, attacks Against +5. ghters or rangers, although although rangers, or ghters 4masterwork javelins. at- CHAPTER 2 PRESTIGE CLASSES 37 At 2nd level, a gnome giant-slayer a gnome giant-slayer (Ex): At 2nd level, Crafty Fighter of 3rd level or Slippery (Ex): If a gnome giant-slayer through an In addition, a gnome giant-slayer can move Close Shot (Ex): At 5th level and higher, a gnome giant- Fast Movement (Ex): At 6th level, a gnome giant- Improved Mobility (Ex): At 8th level and higher, a gnome benefit stacks with the ranger favored enemy class feature iffavored enemy class with the ranger benefit stacks by an This bonus increases ranger’s favored enemy. giant is the 1st. giant-slayer levels beyond every three gnome extra +2 for to his Armor Class against giants, or gains a +4 dodge bonus any other (nongiant) creature at a +2 dodge bonus against larger than himself. This benefit is least two size categories in which the gnome giant-slayer would lost in any situation to Armor Class. He also loses this lose his Dexterity bonus bonus in heavy armor. a creature at least two size categories higher is grappled by he can add his gnome giant-slayer level larger than himself, (whether grapple checks or Escape as a bonus on any checks to escape grappling. Artist checks) made larger than area occupied by a creature two size categories that completely fill he is. This doesn’t apply against creatures a character their area, such as a . (Normally, by another creature can only move through an area occupied than the character.) if it is at least three size categories larger from giants slayer does not provoke attacks of opportunity by them. for using a ranged weapon while threatened feet. This benefit slayer’s base land speed increases by 10 light armor, or applies only when he is wearing no armor, load. Apply this medium armor and not carrying a heavy speed because of bonus before modifying the giant-slayer’s any load carried or armor worn. Armor Class when giant-slayer gains a +4 dodge bonus to his area. As with all moving out of or within a giant’s threatened same bonus on weapon damage rolls against giants. This rolls against giants. on weapon damage same bonus defensive roll

Favored Enemy (Giant) (Ex): A gnome giant-slayer gains Weapon and Armor Proficiency: Gnome giant-slayers Skill Points at Each Level: 2 + Int modifier. Skill Points at Each

Attack Fort Ref Will Ref Fort Base Attack Level Bonus Slippery Save Save Save shot Special +1 1st +1 2nd fighter Close +3 +2 +1 +1 +0 +0 +3 3rd +3 Crafty +1 4th +2 +4 +0 5th +5 +4 +0 6th movement +6 Favored enemy (giant) +2 +4 7th +2 +2 +5 Fast +1 8th mobility +7 +8 +1 9th +2 +2 +6 Improved strike +9 Favored enemy (giant) +4 +5 10th +3 +3 +6 Annoying +2 +10 +2 +7 Favored enemy (giant) +6 +3 +3 Favored enemy (giant) +8, a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival a +2 bonus on Bluff, Listen, Sense Motive, giants. He gets the checks when using these skills against have proficiency with all simple and martial weapons, with have proficiency with all simple and martial light and medium armor, and with shields. All of the following are class features of the gnome giant- All of the following are class features of slayer prestige class. The gnome giant-slayer’s class skills (and the key abilities skills (and the key giant-slayer’s class The gnome (Dex), (Int), Escape Artist are Climb (Str), Craft for each) Silently Jump (Str), Move Intimidate (Cha), Hide (Dex), Rope (Dex). (Dex), and Use (Dex), Tumble

before finishing her off. A gnome giant-slayer toys with a hill giant Class Features

Table 2–12: The Gnome Giant-Slayer Table 2–12: The Gnome Class Skills 38 CHAPTER 2 PRESTIGE CLASSES Sample Gnome Giant-Slayer Gnome Sample masterwork dart); or +15 ranged (1d3+3, (1d3+3, ranged +15 or dart); masterwork (1d3+3, ranged +17 +14/+9 Atk Full melee (1d10+4/19–20, +1 greatsword Small greatsword Small +14 Atk +8; melee +10; Grp (1d10+4/19–20, Atk Base 23; +1 AC touch 23, 16,ft.; fl 5d10+10; 20 Spd hp 75; +4; Init slayer plus CR 5; 11;2d10+4 plus HD4d6+8 humanoid; Small Seebo Schorrek: notdoes apply to thedefensive roll. evasioncharacter’s or improved (if applicable) evasion ability aRefl to make acharacter allow would effect not normally ability.this Since he this use can’t bonus to AC, defensive hehis Dexterity denied is his roll—if ableaware and of to the attack react to order it in to execute from the blow; if it damage throw). save the only If hesaving half succeeds, takes fails, he takes full levelthe gnome class adds giant-slayer his abonus as on this damage. He must beability, he aRefl makes To damage. the attempt hewith ability), to this roll can use weapon or special not or aspell by other agiant, blow struck reduced to 0or fewer combat byin hit points damage (from a be would he day, when per Once would. otherwise he than it roll with a potentially lethal blow to take less damageshaken for 1round. from level is melee,of 9th in giant that or higher agiant damages feat. the Mobility benefi dodge bonuses, this Listen, SenseListen, when checks Motive, using Spot, Survival and throw. saving asuccessful with no he damage damage, takes to aRefl attempt him allows mally giants. against Class Armor requisites. pre- to meet Shot normal the feat Rapid having the without giant threatens. for the aranged weapon aspace using agiant in from tunity Spring Attack, Track Attack, Spring +10, Tumble Draw, +15; Mobility, Dodge, Shot, Quick Rapid Hide +16, Listen 12, Cha10.Wis +12, Move 14, +10, Fort Str SV +3; +12, Ref 18, Dex Will Con 14, Int 8, Silently +1, trapfi sense trap abilities, +12, slippery, vision, spell-like low-light gnome traits, +6, giants Search fi +2d6; SQcloseshot, crafty +8, Spot+15/+10 ranged (1d3+2, attack SA sneak dart); masterwork Defensive (Ex): Roll Annoying Strike (Ex): Favored bonus Bluff, on Enemy his a+6 (Ex): Seebo gains to that anynor-Evasion effect (Ex): exposed Seebo is If Fighter (Ex): Crafty (Ex):Combat selected Seebo has Style archery. He gains Close Shot (Ex): not Seebo does provoke of oppor- attacks Craft (alchemy) Feats: Craft and +10,Skills +1, Artist Escape ) or +17 ranged (1d3+3, +1 returning dart returning +1 B Gnome 4/ranger rogue 2/gnome giant- . ex saving throw (DC = damage dealt; (DC dealt; throw =damage ex saving A 10th-level gnome giant-slayer can Seebo has a +4 dodge bonus to a+4 his Seebo has t stacks with the bonus granted by the bonus granted with t stacks Whenever agnome giant-slayer nding, uncanny dodge; NG; AL enemy favored ghter, evasion, ex save for half damage, the the damage, ex save for half ex saving throw for half for throw half ex saving ) and +12) and ranged (1d3+2, +1 returning dart returning +1 +1 returning dart returning +1 at-footed at-footed ) and ) and ) or ); Requirements OUTRIDER (alchemy)+2 bonus on Craft and checks Listen checks. kobolds dodge goblinoids, bonus and +4 to giants, AC against against +1 rolls bonuson illusions, on saves attack against masterwork buckler, 5masterwork darts. +1, protection of ring +2, Dexterity of gloves chain shirt, footed. even Class when bonus to Armor caught fl Dexterity his to He doso. retains him allow senses wouldhis normally 20. higher when than aDC has a trap task the bonus on Refl Caster level 1st; save 10 DC level. +spell animals with speak prestidigitation, at of foe a least Largesize. by grappled when checks Artist Escape and checks a+5 bonus on gains grapple He of at also size. Large least ture undercolor these conditions. detail and to distinguish the ability He ofretains tions visibility. poor condi- similar and torchlight, moonlight, starlight, in human giants. against rolls damage He gets giants. bonus the same against on weapon these skills Feats: Feats: Skills: Bonus: Attack Base Race: fulfi to become ahalfl To qualify Hit Die: homes of excitement for alife on the road. strongly. leave and These individuals hearths their behind However, of adventure feel somemore outriders pull the indicates that a halfl The presence outrider whether of an afi the fi dutiestheir in NPC halfl bonus defensive and ofClass the class. capabilities riding however, classes, All rogues. benefi can Most halfl scouting. and of riding the arts in skilled danger.protect them from, The halfl champions whose fellows their it task to is of, warn and halfl many in sudden encountersThe seminomadic culture of the halfl with peril. To safeguard themselves, Low-Light Vision (Ex): Low-Light Slippery (Ex): Slippery Possessions: DodgeUncanny (Ex): Trapfi Seebo gets by traps, a+1Trap attacks Sense(Ex): Against 1/day— Abilities: Spell-Like Gnome Traits (Ex): ll all the following criteria. all ll nding nding (Ex): Halfl Mounted Combat, Mounted Archery. Listen: 3 ranks, Ride 6 ranks, Spot 3ranks. 6ranks, Ride 3ranks, Listen: elite to outriders, their communities turn ing d8. fi are outriders ing found performing usually are outriders ing

ex saves a+1 and Class. dodge bonus to Armor +1 returning dart returning +1 ing. Seebo can move of Seebo can acrea- the space through ing community cannot be far away. far be cannot community ing eld, or relaxing in their off-duty hours. Seebo can use a Search check to locate aSearch use Seebo can +5. +1 save DC for illusions, +2 bonus Seebo can react to danger before Seebo can Seebo can see twice as far as a as far as seetwice Seebo can outrider,ing must acharacter , +1 greatsword Small or ghters, rangers, druids, (burrowing animal only). only). animal (burrowing dancing lights, ghost sound, sound, ghost lights, dancing ing outrider is naturally ing race often results often results race ing eld or at rest usually the Armor t from , +2 Small Small +2 Small Small at- CHAPTER 2 PRESTIGE CLASSES 39 ing ing t of the the t of ). ex saving throw ing outrider of 5th 5th of outrider ing ing outrider can make ing outrider gains the the gains outrider ing A halfl ing outrider take does not ex saving throw, she takes she ex saving throw, ing ranger 5/halfl ing ing out- ing ranger 5/halfl Player’s Handbook At 8th level and higher, a hal- and higher, At 8th level ) or +16 ranged (1d6+2/×3, +1 (1d6+2/×3, ranged +16 ) or Halfl At 4th level, a mounted halfl a mounted At 4thlevel, ing outrider (such as one who is who ing as outrider one (such +1 lance ex save bonus or its own, whichever is own, whichever its or bonus ex save Base 18; Atk Atk Grpat-footed +10; +7; ing outrider is wearing light armor or A 10th-level halfl A 10th-level ing outrider is mounted, she confers this confers she is ing mounted, outrider t of evasion as described above. Improved evasion evasion Improved above. described as evasion of t ing outrider’s Refl outrider’s ing At 7th level, a halfl At 7th level, (Ex): Evasion ing make outrider a full may moves mount attack her when during movement or combat, taking no penalties to actions actions to penalties no back even mount’s taking her stand on to able becomes outrider combat, or movement during while doing by making so, a DC 20 Ride check. While stand- back, a halfl mount’s ing her on is mount penaltyany while her using weapon a ranged for running or taking Archery move the Mounted (see a double the description, 98 of page feat Leap from the Saddle (Ex): as a free action by making a DC 20 Ride check. If an oppo- an If check. Ride mount can her 20 higher to or dismount and land adjacent level DC a making by action free a as is in (after threatens dismounting), a squarenent can she she attackmake a melee against taking that opponent, bonus a +2 the attackon penalty roll and a –2 Armor to Class (just as if makingthe character This were ability a charge). is usable ifonly is than moving faster mount the no twice speed. its makes If ability. a successful she evasion Refl against an attack that normally deals half damage a suc- on instead cancessful takes she damage. be Evasion no save, halfl the if only used no armor. A helpless halfl paralyzed)gain or does not unconscious benefi the ability. While the halfl use the to is able as and mount well, the ability mount her to halfl higher. If the character gains already ability, she has the evasion still the mount instead, and her evasion receives improved benefi that while like character except the stillworks evasion, takes a successful damage on no Refl halfonly damage a failed on save. Full Mounted Attack (Ex): fl The action. move than single a more no but than feet 5 more character this cannot combine full attack with a charge (Ex): action. Turn Quick to mount a DC 25 Ride her as check a free action force to direction of change during one while runningexecute or feet still 10 least at must mount the charging move (though in a straight line turn after The turn the a charge). execute to be 90 make up to may one degrees, only may and the mount such turn round. per If Ride the fails, check mount the in an a straight extra feet linemoves loses the and 10 then actions this its on of rest turn. Coopersmith: Altesia hp 5d8+10; rider 5; 10; plus CR Small humanoid; HD 5d8+10 when Init56; 22 (25 +4; AC ft., mounted; ft. 40 20 Spd when fl 15, touch mounted), (1d6+2/×3, melee +13 (Ex): Stand Mount on Sample Halfling Outrider t nd cult ter- cult ing com- ing ing outrider outrider ing er. ex saves and a +4 ex saves ing outriders gain gain outriders ing Halfl ing outrider of 2nd level ing level 2nd outrider of 4 + Int modifi 4 + Int At 3rd level and higher, a a and higher, level At 3rd ciency: ing outrider gains a competence ing gains outrider a competence ing community. Most halfl Most community. ing ing outrider gains the to bonus a dodge ing outrider gains Alertness as a bonus ing Outrider ing ing outrider gains appropriate a mount to course, of fi choose to ing outrider may, A halfl A halfl ing outrider can through charge diffi A halfl A halfl ing class outrider’s skills ability key the for (and armor. or withciency weapon any stack with classing paladin, outrider levels druid, and

Halfl Weapon and ArmorWeapon Profi

Ride bonus Base Bonus Level Save Bonus Save Save Special 1st Attack AC +1 Fort Ride 2nd Ref +1 3rd +2 Will 4th +0 +3 6th +6 +1 — +2 +3 +2 +5 5th +4 +2 +2 +0 +5 +0 +2 saddle +1 +3 Mount, Alertness, +3 7th +1 +3 +0 8th +1 +4 +7 turn Defensive riding +1 9th +4 +8 +1 Unbroken charge Quick +3 +4 +7 +10 +3 +5 10th +9 +1 Stand on mount +4 +2 Leap from the +5 +2 +5 +3 +6 +2 +6 +2 Evasion +3 mounted attack Full — bonus equal to her class level on all on class Ride equalbonus level her checks. to Riding A halfl Defensive (Ex): riding. the tricks knows does higher If or she defensive of cannot riding attacknothing (she when else while mounted gains Refl on she bonus a +2 defensively), Armor to bonus dodge Class. gains mount In her addition, a all on ft. speed, bonus its a +2 to Will bonus and +20 a saves, Armor its +4 to bonus dodge Class. rain or squares occupied by friendly creatures by making a a making by creatures friendly by occupied squares or rain DC Ride 15 check. mounted halfl Unbroken Charge (Ex): feat. Bonus: Ride mount or an animal companion. animal an or mount Alertness: determining for characteristics the levels ranger a paladin’s of is lost in situation any in the character which lose her would Dexterity Armor to bonus Class. Mount: halflthe resources her of withrider a riding or dog an provide out to munities attempt A halfla warpony. AC Bonus: AC character’s Armor is mounted. Class This she benefi when no profi All the following of are class the halfl of features prestige class. each skill) are Handle Animal (Cha), Listen (Wis), Ride Ride (Wis), Listen (Cha), Animal Handle are halflThe skill) each Spot and (Wis), Survival(Dex), (Wis). Skill Each at Level: Points and train purchase or exotic mount. a more Standard tack and harness is also though, again, provided, the character wishmay purchase to magic masterwork or gear.

Class Features

Table 2–13: The Halfl The 2–13: Table Class Skills 40 CHAPTER 2 PRESTIGE CLASSES Track Archery, PointBlankShot,RapidRide-ByAttack, +9; Alertness Move Silently+6,Ride+22,Search+7,Spot+16,Survival +15, Will+6;Str12,Dex18,Con14,Int8,WisCha10. unbroken charge,wildempathy;ALLG;SVFort+10,Ref favored enemygoblinoids+2,halflingtraits,standonmount, defensive riding2/day,favoredenemymagicalbeasts +4, leap fromthesaddle;SQanimalcompanion,combatstyle, or +14/+14/+9ranged(1d6+2/×3,+1compositelongbow);SA lance) or+16/+11ranged(1d6+2/×3,+1compositelongbow composite longbow);FullAtk+13/+8melee(1d6+2/x3,+1 action (seepage 36ofthePlayer’sHandbook). Monster Manual,exceptthatAltesiacanhandle itasafree companion. Itsstatisticsareas describedonpage270ofthe were makingacharge). attack rollanda–2penaltyto ArmorClass(justasifshe against afoeshethreatens.Shetakes+2bonusonthe action withaDC20Ridecheck,thenmakemeleeattack no fasterthantwiceitsspeed,shecandismountasafree Skills andFeats:Climb+3,Hide+8,Jump–3,Listen+18, Animal Companion(Ex):Altesiahasaboarasananimal Leap fromtheSaddle(Ex):IfAltesia’smountismoving B . B , Endurance,MountedCombat, A halflingoutrider HULKING HURLER serve asspecialists ingiantwarbands,butthey canalsobe or barbarianbackgrounds.NPC hulkinghurlerssometimes advance inotherclassesfirstalmost alwayscomefromfighter skills oftheorganization.Those fewhulkinghurlerswho a fewmembersofotherspecies learntheunusuallyfocused that hulkinghurlersmakefearsomeenemies. loose organizationcameintobeing,butthereisnodoubt and throwingthemattheirfoes.Nooneknowshowthis boulders, trees,orevenbuildingsfreeoftheirearthlybonds creatures whoenjoynothingmorethanwrenching hurlers belongtothoseracesofgenerouslyproportioned Usually brutishandalwaysincrediblystrong,hulking amulet ofnaturalarmor+1,Smallmasterworkgreatsword. longbow (+1Strbonus),+1Smalllance, Intelligence scoreof1or2. or 1d20+1ifattemptingtoinfluenceamagicalbeastwithan improve theattitudeofasentientbeing.Sherolls1d20+5, attitude ofananimalinthesamewayaDiplomacycheckcan Hulking hurlersusuallycomefrom thegiantraces,though Possessions: gains a+2bonusonReflexsavesand+4dodge bonus toAC.Theboargainsa+20-foot bonus toAC. speed, a+2bonusonWillsaves,and+4dodge a DC15Ridecheck. against magicalbeasts.Shegetsthesamebonus and Survivalcheckswhenusingtheseskills bonus onherBluff,Listen,SenseMotive,Spot, squares occupiedbyfriendlycreaturesmaking on weapondamagerollsagainstmagicalbeasts. Altesia canchargethroughdifficultterrainor running. thrown weaponsandslings. saves againstfear;+1bonusonattackrollswith these skillchecksandonweapondamagerolls. while hermountistakingadoublemoveor take anypenaltyforusingarangedweapon standing onhermount’sback,Altesiadoesnot doing so,bymakingaDC20Ridecheck.While combat, takingnopenaltiestoactionswhile her mount’sbackevenduringmovementor nothing otherthanridingherboar,Altesia Wild Empathy(Ex):Altesiacanimprovethe Favored Enemy(Ex):Altesiagainsa+4 Against goblinoids,shegainsa+2bonuson +1 Smallmithralbreastplate, Unbroken Charge(Ex):Whenmounted, Stand onMount(Ex):Altesiacanstand Halfling Traits(Ex):+2moralebonuson Defensive Riding(Ex):Whendoing meet thenormalprerequisites. Rapid Shotfeatwithouthavingto has selectedarchery.Shegainsthe Combat Style(Ex):Altesia cloak ofresistance+2, +1 Smallcomposite CHAPTER 2 PRESTIGE CLASSES 41 ) or +14 ranged (2d8+16, rock); Full rock); (2d8+16, ranged +14 ) or The hulking canThe throw a hurler If hulking the attack hits and hurler’s A hulking hurler A hulking As a full-round action, a hulking deals hurler The character The makes an attackroll against a Stone giant Large giant;Stone hulking 3; 11; CR hurler Base Atk Grp +13; 21; Atk +25; melee at-footed +20 +1 Large greatclub+1 +1 Large +1 ) or +14/+9 +14/+9 ) or ex save (DC 10 + the hulking + the attack ranged 10 hurler’s (DC save ex hulk- the feet, 30 within is Ranged Power target Attack: the If Attack can withing use hurler Power his thrown weapon. Wellsy: HD 14d8+72 plus 3d10+18; hp 170; Init +3; Spd 30 ft.; AC 24, Init +3; 170; 30 ft.; 24, Spd hp AC 3d10+18; plus HD 14d8+72 fl 12, touch (2d8+13, Atk +20/ melee +15/+10 (2d8+13, greatclub (2d8+8, rock); ranged strike, meteor SA attack, power ranged really throw thing, any rock throwing; SQ catch weapon, low-light vision, rock catching; AL CE; SV Fort Ref +8,+15, Will Dex 17, +6; Str 27, 6, Int 23, Wis Con 12, Cha 5. Area Attack: Area the than rather 10) (AC occupies creature target the square creatureitself. Any creature in succeed on square the must a Refl take or fullbonus) damage. This ability be only used may weapon. larger or with Huge a Blow: the size, smaller Knockdown or Medium of creature any to damage does target is rendered prone. Strike: Meteor extra damage equal twice to his Strength success- a on bonus a (so load ful with hit a thrown weapon. Heave: medium his as Overburdened much as two or to sizes than up larger hisweapon size category, weighs that item an Large hulking with a Strength hurler 25 could of score a Gargantuan 533 a rock to up heave or weighing javelin pounds). Sample Hulking Hurler ll ll Hulking gain hurlers At 2nd level and again level At 2nd ciency: A hulking gains hurler the Snatch er. Large size larger. or d10. Throw Anything A hulking gains (Ex): hurler the

Point Blank Shot, Power Attack, Weapon Focus (any Focus (any Attack, Weapon Blank Power Point Shot, armor. or withciency weapon any 2 + Int modifi 2 + Int Anything Throw the cation of feat).

Two-Handed Hurl TrickTwo-Handed (Ex): Hurl Weapon and ArmorWeapon Profi Really

Base anything Level Bonus Save Save Save 1st throw Attack Special Fort +1 Ref 2nd really Will +0 +2 3rd +2 +3 +0 +0 +3 +1 Catch weapon, +0 +3 hurl trick Two-handed +1 Two-handed hurl trick does. improvised or a thrown of weapon increment range The per + 5 feet feet a hulking by is wielded 10 weapon hurler Large is (this size a hulking the category is beyond hurler modifi book to determine the amount of damage the thrown weapon weapon thrown the damage of amount the determine to book AnythingThrow this 3 of in (described Chapter book) feat since a hulking depends hurler However, feat. as a bonus than brute strengthon skill, more can he throw anything can he lift weapons) just as a light(not load. is If an the item penalty takes he a –2 improvised his on weapon, attack roll instead the normal of –4. the rules Use this in 4 of Chapter Arrows feat even if he does not meet the prerequisites. He He prerequisites. the meet not does he if even feat Arrows his of back them size catch weapons smaller hurl may or (and attacker if the immediately at chooses). he Skill Points at Each Level: (Ex): Weapon Catch Intimidate (Cha), Jump Jump (Cha), Intimidate and Swim(Str), (Str). The hulking class The hurler’s skills ability key the (and for each skill) are Climb (Str), All following the are class hulking the of features hurler. no profi Feats: weapon). thrown Special: To qualifyTo fulfi a character must a hulking become to hurler, all criteria. following the Base Attack +5. Bonus: found among smaller among serving humanoids, found the function a of sort artillery of unit. Die: Hit hurler must grip the weapon or improvised weapon in two two in following the of a hulking chooses one hurler level, 3rd at weapon improvised or tricks. abilities, these use of to any hulking the In order weapon the grip must hurler hands and throw as a full-round it action.

Class Skills Class Features Requirements Table 2–14: The Hulking Hurler Hulking The 2–14: Table 42 CHAPTER 2 PRESTIGE CLASSES HUNTER OF THE DEAD OFHUNTER THE Monster Manual bag(seeitems his page in 120 of the Monster attempt. order catching in toarock make attack by amount.) that Wellsy must ready be for aware and of the in the DC rolls, bonus on attack provides amagical creases 20 for aMedium one, 25for and one. aLarge the (If projectile save 15 rock, The for is toDC action. it catch afree Small as a Refl make he hit by be arock, can he wouldif normally shape). (or OnceLarge per rocks round, of similar projectiles undercolor these conditions. detail and to distinguish the ability He ofretains tions visibility. poor condi- similar and torchlight, moonlight, starlight, in human weapon. improvised object an is the thrown if roll attack incrementrange of 10 on his feet. only a–2 He penalty takes thing—weapon or not—weighing 692 pounds or less a with feet. Attack feat with a thrown weapon if the target is withinthrown 30 weapon. when a bonus rolls on using damage Strength his add twice (rock). Focus Weapon Draw,Power Throw Quick Anything, Snatch Attack, Arrows, +7; Spot +4, Cleave, Improved Sunder, Shot, Point Blank ularly restless and the dead walk in numbers, hunters of the wander places town to where from In partic- town. are spirits to they those share meet it with they as but few willing are about what tale brought to them hate undead, the traumatic have some They cause. usually but their of little to think hunters NPCs, of As dead the quiet loners, are driven hunterspotential of the dead. fi when advantages many paladin—have or cleric of levels few a with never seecoming. Sorcerers wizards and those —especially to create afoe the undead that skills add subterfuge their excellentmake hunters bards and of the dead,rogues while also Fighters, barbarians dins. and rangers, monks,druids, positive energy. Most hunters of the dead or clerics are pala- that draw upon her abilities connection with special and fi fi The to which hunter many with dead tools ofthe has of foul their the land presence.cleansing spends undead and eachrestless to night tracking their lairs The She hunter hated undead. the enemy dead of the is of all smaller. feat with any thrown weapon or projectile of Large size or ghter’s, but, to aid her in the hunt, she also possesses spells ghter’s, but, spells to her aid the hunt, possesses in she also the match is of any arms with Herght creatures. such skill Possessions: (Ex): Catching Rock WeaponCatch (Ex): (Ex): Throwing Rock (Ex): any- Wellsy throw can Anything Throw Really (Ex): Power Attack Ranged (Ex): Strike Meteor Feats: and Skills Low-Light Vision (Ex): Low-Light ghting undead, so they should never be discounted as as discounted be never should they so undead, ghting

Large +1Large greatclub Climb +9, Intimidate +0, Jump +8, Listen Listen Jump +8, +9,+0, Climb Intimidate As a full-round action, Wellsy action, can afull-round As Wellsy can catch Small, Medium, or Wellsy can use the Snatch Arrows the Snatch Wellsy use Arrows can Range increment Range 180 feet. Wellsy can see twice as far as a as far as Wellsy seetwice can , 5 throwing rocks, 6other rocks, , 5throwing Wellsy can use the Power Wellsy use can ). ex Class Skills Class Class FeaturesClass Requirements Skill Points Level: at Each Skill (Int). (religion) (Int), Profession (Wis), Ride (Dex), and Search Concentration are (Con), skill) each (Wis), Heal Knowledge for (andThe hunter the key ability of the dead’s skills class of scar the hunters is of dead the carry. all that unlife this magic, by offset later is loss the if Even ture. undeadcrea- by an drained scorelevel point ability or had an class. prestige dead features of the hunter class ofare the following of the All Special: Special: Skills: Bonus: Attack Base Alignment: fulfi to become ahunterTo ofmust the dead, acharacter qualify Hit Die: foes their together. attack and strength pool their dead gather secretive in orders the House as such to of Death to cast a to cast a cleric does(though ahunter of loseaspell the dead cannot prepare. Ahunter just as of the dead spells prepares casts and freely which to choose can and on the list to anyaccess spell below; she The has appears hunter list of dead’s the spell level.score for spell that shebonus would spells entitled be to on based her Wisdom for a1st-levelspells hunter only the of dead), the she gains per day level of agiven spell 0 spells (for 1st-level instance, bonusWisdom (if any). When hunter the of dead the gets have of 10 level aDC spells +spell hunter +the of dead’s the these against throws on based are Wisdom, saving and spells Hunter of thedeador thesespells. bonus lower cast cannot the spell’s level, so a hunter of the dead with a Wisdom of 10 hunter of dead the must have score aWisdom of at 10 least + To a aspell, anumber spells. to cast cast of divine the ability no profi gain

normally apply. that effects magical and bonuses forany additional Strength If a hunter alongsword plus of damage, of 1d8+8 points wouldwith deal the dead accidentallylevel. For example, 8th-level hunter an of the dead armed smites per of damage point tive) 1extra deals and to roll her attack She melee adds hernormal attack. modifi Wisdom of 2nd level or higher can attempt Smite Undead to (Su): Once per day, smite ahunter of dead the undead with one detect undead Weapon and Armor Profi Weapon Armor and Spells: Detect Undead ll all the following criteria. all ll cure Beginning at 1st level, Beginning ahunter of the dead gains Knowledge (religion) 5ranks. Able to turn undead. Able to turn d8. Scar of Unlife: ciency with any weaponciency with or armor. as if casting the spell of the same name. of the same the spell casting if as spell in its place). in spell Any nonevil. (Sp): At will, ahunter use of dead the can Atwill, +5. The character must have lost one one lost have must character The ciency: 2+Int modifi Hunters of dead the er. er (if posi- CHAPTER 2 PRESTIGE CLASSES 43 cure cure cure bull’s death magic searing daylight, protection hide from lesser resto- cure moderate continual flame, magic weapon, disrupting weapon, humanoid; HD 5d10+10 plus 8d8+16; hp 90; 8; CR 13; Medium Init +0; Spd 20 ft.; 3rd Level: 4th Level: 1st Level: hunter of the dead 2nd Level: Hunter of the AC 22, touch 10, effects). Dead Spell List Hunters of the dead Hunters of the dead serious wounds, halt undead, from elements, light, speak with dead. choose their spells choose their spells Human paladin 5/ ration, remove paralysis. Torga (“She Who darkvision, stone, wounds, from the following from the following list: restoration. light wounds, undead, remove fear. strength, experience-draining experience-draining as do other level- or as do other level- results in level loss, results in level loss, freedom of movement, Came Back”) Ungart: (although death still (although critical wounds, ward, to energy drain effects to energy Sealed Life (Su): A 10th- Sealed Life cannot lose levels due cannot lose of the Dead Sample Hunter level hunter of the dead level hunter flat-footed 22; Base Atk +13; Grp +18; Atk +21 melee (1d8+7, +2 ghost touch heavy mace) or +14 ranged (1d8+5/×3, masterwork composite longbow [+5 Str +2 ghost touch heavy mace) or +14/ bonus]); Full Atk +21/+16/+11 melee (1d8+7, A hunter of the dead the dead of Positive Energy Extra Turning: At True Death (Su): Spurn Death’s Burst (Su): At the cost of two normal turning attempts, a hunter of the dead of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead crea- tures within 20 feet. Undead are allowed a Reflex save (DC 10 + the hunter’s class level + the hunter’s Cha modifier) for half damage. 6th level, a hunter of the dead receives Extra Turning as a bonus feat. This benefit allows the hunter to turn undead four more times per day than normal. It stacks with any turning ability the character has from another class. Undead slain by a hunter of the dead of 5th level or higher, either by melee attacks or spells, can never rise again as undead. They are forever destroyed. 3rd level or higher applies her Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves. Touch (Ex): A hunter of a creature that is not undead,a creature no effect but itthe smite has up for that day.is still used ofNote: A paladin/hunter both smitethe dead can inevil and smite undead the same day, potentially against the same target (if it’s an evil undead). 44 CHAPTER 2 PRESTIGE CLASSES Table 2–15: The the Hunter of Dead Divine Vengeance*,Divine Turning Extra 14, 15, Wis Cha14. Int 8, +14, Fort SV LG; 10, Dex +7, 20, Ref Con AL death; Str +9; Will death’s mount, spurn touch, special lay on true health, hands, detect evil, good, detect of undead, aura smite undead 1/day, turn undead 9/day; SQ aura[+5 of courage, 2/day, bonus]); smite SA evil positiveStr energy burst, +9/+4 ranged (1d8+5/×3, masterwork composite longbow to of that a5th-level equal is cleric. good spell) fear effects. against throws bonus on saving or otherwise). Allies within 10 feet of hercleric. gain a +4 morale wishes. she undead in a single attack (against an evil undead creature) if Torga smite and bonus onroll. damage the smite use evil can a+8 provides and undead and a+2 roll, bonus on the attack for day. that of but the ability no ause has effect counts as not is that evil acreature of Smiting points damage. 5 extra meleenormal She attack. adds +2 to her deals and roll attack 100 feet (Refl within undead to all damage Torga action, attempts astandard as 8d6 of deal points can book. *New Chapter in 3of feat this described Refl

evasion. Torga has an empathic link with the mount and can mount the can and evasion. with Torga empathic link an has improved and armor, +1 Strength, bonus to natural a+4 Dice, horse (see page 45 of the Handbook Player’s wounds per day. thropy. mummy as such rot lycan- and diseases magical including (already fi throws Base Fort Ref Will — Spells per Day — per —Spells 4th 3rd 2nd 1st +0 +0 +2 Will Ref Fort Special +1 Base Save Save Save 1st AttackBonus Level t + + + + EtaTrig mt ned2dy 1 — 1 1 1 3/day undead Smite life, Sealed — Positiveenergy burst — +3 +3 ExtraTurning, Smiteundead2/day +3 +2 +3 True death +7 +2 +2 — +6 +2 +2 death’s touch Spurn +6 +1 +2 +5 Smiteundead1/day +1 +1 +5 +10 +1 +1 +4 +9 +1 +0 +4 +8 +0 +3 10th +7 +3 9th +6 8th +5 7th +4 6th +3 5th +2 4th 3rd 2nd Jump +0, Knowledge (religion) +11; Feats: Jump +0, Ride and Skills +4, Detect Evil Aura of (Ex): Good Torga (Su): Courage of Aura is immune to fear (magical Torga a2nd-level undeadas turns (Su): Undead Turn against Smite but Undead it functions smite (Su): evil, As one with evil smite to attempt (Su): TorgaSmite may Evil (Su): Burst Positive Energy Detect Undead Special Mount (Su): onLay Hands Torga 10 cure of can hit points HealthDivine (Ex): Grace (Su):Divine exes, Power Weapon Attack, (mace). Focus (Sp): (Sp): (Sp): gured into the abovegured statistics). At will, as the spell of the same name. of same the spell the as Atwill, At will, as the spell of the same name. of same the spell the as Atwill, Torga’s mount war- aheavy is special Torga’s aura of good (see the detect Torga a+2 bonus on saving gains Torga is immune to all diseases, By expending two turning turning two By expending B , Iron Will, Lightning Lightning , Iron Will, divine grace, divine ex DC 18ex DC half). ) that has +2 has Hit ) that Detect undead INVISIBLE BLADE INVISIBLE 0 level): 1st— level): undead. as never rise can again spells undead. from effects and spells saves against action. once per day for upto 10 afull-round as hours her mount it. Shecall with can throws saving and share spells possesses is tied into using one into using weapons. tied of is these three possesses which heweapons profi is with dagger. for other or punching using He not is penalized kukri, fi in invisible blade specializes An rarelyare impressed by opponents how their appear. mighty Thus, blades invisible the most be lethal. weapons can posing unim- most the that demonstrate to chance any relish they aboutmisconceptions the level of danger they present, and any well-armed fi techniques with these weapons make them just as lethal as and daggers related and weapons combat. in Their training fi deadly are blades Invisible weapon into your heart. his plunging error, your exploits he guard, your lower you mental notes about your Then, style. the splitsecond in when easily. eyes His note your every move, taking though as to your stepping the side, lightly blowsrelaxed, dodging prowess. you his As underestimating fi blade, you invisible and an of is have mistake made classic the he Ishe have mad?Does No, wish? adeath he grin. maniacal You advance menacingly, big, he at and you—a only smiles unsheathe your longsword, armor. his he and off throws You agreatsword,he and whips brandish out adagger. You fool who to youWho this challenge arena? the dares is in 20 arrows. +2 power ogre of gauntlets +2, Charisma of cloak +2, Wisdom of periapt shield, steel weapon. 4th— 2nd— True Death (Su): Death True Undead byTorga slain melee in or with Death’sSpurn Touch (Ex): Torga a+2 bonus on gains Possessions: +2 ghost touch heavy mace, +1 full plate, +1 heavy +1 +1 plate, heavy full mace, heavy touch +2 ghost Possessions: Hunter of the Dead Spells Prepared Spells Prepared Dead the of Hunter Paladin Spells Prepared Paladin Spells Prepared death ward cure moderate wounds, lesser restoration; 3rd— cure light wounds, hide from undead, magic weapon; magic undead, from hide light wounds, cure , masterwork composite longbow (+5 bonus), Str . ghter. blades Invisible enjoy cultivating (1; savelevel): 12 DC +spell 1st— 0 — — 0 1 2 1 2 2 2 1 — 0 1 1 1 0 1 1 2 2 1 1 1 1 2 1 — 2 2 — — 1 — 1 — 1 cient, he but ability every class ghters who prefer to use (3/2/1/1; save DC 12 + spell spell + 12 DC save (3/2/1/1; — ghting with the dagger, ght, he seems almost — — daylight; bless bless

CHAPTER 2 PRESTIGE CLASSES 45 +1d6, unfettered defense +2d6, uncanny feint (move action) +3d6, uncanny feint (free action) Skills: Bluff 8 ranks, Sense Motive 6 ranks. (dagger, Feats: Far Shot, Point Blank Shot, Weapon Focus Special: The candidate must defeat a worthy opponent 2nd +2 +0 +3 +0 Bleeding wound attack 2nd +2 Bleeding +0 +3 +0 sneak 3rd +3 Dagger +1 +3 +1 attack 4th mastery +4 5th sneak Feint +1 +4 +1 +5 Dagger +1 +4 +1 Attack Fort Ref Will Ref Fort Base Attack attack Level Bonus Save Save Save Special 1st sneak +1 Dagger +0 +2 +0 To qualify to become an invisible blade, a character must To qualify to become an invisible blade, fulfill all the following criteria. kukri, or punching dagger). in single combat using one or more daggers, kukris, or punching daggers in any combination as his only weapons. Table 2–16: The Invisible Blade Requirements

Hit Die: d6. NPC invisible blades are silently egotistical gladiators The typical invisible blade was once a rogue, who chose The typical invisible blade was once a rogue, who regard their fighting style as superior to all other martial philosophies. They place enormous emphasis on making a single decisive strike, thereby hoping to end a bout in a single round. Most invisible blades pick up their skills in a guild. A few, however, learn from seasoned professionals who expect a potential gladiator to practice fanatically with the dagger until he can pass the required rite-of-passage combat (see Requirements, below). this path because his sneak attack ability dovetailed nicely this path because his sneak attack ability and monks are with the abilities of this prestige class. Bards and rangers also good candidates, as are barbarians, fighters, of weapons for who are willing to exchange their arsenals a less cumbersome approach. Clerics and druids seldom choose this class, perceiving its members as faithless, while paladins ironically view invisible blades as too self-absorbed. Sorcerers and wizards rarely become invisible blades because they don’t appreciate the class’s lack of offensive options and tight focus on weapon use. An invisible blade takes on a minotaur with his trusty pair of daggers. invisible blade takes on a minotaur with his An 46 CHAPTER 2 PRESTIGE CLASSES Class Skills Class Class FeaturesClass with a dagger, kukri, or dagger adagger,punching becomeswith sure so kukri, dagger. or punching a dagger, kukri, feint only uncanny when with use bladeinvisible armed can level, feint combat An in can action. afree the character as book to feint combat in the ability (see page 68 of the to bleeding wounds immune are well. damage as and circle, healing so on). Creaturesthe application of any cure immune to sneak attack onlyThe bestopped bleeding by15 can aDC Heal check or (two wounds for on). of per 2points round,so damage and wounds from the weapon result in cumulative bleeding loss dagger bleeds for Multiple ofper round. damage 1point Thereafter,hits. blade’s wound the invisible bythe caused round the when in attack the normal as damage deals attack Such an attack. dagger the sneak from damage extra the choose to deal can attack dagger sneak or higher who asuccessful makes a bleeding wound, sacrifi only weapons. his daggers as or punching kukris, one or with more armed daggers, is and armor notis wearing blade invisible an when only functions defense Unfettered modifi Dexterity caught blade fl invisible is Tumbleand (Dex). (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), endo (Cha),(Int), (Dex), Escape Artist Jump (Str), Hide (Dex), Innu- (Dex), (Cha), Balance Bluff are (Str), Listen Climb Craft skill) each for (and thekey ability The blade’s invisible skills class (Wis), Move Silently (Dex), Perform class. prestige features of theblade invisible class are of the following All tion totion any other modifi addi- any) in Class level blade per invisible class Armor to his sense, he adds of Intelligence 1point bonus (if sixth of this from an increased survival instinct during combat. Because the applicable stack. ous bonuses class, on rolls damage aprevi- from ability attack sneak the has helevel. already If level, to increases 2d6 at this and 3rd level to and 3d6 at 5th 1d6 at of damage 1st points extra these weapons, an he deals one of with attack asneak weapons). When making similar dagger (the other DM or punching may allow dagger, kukri, a made with attacks only applies to sneak damage extra the earlier hunter, of (seedark the description the ability in attack sneak this chapter) if profi no he does not already have it, but Feint Mastery (Ex):Feint Mastery Feint (Ex):Uncanny At3rd level, blade invisible gains an WoundBleeding blade invisible of (Ex): 2nd level An Points Level: at Each Skill Weapon and Armor Profi Weapon Armor and Unfettered Defense (Ex): Defense Unfettered (Ex): Attack Sneak Dagger ) as a move action rather than a standard action. At5th action. amove) as astandard rather action than ciency with any weaponciency with or armor. er to Armor Class, he also loses this bonus. ers he would normally receive.ers he would the normally If At 4th level, an invisible blade armed level, At4th blade invisible armed an at-footed or is otherwise denied his denied his at-footed or otherwise is spell or other healing spell ( spell or other healing spell ciency: An invisible blade invisible benefi An 4+Int modifi An invisible blade gains the the blade invisible gains An Invisible blades gain gain blades Invisible 1d6cing points of er. Player’s Hand- Player’s heal, ts Sample InvisibleSample Blade Shot, WeaponPoint Blank Weapon Finesse, (dagger). Focus Shot, Far Tumble +9, +20; Spot +9, Motive Sense +18, Silently +5,macy Hide +27, +1, Intimidate Jump +9, +28, Listen Move Int 14, 10, Wis Cha8. 12,19, Dex Str +3; +13,Con Ref 13, +4, Fort Will SV N; AL sense +2, trapfi attack +3d6, uncanny feint; SQ evasion, half-elf traits, trap feint mastery, +6d6, wound, sneak ing attack dagger sneak dagger +13 Atk melee (1d4+2/19–20, +7; +8; Atk Grp AC 17, ft.; Spd40 Init +4; 50; touch 16, fl CR5; 11; plus 5d6+5; HD6d6+6 Medium humanoid; hp Tallis Cloudgather: so. prevent doing from mally him Handbook Player’s all Bluff checks when feinting in combat (see page 68 of the 10 to misleadopponents take he on that can ability of his springing. and striding of boots +1, elvenkind, of cloak armor of bracers modifi Deterity his to bonus. AC, he losesthis denied is he If weapons. only his as gers is armed with one or more daggers, kukris, or punching dag- punching or kukris, daggers, more or one with armed is when Class and bonus he armor Armor not to is his wearing footed. even Class when bonus to Armor caught fl Dexterity his to He doso. retains him allow senses wouldhis normally 20. higher when than aDC has a trap task the bonus on Refl elven or effects; ment blood. spells effects; +2 racial bonus throw. saving asuccessful with no he damage damage, takes on saving to aRefl attempt him allows mally throws against enchant- action. astandard ratheraction than when feinting in combat. always dagger, 10punching take can checks on Tallis Bluff to bleeding wounds immune are well. as attack sneak to immune Creatures bleeding. cumulative in result wounds benefi receives the the victim for per of round until damage 1point dagger sneak attack damage to infl (1d4+2/19–20, +14/+9 ranged +13/+8 Atk Full melee (1d4+2/19–20, Bleeding WoundBleeding (Ex): Feats: and Skills Possessions: Unfettered Defense (Ex): Defense Unfettered reactto danger before DodgeUncanny (Ex): can Tallis Trapfi gets Tallis a+2 by traps, Trap attacks Sense (Ex): Against Traits (Ex): Half-Elf Evasion (Ex): If Tallis is exposed to any effect feint Feint combat (Ex): can Uncanny in afree Tallis as that nor- or adagger, (Ex): with Feint When kukri, Mastery armed t of aHeal check (DC Multiple 15) healing. or magical ) or +14 ranged (1d4+2/19–20, nding nding (Ex): +1 returning daggers, headband of intellect +2, +2, intellect of headband daggers, 2+1 returning ex saves a+2 Class. and dodge bonus to Armor nding, uncanny dodge, unfettered defense; ), even would and distractions stress nor- if Balance +6, Bluff +13, Climb +10, +13, Bluff Climb Diplo- +6, Balance Tallis can use a Search check to locate aSearch use can Tallis Immunity to magic sleep spells and and to sleep magic Immunity spells Half-elf rogue 6/invisible rogue blade Half-elf Tallis can forgo can 1d6 Tallis of points Tallis adds his +2 Intelligence +1 returning dagger returning +1 ex saving throw for half for throw half ex saving ict awound that bleeds +1 returning dagger +1 returning +1 returning dagger returning +1 at-footed 17; Base +1 returning returning +1 ); SA bleed- ) or at- er er ); CHAPTER 2 PRESTIGE CLASSES 47 er. 4 + Int modifi 4 + Int ll all following the +6. Justiciars gain no pro- gain no Justiciars eld, wielding spells as their Whenever a justiciar attacks Whenever Any lawful. ciency: Gather Information Gather 5 ranks, Skill Information), Focus (Gather To qualify a To a justiciar, become to character must fulfi must character criteria. Requirements Skills: Base Attack Bonus: Feats: Alignment: Searchranks, 5 Survival 5 ranks.

Track. Skill Each at Level: Points d10. (Cha), Gather Information (Cha), Heal (Wis), (Wis), Heal (Cha), Information Gather (Cha), each skill) Climb Disguise are Bluff (Str), (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowl- (Str), Jump (Cha), Intimidate (Dex), Hide The justiciar’sThe class skills ability key the for (and edge (Int), Listen (Wis), Move Silently (Dex), Open Open (Dex), Silently Move (Wis), Listen (Int), edge Lock (Dex), Ride (Dex), Search (Int), Sense Motive Motive Sense (Int), Search (Dex), Ride Lock (Dex), (Wis), Spot (Wis), Survival (Wis), Swim (Str), and and Swim (Str), Survival (Wis), (Wis), Spot (Wis), Use Rope (Dex). Class Skills Weapon and ArmorWeapon Profi Bring Back Alive ’em (Ex): Hit Die: Hit A justiciar armor. or withciency weapon any All justiciar the following are class the of of prestige features class. fi can he with weapon, deal nonlethal a melee damage with instead lethal of the weapon damage with penalty no the on attack roll. Normally, attempting to deal nonlethal damage with in this a weapon incurs way a –4 penalty the attack on roll. of Hextor and certain other lawful evil deities. Rogues and and Rogues deities. evil lawful St. clerics of Cuthbert, as as well those include exceptions other certain and Hextor of bards, with their stealth-oriented skills, can be very effective wizard or sorcerer, druid, occasional the Even class. this in fi the enters (especially diviners) instead steel. of weapons Class Features nd cult challenge, justiciars may team nal justice

nd enough reward in killing; bringing people back alive is is alive back people bringing killing; in reward enough nd versely, many clerics are too forgiving to be justiciars; clerics forgiving are too to many obvious versely, typically more effort than they consider worthwhile. Con- worthwhile. consider they than effort more typically being a justiciar often in line Fighters with their ideology. fi bring fi to someone who evil Some it. deserves justiciars prefer torturing turningtheir prisoners confessing before into in. them faced with When a diffi up with with or each other a posse characters other of to more or one of presence The law. the by those wanted hunt justiciars as a rude surprise in a posse come might a group to fi of individuals been robbing from that have the rich to give to also paladins Some . . . poor. the rangers. as begin justiciars Most resists, a justiciar resists, to hesitate doesn’t cal bring to a to miscreant the hands of if or law, the criminalthe the chance to do do to chance the their jobs. When it is impracti- executioner; often he simply sees to it get people those that justiciar neces- is not sarily judge, jury, or front of a court, of front but pretty words don’t the factschange of casethe absolve or a criminal guilt. of A cence and alibi cence in argued be can it for money; they don’t do it for glory. They do it because because it do They defy and are those them, who are laws, there there Where glory. for it souls citizens brave in lawbreakers, these live of fear where do don’t they do are down. justiciars. the them These don’t hunt They money; for it a thanklessit’s also It be done. to that needs job happens be to a satisfying vocation maketo a living by kicking the a criminal of out daylights who desperately deserves it. soli- Justiciars are generally theirtary, own relying on wits and skills. are fearless They andsingle-minded in pur- and their prey suit of effective ruthlessly Inno-in combat. JUSTICIAR 48 CHAPTER 2 PRESTIGE CLASSES Table 2–17: The Justiciar Improved Grapple (Ex): Grapple Improved concealment. with acreature against strike thal anonle- make cannot The damage. justiciar strike nonlethal to immune are damage to nonlethal immune creatures Also, damage. not are creatures extra subject to this incorporeal and anatomy—undead, discernible plants, oozes, with constructs, creature only on aliving strike nonlethal use can Ajusticiar not is multiplied. damage extra this strike, anonlethal with at 4d6 and 10th level. Should hit score the justiciar acritical to increases 2d6 damage level, at 4th extra 3d6 at level, 7th 1d6 This damage. of nonlethal points extra an deals attack or not) or when fl the justiciar bonus (whether aDexterity Class has to Armor she actually bonus target would his and denied be her Dexterity ability ’em the bring uses alive the character back time Any strikes. to hog-tie theopponentto hog-tie (in see other addition to options; his attempt he opponentcan an grappling, while pins cessfully Hog-Tie (Ex): When of 5th level a justiciar or higher suc- thereafter. +2 level at +2 3rd every level, third extra by increases an and bonus initially This is of acriminal. pursuit attempts in while bonus on Gather he checks Information a circumstance (Ex): Savvy Street they were wielded be if as cles amasterwork fl light can mana- Masterwork weapon. improvised an for using penalty they one were in handmanacles asif a aclub without taking lawbreaker. a restrain of 3rd ofA justiciar levelmetal apair or swing higher can than learned have manacles of pair a justiciars with more do to criminals, of capture the with familiar Weapon Exotic Profi damage. of Strength 1point takes also character that strike, opponent anonlethal an damages with When ajusticiar blowprecision his opponent. the that weakens hampers and opponent such an with against strike anonlethal make can Crippling Strike (Ex): of 2ndprerequisites. level Ajusticiar or higher Improved Grapple abonus as feat even he doesnot if meet the 9th +9 +3 +3 +6 Street savvy +6 savvy Street Improvedhog-tie +6 +3d6 strike Nonlethal +6 +3 Streetsavvy+4 +5 +2 nonlethal +3 Hog-tie +5 +2 +2 +7 +3 Nonlethalstrike+2d6 +3 +4 +2 +9 +2 10th +10strike Intuition, +4 +1 +8 +2 9th +1 +7 +1 8th +4d6 Weapon Exotic +6 +1 7th +3 +5 6th grapple, Improved +1 +4 5th +3 street +1 4th ’em Bring alive, back Profi +0 +2 +3 savvy +0 +0 crippling 3rd ciency +0 +2 +2 Will nonlethalstrike 2nd (manacles), Ref +1 Fort Special Attack 1st Save Save Save Bonus Level Base strike +1d6 Nonlethal Strike (Ex): Strike Nonlethal A justiciar of 3rd Ajusticiar level or higher gains cec (Manacles): ciency A justiciar can make nonlethal nonlethal make can Ajusticiar At2nd level, receives ajusticiar anks the target, the justiciar’s anks Intimately ail. Sample Justiciar A justiciar can use this ability on an opponent on an of ability up to one this use can Ajusticiar ability. this use to hand one in Handbook If You’re Pinning an Opponent on page 156 of the Player’s Strength check (DC 23 for 26 orStrength manacles, DC rope, for chain on page aCharacter see Bind 86of the opposed check Useby the justiciar’s check Rope (including +10 Artist his bonus; Escape an making by escape to attempt consideredis helpless. and bound opponent Abound can opponent, an hog-ties that person successfully ajusticiar If thegrapple continues. and attempttie fails the opponent If the opponent the hog- succeeds, hog-tied. is check check. the If orjusticiar succeeds, Escape an Artist opponent the grapple check, while either makes agrapple of aUse make anormal check instead Rope can The justiciar attempt resolved check. is opposed to An an hog-tie with and giants would qualify). (thus, most humanoids, monstrous humanoids, outsiders, creatures humanoid-shaped only against ability the use can halfl a opponent). aMediumor smaller attempt to hog-tie example, can He (for is he than larger category size (1d6+8/17–20, (1d6+8/17–20, (1d6+8/17–20, longbow ite (1d8+6, +25 meleeAtk (1d6+8/17–20, sword +2 short AC 19,30 ft.; touch 12, fl plus 10d10+10; Spd +2; HD6d8+6 humanoid; Init hp 98; Sharsek: continue apaladin. advancing as target. check once per this make day for can any single A justiciar away. too targetfar the is or of because roll die the because thecheck should he the character not failed since know if The DM check should secretly for this make the justiciar, previously range. combat he facedin or she if within is of anyone direction the to he determine has ability this use (DC of the1 mile justiciar 15 +target’s can HD). Ajusticiar within is might the criminal befound the culprit if direction which check to in determine aSurvival level use can justiciar Intuition (Su): When hunting a specifi attempt. the rope, chain, or manacles feat, Draw Quick the he in has not does needticiar to holding be his hand before making the jus- the if attempt. Also, ahog-tie to make action attack an use opponent.Whenever can agrapple established, is the justiciar attempt fi without ahog-tie make higher can Improved Hog-tie (Ex): 28forDC masterwork manacles) to free. break crippling strike, improved hog-tie, nonlethal strike +4d6; +4d6; strike nonlethal hog-tie, improved strike, crippling longbow composite 17–20, Multiclass Note: Multiclass +1 short sword +1 short dimensional shackles dimensional ). A justiciar must or have manacles Ajusticiar ). chain, arope, [+6 Str bonus]); Full Atk +25/+20/+15/+10 Atk Full bonus]); [+6 Str melee Human rangerHuman 6/justiciar CR 10; 16; Medium +2 short sword +2 short +2 short sword short +2 [+6 Str bonus]); SA bring ’em bonus]); SA alive, [+6 bring back Str A paladin who becomes may Apaladin ajusticiar ); or +19/+14/+9/+4 or ); (1d8+7, ranged at-footed 17; +16; +26; Atk Base Grp ) or +19 ranged (1d8+7, A justiciar of 8th level of 8th Ajusticiar or ) and +22/+17) and melee (1d6+4/ ); or +23/+18/+13/+8 melee Player’s Handbook Player’s c person, a10th- cperson, rst pinning his his pinning rst ) or +23 melee ing ing justiciar +1 compos- +1 ) or a +1 +1 CHAPTER 2 PRESTIGE CLASSES 49

medal- ll all the Sharsek the attitude can improve of +5. ll a lifetime goal. swear kensai Some (counts as masterwork manacles), manacles), masterwork as (counts a magicaluence beast with an Intelligence Any lawful. d10. Must complete an oath of service (see sidebar) to to sidebar) (see service of oath an complete Must Concentration 5 ranks,Concentration 5 ranks, Diplomacy Ride 5 Combat Expertise, Weapon Focus (any weapon). Focus (any Expertise, Combat Weapon Wild (Ex): Empathy 1st— spell DC + 12 level): save (2; Prepared Spells Ranger Alignment: Possessions: +2 short sword, +1 short sword, +1 composite longbow composite +1 sword, short +1 sword, short +2 Possessions: nd themselves particularly unsuited to service as a kensai. kensai. a as service to unsuited particularly themselves nd lion of thoughts. To qualifyTo a kensai, a character fulfi become to must criteria.following Base Attack Bonus: (Str), Jump (Cha), Intimidate (Cha), Diplomacy (Int), and Sense Ride (Dex), (localKnowledge (Int), and nobility) Motive (Wis). know the strenuous road a kensai must travel, and some tread and some travel, must road a kensai strenuous the know and kensai, the some of might the value path.that Fighters been known join to clerics their have ranks. wizards Few status, kensai and bards achieve and barbarians sorcerers or fi While that berogue make might a thought it a poor would kensai, such characters unheard are not and of can be deadly adversaries. Die: Hit Skills: ranks. Feats: Special: either an overlord or an ideal. class kensai’s skillsThe ability each key the skill) for (and Craft (Con), Concentration Climbare Balance (Str), (Dex), +4, strength giant of belt breastplate, mithral +2 Str bonus), (+6 dimensional shackles and mind, will. weapon, masters body, kensai devotes The He his strength and hislife service an the or to ideal a master of than accepts as greater himself.he become kensai Some an becomes who one inmasters their own even right, but sees himself power. emperor higher as a servant some of Most characters mind of beginningthe their careers. mil- of elite or kensai Often, other who become purity the kensai and aspire war, of to the arts classitary organizations train inthe the and women men likely young from service, of principles do those who and necessary body a kensai. Even become to qualifynot powerful often become the end adventurers. at serving A kensai an can adventurer, ideal or be a lone attempting to fulfi and risefealty trusted great lords to become to bodyguards, service. in leaders lord’s the Monks and or paladinswarlords, an animal can check in a Diplomacy improve same the way rolls He being. 1d20+6, attitudethe if a sentient 1d20+2 of or infl to attempting 2. 1 or of score animal messenger, magic fang. Requirements Class Skills KENSAI , Two- B c person, Sharsek ). anking be would who or Sharsek has the Improved Sharsek has the Improved Sharsek has a wolf as an Whenever Sharsek establishes Whenever , except that Sharsek that can, except as a handle it Sharsek has a +6 circumstance bonus ciency (manacles), Im proved Critical ciency (manacles), Im Gather Information +15, Intimidate +15, +15, Intimidate +15, Information Gather Monster Manual When hunting a specifi a hunting Intuition When (Su): Street Savvy (Ex): Combat Style Sharsek two-weapon hasCombat selected (Ex): Sharsek gains (Ex): Enemy a +4 his on bonus Favored Bring ’em BackBring Alive Sharsek can (Ex): ’em deal nonlethal Crippling Strike Sharsek When makes a nonlethal (Ex): Improved Combat Style (Ex): Animal Companion (Ex): Improved Hog-Tie (Ex): Improved Hog-Tie Nonlethal Strike Sharsek When deals (Ex): nonlethal Skills and Feats: free action and spells share if is the companion within 5 feet Player’s the of 36 page Handbook(see not despite feat Fighting gains He Two-Weapon the combat. having the requisite Dexterity score. and Survival Spot, Motive, checks when Listen, Sense Bluff, Weapon Fighting, Weapon Focus (short sword). Focus (short Weapon Fighting, Weapon damage with with weapon penalty no a melee the attack on roll. using skills these on against same the bonus gets humans. He damage rollsweapon against humans. Against skill these gains on he bonus goblinoids, a +2 damage rolls.checks weapon and on Two-Weapon Fighting feat despite not having not despite Fighting the requisite feat Two-Weapon Dexterity score. can determine the direction hisof quarry with a successful if is withinSurvival HD) target the + target’s 15 (DC check 1 mile. allon Information Gather checks while made in pursuit of a criminal. an extra 4d6 points of damage. Only strike. a subdual to are subject justiciar The anatomy cernible living creatures with dis- usecan’t strike subdual against creatures with concealment. statistics 283 imal Its page are as described companion. on an of the denied her Dexterity bonus to Armor Class (whether she Dexterity she her denied Armor to bonus Class (whether actually has a Dexterity Sharsek’s attack not), deals or bonus damage. strike (see below), he also he strike deals point 1 temporary below), of (see Strength a grapple against smaller a Large or humanoid-shaped crea- ture, can he use an attack action make to a hog-tie attempt Rope opposed foe’s the check by Use or check grapple (a Escape or Artist check grapple If succeeds, the he check). isfoe bound and helpless. damage against is melee fl he a foe SQ animal humans +4, enemy companion, favored favored wild intuition, savvy, +2, street empathy; goblinoids enemy 13, Con StrAL Will 22, Dex 14, LN; Ref +10, SV +11; Fort +9, Cha 10. Wis 14, 9, Int ance, Endur Rope +21; Use SurvivalSearch +8, +21, +11, Spot Profi Weapon Exotic (short sword), Improved Grapple, Improved Two-Weapon Attack, Precise Shot, Power Blank Point Fighting, Shot, SkillQuick Track Information), Draw, Focus (Gather 50 CHAPTER 2 PRESTIGE CLASSES Class FeaturesClass Table 2–18: The Kensai effective in his hands and his hands alone. hands his and hands his in effective more it making weapon, the on energy life his of part focuses weapon. The signature character his with alink to establish the ability gains akensai for the class, Upon qualifying one, ittured must of be at masterwork least quality. weapon the amanufac- chosen.If is be weapons can natural either asword or weapon, bow for but this even akensai’s feat) to become weapon. asignature Most kensai choose weapons (it must one be for he Weapon which the has Focus Weapon (Su): Signature any weaponciency with or armor. class. features of ofthe kensai class prestige are the following All Points Level: at Each Skill tween hisoathandalignment. Hemustviolateonetofulfi ll orders thekensaitoperforman evilact,thekensaiiscaughtbe- times. Ifalawfulgoodkensaiswears servicetoalordwhothen Thisdualrequirementcanposeaseriousconundrumat endures thesamenegativeeffects. tionally andseriouslyviolateshisalignmentalsobreaksfaith must alsostrictlyadheretohisalignment.Akensaiwhointen- back andtocontinueadvancinginthekensaiclass.A ment spellfromaclericordruidofhisalignmenttogetthem access tohiskensaispecialabilitiesandmustreceivean Akensaiwhobreakshisoath,forwhateverreason,loses join theclassatall,eveniftheymeetotherrequirements. deliberately easytofulfi ll fi nd themselves spurnedandcannot at tempt toenter theprestigeclasswithbroadoathsorones Theseoathsarenottrivial,andprospectivekensaiwho to anidealorprinciplethekensaiupholds. alignment andgoalsofthekensai,tokensai’sdeity, oreven of thekensai’salignment,toanorganizationwithsame levels. Typical oathsincludeswearingservicetoapowerfullord and mustbeupheldforthekensaitocontinueadvancingin A kensai’soathofservicemustbesworninfrontwitnesses OATH OFSERVICE his alignment,hecanbreakoath, gainatonement,andswear the other, andeitherwayhe needs toatone.Ifthekensaichooses t + + + + — Instill +6 projection Ki +6 — +3 Withstand +5 +2 +5 Kiprojection +3 +2 +4 — +2 +2 +4 +6 +2 Powersurge +1 Ki +3 +7+3 10th +7 +3 +6 +2 Signature +1 9th weaponwarlord +1 +5 +3 +1 8th +4 +1 +2 7th +0 +3 +1 6th +0 +3 +0 5th +2 Will +0 4th Ref +1 Special 3rd +0 Fort Save 2nd Save Attack Save 1st Bonus Level Base pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Weapon and Armor Profi Weapon Armor and The one kensai chooses of his ciency: 4+Int modifi Kensai gain no profi er. atone- - Signature Weapons entire party. opportunities andyouwithahook youcanusetomotivatethe your campaign—onethatprovides theplayerwithroleplaying should workwiththeplayertocome upwithanoaththatfi oath ofserviceisonethecosts thatgoesalongwithit.You lenge thatplayer. Thekensaiisapowerfulprestigeclass,and the punish aplayerwhochoosestoroleplaykensai,butchal- broke hisoathofservice. a newoathbeforethegraceperiodexpiresistreatedasifhe more thanoneweekperclasslevel.Akensaiwhodoesnotswear a newoath.Ingeneral,kensaicanbe“betweenoaths”forno of adventuringdefeatsit),thekensaimustrefl a kensaiswearstodefeatanenemypowerandtheninthecourse if akensaiswearsservicetokingwhothendiesofoldage,or service, orifthetermsofoathnolongerapply(forexample, Fulfi llment oftheOathService:Ifakensaifulfi lls anoathof gains atonementandswitcheshisalignmentbacktolawful. kensai abilitiesandcannotadvancefurtherinthisclassuntilhe Akensaiwhochangeshisalignmentfromlawfulloses this case,anevilcleric. lord, hechangesalignmentandmustgainatonement He canthenadvanceasakensaiagain.Ifthechooseshis a newoath(oftenonerelatingto“correcting”hisformerlord). hours. Atthe meditation, endhours. ofthe kensai sacrifi this meditate (and pray, for kensai those who deities) serve for 24 asimpleis one. The must character fi power weapon The forwith asignature process imbuing number of experience points, essentially shifting some of his number shifting essentially points, of experience 320 XP). or minus40, (360 weapon a+3 and a+1creating weapon between inXPcost difference the sobypaying may do wants to imbue it with the power to be a tobe power the with it toimbue wants 0h 1* 4,000 3,240 2,560 hasa ifakensai For instance, is reduced. 1,960 power additional with it toimbue cost the does, Ifit bonus. 1,440 1,000 have an enhancement already not does imbued being 640 weapon the that assumes here presented XPcost The ** 360 toa+1 bonus. is equivalent ability special keen the +10* 160 longsword a+5keen tobe power +9* 40 the with it imbue can longsword hasamasterwork who +8* toasignature weapon. added +7* are abilities special when XPcost the todetermine table +6* +5 onthe lines Usethese bonuses. ofadditional equivalent +4 arethe that abilities have special can it but +5, than higher +3 10th * A weapon can’t actually have an enhancement bonus XPCost** 9th +2 +1 8th 7th 6th Minimum 5th 4th Bonus 3rd Weapon 2nd 1st Class Level DM Note:Theideaoftheoathservicedoesnotexistto Example: at a cost of 1,440 XP, of1,440 atacost since nd a quiet, safe spot to A 6th-level kensai kensai A6th-level +3 longsword +3 +1 longsword +1 ect andthenswear from, in ts into , he , he and and cesa CHAPTER 2 PRESTIGE CLASSES 51

rst rst uencing uencing NPC ). or a similar a spell. or sts), he may have them them have may he sts), fi ral as (such his weapons If loses his a kensai natu- In this singular case, the weapon is destroyed in service.oathbound kensai does not need to Losing Natural Weapons: Natural Losing regrown by usingregrown by regen- eration eration respect to a comrade whose whose a comrade respect to spend any more XP time or more any spend are likely to show more even shameful, and other kensai shameful, kensai and other in service his of oath is not destruction of a kensai’s weap on on weap destruction a kensai’s of has not failed in his oath—the to reimbue his signature reimbue to weapon imbued. The character, however, however, character, imbued. The weapon that has never before been been before never has that weapon with power. The link is direct enough that no extrathat no effort is necessary. a level, At 2nd Surge (Ex): Power the kensai must begin withmust anew kensai the a kensai gains the ability make to a DC a number of rounds equal rounds of a number one-half to ceeds, he gainsceeds, he +8 his to Strength for to focusto his and energy spirit. If suc- he 15 Concentration check as a move action as a move check Concentration 15 his class level. Eachhis time class after level. fi the that a kensai successfullythat a kensai uses this ability At 4th level and higher, a kensai adds one- adds a kensai and higher, At 4th level in a single 24-hour DC period, check the nothing Should remain the of weapon, increases 5. by strength. the appropriate XP cost to restore his weapon to full to his weapon XP restore appropriate the cost to Ki Projection: Ki 8th At makes. he checks Bluff, any Diplomacy, to half down) (round his class level Intimidate or Information, Gather suc- his adds kensai the full such to and higher, class level level kensai’s a by fooled checks. been has it realizes that target A savingcessful or check any on bonus Bluff gains check a +10 Gather Diplomacy, Bluff, use of kensai’s the throw involving Information, Intimidate or against in that target future. the can kensai The trust regain creature’s the changing by its Infl (see friendly to unfriendly from attitude Attitudes, the Player’s of 72 page Handbook the only signature weapon, a kensai’s destroys If someone cankensai salvage repair to If is it. left weapon the enough of can kensai the example), for a sword, of shards shattered (the using Craft as the if were weapon the he (weapon- reforge smithing) skill If takes make weapon. a masterwork to he the pay may hours, he 24 for meditates and then weapon reforged A kensai sts must must sts If a kensai’s signature weapon signatureIf weapon a kensai’s sts) or 110% of the cost (for (for cost the of 110% or sts) sts). It takes 24 hours for a kensai to imbue one one imbue to a kensai for hours takes 24 It sts). sts) is the same as for a is same the as for sts) sts, bite, and tail and pay either 160% of of 160% and tail either sts, bite, and pay weapons for 120% XP the for of cost. weapons A six-armed and with kensai a bite between choose to have tail would attack fi six fi cost (for the Focus (unarmed strike) may may strike) (unarmed Focus signature into fists his turn tail). a or imbues singlethe bite who A kensai particular type natural all of imbue must his weapon natural type that of weapons a human with kensai (so two fi fi both imbue ons of one type one of ons are imbued 100% at cost + 10% per the of natural a example, For weapon. human has Weapon kensai who type of natural regardless weapon, many actual of how weap- that type of ons possesses. he Losing a Signature Weapon: kensai’s naturalkensai’s (such weapons as his fi manufactured except weapon, all natural kensai’s the of weap- any by it the character strive recover must to is stolen, lost or his violate alignment.means oath that do not or A kensai knowinglywho a signature abandons is treated as if weapon who A kensai his service oath of sidebar). the broke (see he can the deed for a signatureabandons andatones weapon signature a new weapon. begin create to Weapons: Imbuing Natural imbuing process a for The Imbuing Double Weapons: and be may weapon A double for paid be the of both but ends imbued, must weapon separately. imbued signature weapon A kensai’s equal the to has a caster level + 10. character’s class level life his into signature signature force The weapon weapon. and gains already) a magic wasn’t then becomes it (if weapon special abilities. and/or His bonus currentan enhancement limits a kensai canclass enhancement amount of the level his into a signatureplace cannot A kensai weapon. create experience ifsignature cost enough weapon doing so would his characterpoints reduce level. to deter- to page previous the on table the Use limits.mine XP costs and class level If ritual the is interrupted, can it be begun again time, any must at it but run a full the for hours for 24 imbued. be to weapon signature XP the cost pays kensai The as soon as the ritual has been completed. 52 CHAPTER 2 PRESTIGE CLASSES Sample Kensai +22/+17/+12 melee (2d6+7, +14; +22Grp melee Atk (2d6+7, Spd 50 +3; AC 22,touch 18,ft.; fl CR 15; Medium humanoid; HD7d8 plus 8d10; hp 76; Init MasterShen: Inscrutable class. original his a kensaimay continue advancingin warlord any aki reasonable in to assist a responsibility lower-level or alignment, of service have oaths kensai own warlord’sa ki requests donot violate other the members’ on adventures(lower-level) members of the prestige or for class assistance in the fulfi some tangible benefi warlord gains aki added responsibility, addition to this In known. deity’s wishes the making and intermediaries through or directly warlord more responsibility, perhaps actually contacting the ki warlord theki giving interest in apersonal maydeity take warlord the ki adeity, school). serves If tery, that or military monas- acastle, him giving (perhaps domain his within ity author- and warlord more ki the responsibility assigns likely warlord NPCmaster, the ki an has master If of respect. this some measure with treat him alignments ofthose differing reverekensai of alignment the same warlord, the ki even and warlord. aki Other becomes as and notoriety great known Ki Warlord: instilled powers back. level) he he succeeds, If or immediately well. dieas gets his savemust aFortitude make (DC 5+target’s HDor character the kensai back, power transferred is before the instilled later, when dies out back of it the ally.the ally transfers If powerthe recipient. 1hour The the instilled kensai regains save base of amount his to the same bonuses transfers and all level bonus perpoint class and/or attack base his from any or up to someHe 1 power of subtracts his transfers to the ally: touch. he The can ally kensai then into awilling ability own his of some impart to level) character or HD target’s + 10 (DC to aConcentration make action check afull-round may take benefi the evasiona kensai has or improved evasion ability, those ofcheck aRefl instead (such afi as spell effect reball forced aRefl to make a+2 morale bonus on gain these checks. allies saves,on Will ConcentrationLawful rolls. attack and checks, within 30 feet of them. When around a those warlords fi inspire Ki ki warlord, allies gain a +1 morale bonus for.barter might have another character other and to things resources, shelter, food and providing as to minor access manner—such +5 unarmed strike +12 (2d6+7, unarmed +5 Multiclass Note: Multiclass Instill (Ex): Once per day,Instill akensai level of 8th or higher (Ex):Withstand When a kensai of 5th level or higher is ts apply Concentration on this check well. as When a kensai attains 10th level, When he attains akensai gains A samurai, paladin, or monk who becomes becomes who monk or paladin, samurai, A other to Hepetition right the ts. has ex save to avoid damage from an area ex save to resist taking full damage. ex save If full to resist taking +5 unarmed strike unarmed +5 ), he can make aConcentration make he ), can llment of his oath. As long As as oath. of his llment ); SA fl +5 unarmed strike unarmed +5 Human monk 7/kensai 8; 7/kensai monk Human 8; at-footed 19; Base Atk +13; at-footed Atk Base 19; urry of urry blows, signature ) or +21/+21/+17/ or ) ); Full Atk ghting damage, he takes no damage with a successful saving throw. saving asuccessful with no he damage damage, takes to aRefl attempt him allows mally weapon. amagic with blow the reduction were damage if as with madea creature damage rolls. fi reduced. not is hand off his with bonus on damage attack the his case, any In attack. attack(s) the other and for regular the extra his weapons, such he one two uses for with armed If unarmed. Shen can make the extra attack either with that weapon or or siangham, nunchaku, akama, with armed If action. next Shen before might make his of opportunity attacks affects applies for it 1round, so apiece.penalty This a –1 penalty take round that in made attack other each and attack this but or a spe cial monk strike unarmed an per round with attack weaponto one make extra strike). at his highest (unarmed Focus base Weapon attack bonus, Finesse, Weapon Fist, Stunning Attack, Mobility, Spring Improved Disarm, Refl Combat Expertise, Combat +23; Tumble +8, Ride +28, Jump +20, +7, Intimidate Information Gather +25, belt, ring of invisibility, longsword. of belt, masterwork ring spell. rather than a Refl over several uses. wounds own out per day,his healing spread this he and can the enchantment from effects school. and spells against is. were feet 30 it fall the actually shorter than if as Hedamage takes it use to slow descentcan falling. his while thropy. mummy as such rotlycan- and diseases except for magical forbonus to4rounds. Strength (DC beyond use 15, +5for the fi daily each HD) or die aswell. Shen must save succeedon aFortitude (DC 5+recipient’s save bonuses to the recipient for 1hour. the recipient If dies, uptransfer bonus to baseattack of 8points and/or his base check (DC 10 +target’s to action level or HD) afull-round as 16, Con 10, Int 13, 16, Wis Cha8. +7, Fort SV LG; AL +10, +14; Ref 12, Dex Will withstand; Str wholeness mind, of body, still 30 purity ft., slow fall (magic), powerweapon, strike surge, ki SQevasion, instill, them a+5 enhancement and giving bonussts, on attack Instill (Ex): Instill Balance +15, Concentration +18, Diplomacy +18, Diplomacy Concentration +15, Feats: Balance and Skills Evasion (Ex): If Shen is exposed to any effect that nor-Ki Strike (Su): Weapon (Su): Signature action of Blows attack Flurry (Ex): Shen may afull use Possessions: (Ex):Withstand (Ex): Mind Still (Ex): Fall Slow Purity of Body (Ex): Power (Ex): Surge Shen can cure up to 30 points of of points 30 to up cure can Wholeness of Body (Su): Shen

Bracers of armor +4, 4javelins +4, monk’s lightning, of armor of Bracers Once per day, ShenaConcentration make can ex save to avoid damage from an area effect ex save effect area to avoid an from damage Shen’s unarmed strike can deal damage to damage deal can strike Shen’s unarmed When within arm’s reach of a wall, Shen arm’s reachof awall, When within Shen gains a +2 bonus on saving throws a+2 throws Shen bonus on saving gains Shen aConcentration make check can Shen aConcentration make check can Shen has immunity to all diseases Master Shen has imbued his ex saving throw for half for throw half ex saving rst) to gain a +8 exes, Dodge, CHAPTER 2 PRESTIGE CLASSES 53 Wisdom of Knights of of Knights knight with a a with knight er. spell’s level, so a spell’s level, of at least 10 + the + the least 10 at of ciency: 10 or lower can not castnot can lower or 10 have a Wisdom score have ciency with any weapon or or with weapon any ciency 2 + Int modifi 2 + Int a knight the Chalice of must Beginning at 1st level, a knight Beginning level, 1st at these spells. Knight of the Chal- number of divine of cast spells.number a spell, To Spells: er. When the knight 0 spells When gets er. of day per the Chaliceof gains the ability cast to a armor. Weapon and Armor ProfiWeapon the Chalice gain no profi no gain Chalice the

Chalice class. prestige All following the are of class knight the the of features of ice bonus spells bonus ice and saving are Wisdom, based on throws against + the knight’s + spell these spells level a DC 10 of have Wisdom modifi spells instance, a 1st-level for 1st-level (for spella given level gains she spellsknight), the bonus be only entitled would she that spell for score level. Wisdom her based on to Knowledge (religion) (Int), Profession (Wis), and Sense Sense and (Wis), Profession (Int), (religion) Knowledge Motive (Wis). Skill Each at Level: Points The knightThe the Chalice’s of class skills ability the key (and Diplo- Craft each skill) (Int), for (Con), are Concentration (Int), planes) (the Knowledge (Cha), Intimidate (Cha), macy Class Features Class Skills A knight of the Chalice of the A knight ghting demons and other evil and other ghting demons +8. Lawful good. d10. Knowledge (the planes) 5 ranks, planes) (reli- (the Knowledge Knowledge Able to cast divine spells, including protection protection including spells, divine cast to Able

ll all criteria. following the

To qualifyTo a knight become to the Chalice, of a character must fulfi Alignment: campaign against a demon. Die: Hit Base Attack Bonus: ally a group of of while the adventurers party in a is engaged Skills: ranks. 10 gion) Spells: evil. from of the Chalicethe of could become a temporary NPC knights some- NPC knights adven- gather times turing bands around combat for themselves support. A knight crusaders, maintain- crusaders, looseing connec- only theirtions order. to or bards enough have extermi- to dedication take to demons nating up this class. Knights of the Chalice are often lone drawn to the order’s cru-drawn order’s the to andsade, cannot qualify as untilknights reaching monks Few high levels. rogue, fighter, and even and even rogue, fighter, wizard or sorcerer. Wizards are rarely and sorcerers Chalice is typicallya paladin/ ranger or a cleric/ranger. Char- acters with minimal as a levels ranger/paladin or ranger/cleric can qualify if even they have more levels in other classes— character A qualifies who for the of entrance Order the into A knight of the Chalice an of is elite knightly a member organization fi to devoted creatures these hatred of that a pious by Motivated outsiders. Mate- evil the of principles the invade andembody routinely rial Plane, knights the Chalice of learn tactics and gain in them special abilities help to crusade. their

Requirements KNIGHT OF THEKNIGHT OF CHALICE 54 CHAPTER 2 PRESTIGE CLASSES Table The 2–19: Knight the of Chalice one demon may dismissed in this way byone censure any this single demon in may dismissed it hadbeen the subject if ofplane as a second Will level, must and class knight’s succeedon a it stunned is acensured demon the If save fewer has twice than Hit Dice (same DC)holy power for 1round. or be level the knight’s class by twice the knight’s than stunned is sent Acensured demon to or whose greater equal Hit are Dice back to itsCha modifi home level Chalice’s ofthe class knight Chalice’s +the ofthe knight 30feet save must succeedonwithin (DC aWill 10 +the any ability, demon this uses of Chalice the When aknight good. planesenergy of the lawful celestial from channels positive energy, of Chalice the aknight channeling than Rather undead. censure demons, much turn clerics as Demons Censure (Su): bonus (if any). favored the knight’s with enemy stack These bonuses all outsiders. evil against she checks outsiders, makes on ability and evil opposed from attacks against throws saving gets bonus the same on Will outsiders.checks when evil against She she usesthese skills applies Sense Listen, to Motive, Intimidate, also Spot and A1st-level +1 of Chalice’s competence the knight bonus level,advances in shown as on Table 2–19. These these creatures. bonusesbating the knight as increase 1d6 com- in of due points extra damage an to her expertise she attack, deals outsiders. asuccessful On evil against rolls gets a+1 of the Chalice competenceknight bonus on attack benefiof special Fiendslaying (Ex): its place). in spell cure a to cast loseaspell acleric does(thoughas cannot aknight just spells prepares casts and ofprepare. the Chalice Aknight freely which to choose can and on the list to anyaccess spell he below; has appears list spell Chalice’s ofthe The knight level of 2nd of Heaven of Chalice the Courage (Su): Aknight or higher is immune to fear levels class every two she possesses. effects may attempt Aknight to censuredemons once per day for cast or created by HD fi this second Will save, check for the demon with the lowest make to required is demon one than more if attempt; demons t + + + + — 1 0 1 1 1 2 1 2 2 1 1 — 2 2 1 — 1 2 — — 1 1 Day — per —Spells — 1 — — 1 2 0 — 0 1 — 1 1 4th 0 3rd 1 2nd — 1/day aura Holy +4/+4d6 Fiendslaying 1st — Courage ofheaven (radius) +3 +3 — — +3 +2 Fiendslaying+3/+3d6 +3 +7 +2 (enchantment) ofheaven Courage +2 1 +6 +2 Consecrated casting +2 +6 +1 +2/+2d6 Fiendslaying +2 +5 +1 +10 +1 Censure demons, courageofheaven(fear) +5 +1/+1d6 +9 +1 Fiendslaying +1 +4 +8 +0 +1 +4 +0 +7 +0 +3 10th +6 +0 +3 9th +5 +2 Will 8th +4 Ref 7th Fort +3 6th +2 5th +1 Special 4th Base Save 3rd Save Save 2nd AttackBonus 1st Level rst. er) or becensured. ts in combat with evil outsiders. A 1st-level Knights of the Chalice gain anumber gain Chalice ofthe Knights Knights of the Chalice can can Chalice ofthe Knights dismissal dismissal spell. Onlyspell. Knight of the Chalice Spell List Spell Chalice the of Knight Sample Knight of the Chalice the of Knight Sample level, spells cast by the character on evil outsiderslevel, by on the character cast evil become spells Consecrated Casting 20feetof Chalice. the of knight the within (Ex): level allies At 8th higher, to and extend all immunities these created byoutsiders, evil including and charms suggestions. or cast effects and to enchantment immune spells also ice is outsiders. At5th levelevil higher, and of Chal- the aknight list. ing follow- the from spells their choose of Chalice the Knights may apaladin. continue as advancing Chalice the knight. they strike if blinded infl mental and spells, the attacks, but against it wardsthe knight only. by a10th-level cast The cleric, aura’sthe spell as is effect to create aholyability aura Holy Aura allows. spell the throw any saving to overcome the target’s spell resistance and +2 to outsider, thegets evil an add +2 DC tocaster level the knight’s of check diffi more composite longbow greatsword bane outsider +1 evil footed 21; +21 +14; +19; Atk Atk Base melee Grp (2d6+8/19–20, +1;6d10; hp Init 20 69; Spd fl ft., CR HD5d8 humanoid; Medium 15; plus 6; plus 4d8 Chalice Estrella Montenegro: ally planar lesser deity, the of aspect lesser weapon, magic greater smite, holy evil, shout, summon monster III. light, searing elements, from prayer, protection vestment, magic evil, alignment. undetectable II, ster mon- summon weapon, spiritual burst, sound elements, resist ance, from evil, remove fear, summon monster I. fear, remove monster summon evil, from protection weapon, magic elements, favor,divine endure doom, 2nd Level: 2nd 1st Level: 1st Note: Multiclass 4th Level: 4th Level: 3rd uence of evil outsidersuence of only, evil outsidersbe can only and evil cult to resist. When the knight casts a spell that tar- to aspell When resist. cult casts the knight A 10th-level knight of the Chalice has the the has ofChalice the (Su): A10th-level knight

dispel magic, invisibility purge, magic circle against bless water, bless weapon, detect chaos, detect evil, evil, detect chaos, detect weapon, water, bless bless aid, align weapon, bull’s strength, consecrate, endur- consecrate, bull’s weapon, strength, align aid, dimensional anchor, discern lies, dismissal, dispel dispel dismissal, lies, discern anchor, dimensional . [+5 Str bonus]); Full Atk +21/+16/+11 [+5 Atk bonus]); Full Str melee A paladin who becomes Apaladin of aknight the Elf ranger 5/cleric 4/knight of the once per day that affects herself herself once per day affects that ) or +17 ranged (1d8+6/×3, +1 y 40 ft.; AC y 40 21,ft.; touch 10, fl When a knight reaches 4th reaches 4th When aknight at- CHAPTER 2 PRESTIGE CLASSES 55

; delay delay divine favor, align weapon 1st— +1 composite+1 long- ghters seeking ghters a , 2nd— (2/1/1; save DC 11 + +5. +3, 20 arrows. nd much to appreciate in the knight knight the in appreciate to much nd bless weapon, detect evil; a magicaluence beast with an Intelligence Lawful neutral lawful or good. rst duty of knight protectors is to this code code this to is protectors knight of duty rst d10. (2), detect poison, light, read magic; bear’s endurance, strength*,bear’s bull’s lesser restoration. magic evil. against circle +3 full +3 Str plate, bonus), gauntlets of ogre (+5 power +2, winged ll all criteria. following the EstrellaWild (Ex): Empathy attitude the can of improve 0— + spell DC level): 11 save (5/5/3; Prepared Spells Cleric (1; save DC 11 + spell level): 1st— spell + DC level): 11 save (1; Prepared Spells Ranger Knight of theKnight Chalice Prepared Spells greatsword bane outsider evil +1 Possessions: an animal can check in a Diplomacy improve same the way if 1d20+3 or rolls 1d20+7, She being. attitudethe a sentient of faith; infl of to attempting shield fear, 2. 1 or of score remove evil*, from protection magic detect shield, entropic 2nd— To qualify a character must To a knight protector, become to fulfi Alignment: Base Attack Bonus: acters dedicated to restoring the ideals of knightly chivalry chivalry knightly of ideals the knight the are martial proud, the protectors char- few, The restoring to dedicated acters see moral decay protectors The forever. fade they before embraces brought them, around that world the in look they everywhere behavior of code rigid a to a lapse by on in ethical Like behavior. paladins, knight adhere protectors chivalry, Unlike and courage. honesty, as honor, such values paladins, fi the stands, than a it or a deity rather which to and ideals the for is expected A protector display ideals these to in order. holy service the or all aspects his of behavior and throughout all his actions and chivalry of be. may they arduous orders deeds, however other as such from backgrounds honor of come knight Many protectors loyalty, and a powerful Paladinsof master. and ex-paladins are most the lawful and clerics knight of protectors, (such common deities fi as well as Heironeous) or Cuthbert St. as ideal often fi higher classes, other most of Members conduct. of code protector’s particularly dedica- the or spellcasters, interest the lack either path. this pursue to tion wandering alone, are found often NPC knight protectors idealistic or protect to looking people worthy to for lords serve. What little bond or organization exists between knight protectors is extremely strong—whether a knight protector a samurai, or liegeman, a each feels a baron, a lowly once was kinship his better days. to compatriots and a longing for Die: Hit *Domain spell. Domains: Good spells good caster (cast +1 at gain +4 1 round). Str to bonus for Strength (1/day level), 1st— spell level): poison. bow boots, cloak of resistance 3rd— Requirements KNIGHT PROTECTOR KNIGHT [+5 Str [+5 ) or +17/+12/+7 ) or +17/+12/+7 spell). Only one [+5 Str bonus]) or or Str bonus]) [+5 ). endslaying turn +3/+3d6, +1 composite longbow When EstrellaWhen casts a spell Estrella has an eagle as an Any demon within Any of demon 30 feet Estrella has a +3 bonus on attack Estrella on rolls bonus has a +3 , except that Estrella can handle it as a a as it handle can Estrella that except , Immunity spells magic to sleep and , Weapon Focus (composite longbow), longbow), (composite Focus Weapon , B Concentration +7, Intimidate +8, Knowl- +8, Intimidate +7, Concentration +1 evil outsider bane greatsword bane outsider evil +1 rst. Monster Manual Estrella is immune to fear fear to Style EstrellaCombat (Ex): She archery. has selected immune is Estrella (Su): Courage Heaven of Elf (Ex): Traits Estrella (Ex): Enemy gains Favored a +4 her on bonus Censure (Su): Demons Animal Companion (Ex): Fiendslaying (Ex): Skills and Feats: free action and spells share if is the companion within 5 feet Player’s the of 36 page Handbook(see gains without having the the feat normal Rapid meet to Shot prerequisites. spellseffects and enchantment and effects by cast created or evil outsiders. againsteffects; saves to enchantments; entitled on bonus +2 concealed or within a secret of a Search when check 5 feet door. and Survival Spot, Motive, checks when Listen, Sense Bluff, using skills these same the against gets evil She outsiders. damage rolls weapon on againstbonus evil outsiders. Against skill these gains on bonus she undead, a +2 checks damageand weapon rolls. on Estrella must succeed on a DC 18 Will save or be stunned stunned be or save Will 18 DC a on succeed must Estrella or with 11 Dice. Hit A demon if 1 round more or hasfor 12 it be or Will DC save 18 a second succeed on HD must fewer dismissal the (as plane home its back to sent Weapon Focus (greatsword). Weapon described this feat 3 of in Chapter *New book. an imal companion. Its statistics are as described on page 272 statistics 272 imal Its page are as described on companion. an of the against evil On a successful outsiders. deals attack, an she extra also points 3d6 damage. of She competence has a +3 checks and Spot Intimidate, Motive, Listen, Sense on bonus against Will evil on bonus and a +3 saving outsiders, throws and opposed ability checks against evil outsiders. demon is dismissed per censure; check for the lowest Hit Die Die is Hit dismissed lowest the demon censure; per for check fi demon (Ex): Casting Consecrated any on bonus a +2 receives she an targets that evil outsider, spell resistance target’s the overcome to check level caster saving DC the any to of bonus throwand spell the a +2 allows. edge (the planes) +5, Knowledge (religion) +10, Listen +11, +11, Listen +10, +2, wild empathy; AL LG; SV (religion) Fort +16, Ref Will +11, Str +11; 20, Cha 14. Wis 13, 10, Int 10, Dex Con 12, Knowledge +5, planes) (the edge Survival +9; +11, Spot Divine +9, Vengeance*, Motive Sense Attack, Extra Endurance, Vigor*, Turning, Track Rapid Shot, (2d6+8/19–20, ranged (1d8+6/×3, +1 composite (1d8+6/×3, ranged longbow ranged (1d8+6/×3, +15/+15/+10/+5 fi 3/day, demons censure SA bonus]); casting, SQ animal consecrated companion, 9/day; undead elf (fear), heaven of courage (enchantment), heaven of courage undead enemy evil +4, favored outsiders traits, enemy favored 56 CHAPTER 2 PRESTIGE CLASSES Table 2–20: TheTable Knight 2–20: Protector Class FeaturesClass Class Skills Class and spiritual embodiment of high ideals. All his allies gain a gain allies his All embodiment ideals. of high spiritual and Shining Beacon 1st. beyond (Su): by increases 1for transfer hepoints levels every three can number number). of worse same bythe Class The maximum Armor own his (making to ally the Class of Armor 2 points up to protector hetransfer the knight does, than can Dice who fewer has 5feet ally of an Hit protector within is knight when a Defensive of any turn (Ex): Stance Atthe start profi Profi Weapon Armor and Points Level: at Each Skill royalty) and (nobility (Int), (Dex), Ride Spot (Wis). and Knowledge (Cha), Intimidate (Cha), Diplomacy are skill) (and for the key each ability The protector’s skills knight class Feats: 6ranks. Ride alty) 4ranks, Skills: lose this bonus. this lose para- is protector knight lyzed, unconscious, rendered or otherwise the helpless, allies his If character. the of feet 10 within morale bonus on when+4 fear saves effects they against stand class. prestige features protector of the knight of class are the following All Mounted Combat, Power Attack. ranks andadherestotheCode. propriate gear, fromtheorder foraslongheremainsinits expect toreceiveroomandboard, aswellamountwithap- ment, andmustadheretotheorder’s codeofconduct. A knightprotectormustbeoflawfulneutralorgoodalign- THE CODEOFKNIGHTPROTECTOR 10th +10 +3 +3 +7 Defensive stance +5, +5, stance Defensive 2 Nomercy +7 Besteffort+4 +6 +3 +4 stance Defensive +6 +3 Nomercy1 +3 +5 +2 retributive +3 +3 effort Best +5 +2 +2 +10 Defensivestance+3 +4 +2 +9 +2 attack 10th cleave Supreme +4 +1 +8 +2 9th +3 Besteffort+2,IronWill +1 +7 +1 8th +3 +1 +6 +1 7th +2, stance Defensive +5 +0 +1 6th +2 +4 5th +0 +0 +3 4th +0 +2 3rd Will shining 2nd Ref +1 Fort Special Attack 1st Save Save Save Bonus Level Base beacon pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Support: Theordersupportsitsown.A knight protectorcan ciency with towerciency with shields. Armor Profi Diplomacy 6 ranks, Knowledge roy- and (nobility Diplomacy 6ranks, ciency (heavy), Cleave, Great Cleave, A knight protector Aknight the physical is ciency: 2+Int modifi Knight protectors gain gain protectors Knight er. Sample Knight Protector Knight Sample Protectors Ex-Knight Deathbeforedishonor. Personalgloryaboveallinbattle. flowering ofthechivalricideal. Combat isglory;battlethe truetestofself-worth;waristhe Respectforallpeersandequals; courtesy toalllessers. Defenseofanymissionuntodeath. Courage andenterpriseinobedience totheorder. The Code: Best Effort (Ex): Effort Best Mathurin: levels protector. aknight as may and no longer of prestige the features class advance in class the code for supernatural no adequate reason losesall violates knowingly and protectorA knight who willingly class. knight protector may continue advancing in his original foe. the same against one retributive attack but never one He more per round. may more than make than one), bonus (minimum Charisma to his per day equal attacks anumber make protector of retributive can Aknight hit. 10 on of damage asuccessful points extra an deals bonus (if any)and roll Charisma tector attack adds his to his pro- knight the attack, aretributive ally. Whenhis making felled that the creature against aretributive make attack can protector rendered is helpless or unconscious, the character (Su): Attack Retributive stacks with the benefi benefi This per round. of opportunity attacks extra two as +1). many level as make At9th higher, and can character the he hadthe Combatif Refl per round (as of opportunity attack toone make extra ability No (Ex): Mercy Cleavethe or Great Cleave feat. when step between attacks using a5-foot protector take can Supreme Cleave (Ex): abonus as feat. Will Iron (Ex): Will Iron At2nd level, protector gains aknight bonus by 1for increases This levels every three beyond 2nd. check. before he the skill makes ability this hethat using is check he once makes, per day. The must character declare at 2nd level, abonus protector on any aknight one gains skill Beginning of focus effort. tector’s special often requires goals Grp +21; +24Grp Atk melee (1d10+7/×3, waraxe dwarven +2 +1; 20 Spd AC 26, touch 11,ft.; fl HD6d10+12 humanoid; Medium Init plus hp 10d10+20; 120; +18/+13/+8/+3 ranged (1d8+6/×3, +18/+13/+8/+3 (1d8+6/×3, ranged +24/+19/+14/+9Atk (1d10+7/×3, melee ranged (1d8+6/×3, longbow +1 composite Multiclass Note: Multiclass Dwarf paladin 6/knight protector 6/knight CR 10; 16; paladin Dwarf At 6th level, At6th the protector aknight gains The daunting nature of the knight pro- A paladin or samurai who or becomes samurai a Apaladin t of the Combat Refl exes feat and a Dexterity modifi exes feat aDexterity and Beginning at 3rd level,Beginning aknight If an ally of a 10th-level knight at-footed 25; Base Atk +16;at-footed Atk Base 25; +1 longbow composite +2 dwarven waraxe dwarven +2 [+5 Str bonus]); Full [+5 Full bonus]); Str exes feat. ) or +18 [+5 Str er er of ) or t CHAPTER 2 PRESTIGE CLASSES 57 Illus. by W. England bless belt of belt ) that has +2 (+5 Str bonus), Str bonus), (+5 Mathurin is immune to all to diseases, immune is Mathurin Mathurin can hit points cure of 18 (2; save DC 11 + spell level): 1st— + spell DC level): 11 save (2; +4 bonus on ability checks to resist resist to checks ability on bonus +4 Mathurin gains saving on bonus a +3 As the spell, week. per once Mathurin’s special Mathurin’s is a heavy mount Mathurin can make two extra attacks of At will, as the spell the same of name. (Sp): +1 composite+1 longbow statistics).gured above the into (Sp): , (Sp): Divine (Su): Grace (Ex): Divine Health Dwarf (Ex): Traits Lay Hands on (Su): Mount Special No Mercy (Ex): No Remove Disease Possessions: adamantine +3 full plate, heavy+2 steel shield, +2 Detect Evil Detect Paladin Spells Prepared being bull rushed or tripped; +2 bonus on saving throws throws throws fi (already saving on bonus +2 including magical diseases and lycan- rot such as mummy tripped; or thropy. rushed bull being against poison, spells, and spell-like effects; on bonus +1 attack rolls against and goblinoids; orcs AC +4 to bonus against giants; Appraiseon Craft or bonus +2 checksrelated metal. or stone to 10 within allies Mathurin’s of All (Su): Beacon Shining gain againstfeet a +4 saves effects. fear on morale bonus If Mathurin otherwise is or paralyzed, rendered unconscious, Player’s Handbook allies the her lose thishelpless, bonus. of 45 page (see warhorse Dice,Hit a +4 natural to bonus Strength, +1 armor, and the with link empathic an has Mathurin evasion. improved and canmount spells share and saving throws with She it. hours as a full- 10 to up can for day per call once mount her action.round wounds per day. per wounds round. per opportunity weapon, protection from evil. dwarven waraxe

giant Strength +4, amulet of health +4, cloak of Charisma +2. detect detect A knight protector A knight If one of Mathurin’s allies is is allies Mathurin’s of one If Mathurin can take a 5-foot step Mathurin is immune to fear (magi- , Mobility, Mounted Combat, Power Power Combat, Mounted , Mobility, B As a 3rd-level cleric. As a 3rd-level Mathurin’s aura of good (see the Mathurin can a +4 skill add any to bonus Diplomacy +26, Knowledge (nobility and Knowledge +26, Diplomacy spell) is cleric. equal a 6th-level that of to Aura of Good (Ex): of Aura 5 to up Best Effort (Ex): transfer can Mathurin Stance (Ex): Defensive Skills and Feats: Retributive Attack (Su): EvilSmite Mathurin (Su): attempt may to smite evil with (Su): Undead Turn Aura Courage of (Su): Supreme Cleave (Ex): (Ex): Cleave Supreme cal otherwise). or Allies gain her of a +4 within morale feet 10 saving on bonus throws against effects. fear good day. per once check her reducing feet, 5 within ally an to Class Armor of points same the by amount. AC cleave, turn undead 6/day; SQ aura of courage, aura of good, bonus]); good, SA retributive of attack smite evil aura supreme 3/day, 2/day, courage, of aura SQ 6/day; undead turn cleave, Cleave, stance +5, best defensive effort +11; 3/–, +4, damage reduction Spot evil,detect divine grace, divine health, dwarf +6, traits, on lay disease, shining special beacon, 2, remove hands, mercy no Motive Sense mount; AL LG; Will SV Ref Dex +9, Fort 13, +13, Str +13; 21, +20, Cha 16. Wis 12, 12, Int 14, Con Ride +5, royalty) Iron Will Cleave, Great Attack, Weapon Focus (dwarven waraxe). Focus (dwarven Attack, Weapon can a retribu- make she unconscious, or helpless rendered attacktive against gaining ally, the creature the that felled a attack the on roll bonus and dealing+3 an extra points of 10 damage. attack her roll to attack. and +3 normal adds one melee She deals an extra damage. 6 points Smiting of a creature that is evilnot effect uses has no the ability but that day. for feats. Cleave Great or between attacks using the Cleave when 58 CHAPTER 2 PRESTIGE CLASSES MASTER THROWER MASTER Class Skills Class Requirements Table 2–21: The Thrower Master Hit Die: orprotectors personal as of the guard very rich. the city abilities to entertain. welcomedoften celebrations, and where at fairs their they use Some master throwersnonliving targets or in sport hunting, fi master throwers are ent made be against weapons. demonstrations such Since can pick up new tricks orwhere for demonstrate abilities they others their can and pointers from NPC specialists master with differ- throwers the sign. opponents theytheir return to seeif like they as enter hands their motions combat,ing with watching to on frequent handaxe a fi whirling a or point, its by dagger a cities gripping hand and members. their include to use identify Common a can sigils towns they ences. Some signs orders have or small developed sigils differ- their at nonlethal—ways least of settling peaceful—or incentive an to but fi it doesgive individuals those arises, master throwerstwo fi from prevent won’t camaraderie This differences. cultural or ment overshadows often that align- acamaraderie establish class brute strength over refl aworld clever in that to values survive quick deadly ofand, aim course, on depend throwers tactics. Master Members of this prestige reasonablesituation at all costs. Unless one hands. bare amonk, one is shouldwith avoid that javelin, or dagger, axe, a hand he mayfoe end his upfacing weapons way. the same thrown awayin tosses acharacter If Indeed, manyers. master throwers who seethose dabble of master throw- weapon mastersthink more traditional many how That’s herself.” disarming cleverly involves that amaster“Only thrower would invent anew of style fi skill) are Bluff (Cha), Bluff (Str), are Climb Concentration (Con), skill) Craft (and for the key each ability The master skills thrower’s class thrown weapon). fi to become amaster thrower,To must a character ful- qualify ll all the following criteria. all ll 5th +5 +1 +4 +1 Critical throw, thrown throw, thrown Critical SnatchArrows +1 trick weapon Thrown +1 +4 +1 +1 +4 Evasion weapon +3 +1 +0 +5 +1 Draw,thrown Quick +3 +4 5th +0 +0 4th +3 +2 3rd +2 +0 Will weapon 2nd Ref +1 Fort Special Attack 1st Save Save Save Bonus Level Base trick trick eld of blue. Many master throwers make phantom throw- Feats Skills: Bonus Attack Base : Point Blank Shot,: Point Shot, Blank Precise Weapon (any Focus Sleight of 4ranks. Hand d8. : +5. ghting each other if the need exes, good planning, exes, good planning, nd service in in nd service ghting nd nd Class FeaturesClass Skill Points Level: at Each Skill (Dex),Hand Spot (Wis), Tumble (Dex), Use (Dex). and Rope (Int), Jump (Str), Perform (Cha), Profession (Int), Sleight of normal whennormal she her makes attacks. as her opponents of opportunity get checkthe fails, attacks for If 1round. don’t provoke ofattacks opportunity attacks athreatenedweapon herweapon square, in thrown while thrown a with attack to attempting before foes) threatening succeeds on aConcentration check (DC 10 +number of Defensive Throw: multipliers. that increaseseffect critical The benefiused. multiplier of of ×4 ×3) instead a critical is when ability this weapon by one increases thrown (for has example, axe ahand Deadeye Deadeye Shot: Weapon taken has weapon for character the which Focus. more than once. Each trick may only be used with a thrown exchanged. trick Amaster the same choose thrower cannot of the masternent thrower’s may and repertoire not part be aperma- is Once chosen, the trick weapon thrown tricks. ing ever ability score has the higher the score modifi has ever ability check (which- check or Strength by the opponent’s Dexterity bonus opposed a+4 check with thrower aDexterity makes master the normal, as addition damage to doing in succeeds, the attack weapon. If the opponent athrown with against 5feet away. than attack farther anormal makes The character thrown weapon to make a trip attempt against Trip an opponentShot: attack. the against Class bonus to Armor Dexterity check, her the opposed she opponentIf wins denied is his Sleight of by check her Hand opposed target’s Spot check. amove use a to can make action ability this thrower with Sneaky Shot: bonus to either roll. Strength damage resolved separately, but the master thrower not does apply her for Damage weapon each is roll. attack asingle weapon with of each may two throw ability this a master thrower with other DM weapons), the may allow daggers; and shuriken, Palm Throw: weapons apply (see page 160 of the for fi weapon). penalties The normal off-hand bonus for her the Strength weaponeach (instead of one-half bonus to Strength feet. may30 The apply character her full weapons two throw action, atdard one ortargets two within Doubletoss: levels thereafter, amaster thrower one chooses of the follow- Weapon Thrown (Ex): Trick feat. Draw Quick Quick Draw: profi no class. prestige features of the master thrower class ofare the following All Weapon and Armor Profi Weapon Armor and ciency with any weaponciency with or armor. A master thrower with this ability may a use ability this A master thrower with A master thrower with this ability may, ability astan- as A master this thrower with Just before making a ranged attack, amaster aranged attack, Just before making The critical multiplierThe for critical any specifi t of this ability does not stack with any other with not does stack ability t of this When using little thrown weapons (darts, weapons (darts, thrown little When using At1st level, the amaster thrower gains If a master thrower with this ability ciency: 4+Int modifi At1st level every two and Player’s Handbook Player’s Master throwers gain er). Other modifi ghting with two er. c type of c type ). ers ers CHAPTER 2 PRESTIGE CLASSES 59 Illus. by J. Jarvis ); ); ); Full Atk Atk Full ); ex saving throw for ex saving throw for Lessia cannot be be cannot Lessia nding, uncanny dodge; +1 Small returning+1 javelin When using a thrown When Just before making a ranged +1 Small returning+1 javelin Balance Concentra- +6, Bluff +16, at-footed 24; Base Atk +11; Grp +8; Base 24; Atk +11; at-footed +1 save DC for illusions, +2 bonus bonus +2 illusions, for DC save +1 Gnome rogue 9/master thrower 5; CR 5; CR thrower rogue 9/master Gnome Against attacks a +2 traps, by Kurag gets attack instead a normal of attack. If her the attack apply does not hits, she larger, Lessia can make a ranged touch touch ranged a make can Lessia larger, If Lessia succeeds succeeds Lessia If Throw (Ex): Defensive Strength the damage. to bonus Evasion (Ex): If Lessia (Ex): is exposedEvasion effect any to Weak Spot (Ex): Quick Draw, Snatch Arrows, Weapon Finesse, Arrows, Snatch Quick Weapon Draw, weapon against size Medium of or weapon a target cal (javelin), Point Blank Shot, Precise Shot, cal Precise Blank Shot, (javelin), Point Shot, of + number 10 (DC check a Concentration on Armor to bonus dodge and Class. a +2 ex saves Weapon Focus (javelin). Sneaky (Ex): Shot threatening foes) before attempting to attack her thrown weapon attacks don’t provoke attacks thrown attacks provoke her weapon don’t opportunityof 1 round. for

Open Lock +18, Search Sleight +11, of Hand +25, Intimidate +1, Jump –2, Move Silently +16, +16, Silently Move –2, Jump +1, Intimidate +25, attack. +23, Tumble +23; Acrobatic, Improved Criti- Improved Acrobatic, +23; Tumble +23,

Skills and Feats: tion Diplomacy +11, Disable +1, Device +13, Hide his Dexterity Armor to bonus Class against the with square, while a thrown in a threatened weapon 10, Int 13, Wis 10, Cha 8. Wis 13, Int 10, 10, she wins the opposed check, her opponent is denied is denied wins opponent she opposed the her check, AL Will CN; SV Fort +4, Dex +4; 22, Con Ref +16, Str 14, attack, Lessiaaction make can to a Sleight use a move check. Spot If target’s opposed Hand her check of by Gnome Traits (Ex): Traits Gnome uncanny dodge, trapuncanny trapfi sense, dodge, Trap Sense (Ex): Trap Improved Evasion (Ex): If (Ex): Evasion Improved Lessia is exposed to any effect Improved UncannyImproved Dodge (Ex): spot; SQ evasion, gnome traits, improved evasion, improved improved evasion, traits, gnome improved spot; SQ evasion, level. anked least 13th a rogue at by of except fl Refl on bonus that normally allows her to attempt a Refl half takes damage, damage she no with a successful saving throw. against attack saves on illusions,on bonus rolls +1 against against AC giants, to +4 and bonus goblinoids, dodge kobolds checks. Listen checks and Craft on bonus +2 (alchemy) that normally allows her to attempt a Refl half takes damage, damage she no with a successful saving throw and half only damage a failed on save. Lessia Skyleaf: Skyleaf: Lessia Init +6; 45; 5d8; Small hp plus Spd humanoid; HD 9d6 14; fl 19, touch ft.; 24, AC 30 or Small masterwork rapier) (1d4+2/18–20, melee Atk +19 +20 ranged (1d4+3/19–20, or Small rapier) masterwork (1d4+2/18–20, melee +19/+14/+9 ranged (1d4+3/19–20, +20/+15/+10 sneak attack sneaky weak throw, +5d6, shot, defensive SA Sample Master Thrower Player’s the t of ex A master thrower A master thist of ability stack does not At 5th level, a master thrower gains thrower a master level, At 5th A master thrower gains thrower A master benefi the When wearing When takes half only she savingex damage throw, t of the Improved Trip feat. Trip Improved the t of A master thrower can thrower A master gain this abil- ). wins If thrower master the opposed the the check, ability. the t of Critical Throw (Ex): At 2nd level, a master thrower gains thrower a master level, At 2nd (Ex): Evasion the Improved Critical feat for any thrown with any Critical weapon for feat Improved the Focus. has Weapon which she the evasion ability. If she makes If ability. a successful she the evasion Refl a failedon save. Arrows: Snatch saving throw against an attack that normally deals half instead a successful damage on takes she save, can damage.no be Evasion used if only the is wearing thrower master light armor or (such thrower master armor. A helpless no paralyzed) gain or is unconscious does not the who as one benefi If the character already gains ability, he has the evasion like works eva- evasion instead. Improved evasion improved that while character except the stillsion, takes damage no on a successful Refl Snatch Arrows feat at 4th if level, even does she not meet the prerequisites. threat of a critical hit, roll to confi rmseparately. each critical hitSpot: Weak ity after only using a When reaching level. 5th size againstthrown or her of weapon a target the character canlarger, make a ranged touch attack instead a normal of attack. If attack the hits, Strength her apply does not thrower the master the damage. to bonus Class each of each Damage opponent opponent. for If attackthe roll results in the separately. is resolved attack two opponents adjacent to to attack adjacent two opponents take may a –4 she penaltyeach other, the on attack at both hit roll to opponents and attempt both, neither or attack either, The hit may once. the roll depending on and the Armoropponent with One Blow: a Two If abil- this with thrower master ity uses to a thrown weapon attack regardless of how many many how of regardless opportunity making for this attack opponents threaten her. with the benefi the with Toss: Tumbling light, medium, or no armor, a ability this with thrower master can a single thrown hurl weapon point any duringat a tumbling attempt as a standard action. If is check Tumble her of result the thrower master the higher, 25 or an attack provoke of does not may apply on this opposed check (see page 158 of the of this on 158 page apply opposedmay check (see Handbook opponent is tripped. The benefi 60 CHAPTER 2 PRESTIGE CLASSES MASTER OF THE UNSEEN OF THE HAND MASTER Class Skills Class Requirements The theTable of Unseen Hand 2–22: Master mid-level fi selves themselves out attaching mercenaries, to of as agroup to the ground—or even high into the it to using hurl and telekinesis opponentsthem with sky.arming Some hire them- of fi the thick the found often are hand in unseen masters of the suited to are warfare, abilities their Because ghosts,beholders,anki, even and demon. the occasional githy- as such telekinesis, to use ability the innate with tures Asignifi well. as the class alevel take in or two some and wizards hand, of unseen the Sorcerers to become characters the most are likely masters to telekinesis. use the ability with creatures thatincludes group outsiders now otherare and aloose-knit hand themastersof theunseen telekinesis, of their limits of sorcerers acabal who to push learned the Originally potent versatile and combatants. hand mastersof the unseen makes of telekinesis of the craft thought. Their asingle enemies mastery with disarming and force, invisible fl with foes their crushing delightMasters hand of in the unseen shield. elven chain, gloves of Dexterity +2, quiver of Ehlonna, ring of force javelins, masterwork 2daggers, rapier, 3darts, 5shuriken, footed. even Class when bonus to Armor caught fl her Dexterity herher to allow She doso. senses would retains normally 20. higher when than aDC has a trap task the ability for each skill) are Concentration are (Con), for (Int), skill) each ability Craft (and the key The skills master hand’s of the unseen class ability. or supernatural a spell-like nesis as fulfi must to become acharacter amasterhand, of unseen the To qualify t + + + + Flingskyward +4 thrust, violent Improved +1 telekinesis Full attack +4 +1 +3 +1 +1 +5 wielder, Telekinetic +1 +3 telekinetic +1 5th level, caster Improved +4 +0 +2 +3 fl 4th +0 +0 sustained 3rd +0 +2 Will versatile concentration 2nd Ref +1 Fort Special Attack telekinesis 1st Save Save Save Bonus Level Base Hit Die: Possessions: react to DodgeUncanny danger (Ex): before can Lessia Trapfi Spells: Spells: Skills: nding nding (Ex): ll all the following criteria. all ll Concentration 8ranks. Able to cast the ghters who want to foes catch their by surprise. d4. +1 Small returning javelins 3+1 returning Small Lessia can use a Search check to locate aSearch use can Lessia massive objectssky, intothe inging cant minority of the order crea- minority are cant telekinesis spell, orto teleki- access spell, , 10 masterwork ight ghting, dis- at-

Class FeaturesClass level or higher can make a single attack with an unattended unattended an with level attack asingle make or higher can telekinesis of version ver power. By maintaining concentration on the combat maneu- telekinetic to his wielddevelops weapons with ability the Wielder(Ex): Telekinetic unseen hand is unable to maintain concentration. the violent thrust version, however, or if the master of the the fi ends after ability force. or spell-like The spell sustained using to return maneuver, then combat to switch force for sustained use then 2rounds, heFor can instance, one from to another orhe as ability, likes. switching spell to combine versions learns hand the three of the Versatile (Ex): Telekinesis use its blue slaadwho a2nd-level is would hand master of unseen the telekinesis casts hand unseen the of ability.sis For example, a10th-level sorcerer/3rd-level master ability) when telekine- his using by the spell-like determined (Wis), Profession (Int), and Spellcraft (Int). (arcana) Knowledge (Cha), Intimidate violent thrust versionsviolent of the ability, thrust however. to the combat action use astandard maneuver takes or still to the save equal centration of check telekinesis). DC DC It (Con- spell the caster by were a nondamaging if as distracted Concentration check asuccessful but requires nesis, so doing cast another spell while maintaining concentration on teleki- even doesn’t end). The can hand master ofability unseen the sion of telekinesis force ver- to the sustained action, use notaction, astandard ability. It telekinesis amove only his takes maintaining while becomes hand fi adept and of at unseen the moving Sustained Concentration (Ex): attempt. disarm took afoehand on from asuccessful The weapon one be wielded the master can of the unseen aweapon. wielding he’s telekinetically (such Weapon as Power and Focus donot Attack) apply when feats has weapon-related hand Any master the of unseen the creature with the telekinesis modifi level caster to his attempt equal is plus Intelligencethis his nity. The master of the weapon’sthe movement doesn’t of provokeopportu- unseen attacks hand’s feet 20 to base up except that weapon normal, Resolve as before attack the attack the attack. the moving bonus holding, is on he one or weapon to his caster level (whether from spellcasting actual levels or telekinesis. He adds his levels in master of relentless his on focus thepower the begins hand of the unseen unseen hand Improved Caster Level (Ex): noprofi gain hand handunseen prestige class. features of the master of class ofare the the following All Skill Points Level: at Each Skill Weapon Profi Armor and er (if a wizard) or Charisma modifi or Charisma er (if awizard) telekinesis spell-like ability as a10th-level as caster. ability spell-like (or concentration the so simply to maintain ciency with any weaponciency with or armor. , a master of the unseen hand of, amasterhand 2nd of unseen the supernatural or spell-like ability). ciency: A master of the unseen hand A masterhand of unseen the 2 +Int modifi A master of the unseen as a13th-level as caster, a and At 1st level, amaster of At 2nd level, amaster Masters of the unseen er (if a sorcerer or a a or sorcerer a (if er er. rst use of use rst telekinesis ghting

CHAPTER 2 PRESTIGE CLASSES 61 ); ); ); ); ) or +14 +14 ) or inging a a inging ight, ver- ight, , fl Bluff +21, +1 dagger to hurl a crea- a hurl to Human sorcerer +1 dagger ) or +14 ranged ranged +14 ) or ung if it overcomes overcomes it if ung telekinesis ing skyward, full attack When using the combat using combat the When Skills and Feats: 19, touch 14, flat-footed 14, touch 19, (1d4/19–20, 60; Init +2; Spd 30 ft.; AC 60; Init +2; 30 Spd +1 dagger melee Full Atk +11/+6/+1 17; Base Atk +11; Grp +10; Base Atk +11; 17; Atk +11 melee (1d4/19–20, (1d4/19–20, melee Atk +11 Diplo- +21, Concentration HD 12d4+12 plus 5d4+5; hp hp 5d4+5; plus HD 12d4+12

or when wielding a weapon weapon a wielding when or (1d4/19–20, thrust, wielder; telekinetic macy +8, Intimidate +13, ranged (1d4/19–20, +1 dagger (1d4/19–20, ranged SA fl violent telekinesis, improved 5; CR 17; Medium humanoid; humanoid; Medium 17; CR 5; SQ improved caster level, spell level, caster SQ improved resistance 18, sustained con-resistance 18, 12/master of the unseen of hand 12/master centration, telekinetic fl telekinetic centration, Rather than hurling a creature telekinesis effect. Sample Master of the satile telekinesis; AL NG; SV Fort Unseen Hand foe skywardfoe the ends immediately Malik Orbius: Malik +10, Ref +11, Will +17; Str 8, Dex 14, Str Will 8, Dex 14, +17; Ref +11, +10, thrust version of telekinesis thrust of version to hurl a creature as far as 170 feet feet 170 as far as creature a hurl to Con 13, Int 10, Wis 12, Cha 23. Wis 12, 10, Int 13, Con Spellcraft +20; Craft Staff, Dodge, Extend Extend Dodge, Staff, Craft +20; Spellcraft a master of the unseen hand uses the violent unseen the of uses hand violent the a master Fling Skyward Malik (Ex): can thrust use the violent Full Attack Telekinesis (Ex): Spell, Greater Spell Focus (transmutation), Greater Spell Pen- Greater Spell Focus (transmutation), Spell, Greater Spell Penetration. etration, Spell Focus (transmutation), telekinesis of version being fl can target straight avoid The up. with attempt the spell resistance if a DC or 21 on succeeds it Will At the beginning save. Malik’s of next action, falls it to feet 10 every pointsthe grounddamage of for and take 1d6 distance.of Flinging skyward foe a the ends immediately telekinesis effect. of telekinesis version maneuver FlingSkyward (Ex): the unseen of hand master a 5th-level target, another toward can thrust of use violent the version ture straight is spell allowed A target a Will up. (and save unseen the of effect. the master The negate to resistance) hand can lift a creature air the into a maximum distance of beginning At the caster level. per character’s the of feet 10 next action, creature the falls ground, the to taking 1d6 fallen.points feet Unlike of damage per 10 times other when ight ghter ghter A master of the unseen hand unseen of the A master spell, fl telekinetic spell spell fl y At 3rd level, a master of the the of a master level, At 3rd er telekinesis er (if a to lift himself himself lift to or wielding a weapon telekinetically, telekinetically, weapon a wielding or to support to creatures them, fall the to becomes more supernatural or supernatural or ight granted by the telekinesis At 4th level, a master of the of a master At 4th level, telekinesis and willing air. the creatures into action, the master With a move the unseenof 20 hand can move withfeet perfect maneuverability willingand can move creatures aswell. the unseen of hand master doesn’t The of all lift- creatures the move he’s to have master The hand. ing in same the direction, lifted any but unseen the of creatures master plummet to the ground if they the more move than from feet 40 unseenthe hand can lift smaller or Medium creature one (carrying maximum its up to three per load) caster levels. creatures, a Huge as two Medium counts creature A Large as two and creatures, so forth. Large counts creature Unlike fl formthe of violent thrust for 1d4 rounds. thrust 1d4 violent for A master Flight Telekinetic (Ex): of the unseen or hand4th of level canhigher use sustained the force telekinesis of version the unseen hand can’t make another spell-like on as a bonus ability) damage rolls if hurls weap- he using the a target. Finally, at ons violent thrust no longer ends the of telekinesis master the effect,but his Intelligence modifi Intelligence his modifi Charisma or wizard) a creature with or a sorcerer (if the magic dispel by if disrupted abruptly and immediately ends a lapse concentration. or in unseen the of hand’s master the Without place of his base attack bonus when his of baseplace attack when bonus making the attack roll, uses and he (Ex): unseen hand’s violent thrust ver- telekinesis of sion in uses his He level caster effective. ThrustImproved Violent unseen hand is as skilled as a fi in combat telekinetic maneuver using combat the When is combat. with melee telekinesis of version the master the of unseen hand can make a full attack, poten- trip- or grappling, disarming, nontelekinetic rushing, bull with attacking, as tially Just round. per once than more ping attacks, the unseen the of master hand gains an additional base 5 points attack of every attack bonus for base attack for level caster (using +1 above in the described as bonus description). Full Attack Telekinesis (Ex): ground immediately, taking 1d6 points of damage per feet 10 fallen (maximum 20d6). 62 CHAPTER 2 PRESTIGE CLASSES MINDSPY ring of protection +2, +1 +2, dagger protection of ring hand. door, enervation; flclairvoyance, y, bolt; lightning 3rd— ray; scorching thoughts, detect missile, shield, unseen servant; resistance; frost, of ray close, open/ message, hand, mage light, poison, detect magic, detect mark, level, 18 level DC +spell for 0— transmutations): expires. duration its when or spell the on concentrating stops he when ends the three versions of the telekinesis on 23 aDC Concentration check. spell while still concentrating on still while spell concentration amove as he another casts If maintain action. force versiontained of telekinesis theyplummet move if feet more 40 away than Malik. from creatures amove as maneuverability perfect The action. lifted four other Medium fl creatures caster. 17th-level bonus on roll. bonusthe damage a+6 and attack base it upto He 20feet moving a+23ing, has before attack. the hold- telekinetically is he one or weapon unattended an with for another 1d4 make violentcan’t thrust rounds. doesn’t endUsing his aviolent thrust of damage. 6points extra ons at an target,one the each deals thrust attacks with an attack bonus of +23. If he hurls weap- +17/+12/+7/+2. of bonus attack abase with upto four make attacks can telekinetically, Mailk fl The most often encountered elite are mind mindspies features. helm a of telepathy have they if or detect cast thoughts they can frequently,the prestige if class levels sometimestake in Spellcasters slaadi. green and shasas, ghaeles, myrmarchs, leonals, mind fl usableability such as at couatls, will, succubi, doppelgangers, spies or who creatures are supernatural have it aspell-like as relies utterly the Because class on probe deeper, fi of asecond beforefraction they she to doit. Eventually learns what knows exactly enemies, they’re amindspy going to doa to your foe’sof her minds the every By thought. reading you’re if be privy move. can how that knows easy Amindspy combatSuccess in relies on your anticipating enemy’s every ayer or doppelgangers. There is rumored to be a secretive Possessions: Robe of the archmagi (white), ofthe Robe Possessions: ofCharisma cloak Sorcerer Spells Known (6/8/8/7/7/6/4; save 16 DC +spell Versatile (Ex): Telekinesis Malik can use the sus- use can Concentration (Ex):Sustained Malik and himself make can (Ex):Telekinetic Flight Malik (Ex): Level Improved Caster (Ex): ViolentImproved Thrust Telekinetic Wielder(Ex):Telekinetic nding weak spots in her in enemy’s spots weak nding training. 5th— telekinesis, teleport; 1st— 2nd— . 4th— Malik can make a single attack attack asingle make can Malik charm person, feather fall, magic magic fall, feather person, charm to enable class the mindspy’s of y at20feet aspeed with Malik can switch between between switch can Malik as amove as or simply action, telekinesis Malik casts casts Malik dispel magic, clairaudience/ magic, dispel bear’s endurance, cat’s grace, bear’s cat’s grace, endurance, detect thoughts, mind- most charm monster, dimension spell at will. The spell The spell at will. spell ayers, dark nagas, rak- Malik makes violent makes Malik telekinesis 6th— , he must succeed Bigby’s forceful forceful Bigby’s telekinesis spell, but he spell, arcane arcane as a +4, Class Skills Class Requirements TheTable 2–23: Mindspy Class FeaturesClass (Cha), Profession (Wis), Sense Motive and (Wis). (Cha), Bluff are Concentration (Con), (Int), Craft Intimidate (and for skill) the key each ability skills The class mindspy’s ability. aspell-like as thoughts the following criteria. to become amindspy, mustTo acharacter fulfi qualify evildoers. down order hunting the planes, that roams of mindspies couatl uses another spell-like ability, detect thoughts ends. anotheruses spell-like detect thoughts concentration on maintain she succeeds, the mindspy can If of her the turn. previous round) atduring the beginning a Concentration make She check (DC can 10 taken +damage anticipate every their face thoughts, can move. amindspy bonus Class. to herinsight Armor losesthis bonus, she denied also her Dexterity or otherwise is thoughts she is detecting. If any foe whose a against surface bonus rolls insight on mindspy attack is caught fl rounds passes and the target fails its Willfoe thoughts whose she 3 (if surface the detecting normal is save) as well as an a from attacks level against abonus as toClass her Armor bonus (if any) add of Charisma class 1point per mindspy her enemy’sobserving thoughts. At1st level, can amindspy afoe’s detect in points weak defense can tion, amindspy by addi- In foe the arrives. needs from to dodge before attack an knows wherea mindspy she needs to how block and she profi class. features prestige of the mindspy of class are the following All 5th +5 +1 +1 +4 Multiple surface surface Multiple Instantmindscan +4 +4 +1 surface Multiple +1 +1 +3 Faster mindscan thoughts +1 +3 +1 +5 +4 +0 +1 (four) 5th combat Anticipate, thoughts 4th +0 +2 +3 +0 +2 3rd detect +0 2nd Will telepathy, Ref +1 Fort Special Attack spherical 1st Save Save Save Bonus Level Base thoughts(two) Skill Points Level: at Each Skill Spells: Skills: Bonus: +3. Attack Base Hit Die: Combat Telepathy (Su): By reading her opponents’ sur- Anticipate (Su): she her Because reading is foe’s thoughts, Profi Weapon Armor and ciency with any weaponciency with or armor. Concentration 8ranks. Able to cast the d8. as a free action. If the mindspy casts a spell or aspell casts the mindspy If action. afree as detect thoughts ciency: 2 +Int modifi Mindspies gain no gain Mindspies spell or detect to use spell er. at-footed at-footed ll all

CHAPTER 2 PRESTIGE CLASSES 63

within within (6/6; save DC 14 + DC 14 save (6/6; expeditious retreat, mage mage retreat, expeditious detect magic, light, mage hand, hand, mage light, detect magic, (presence or absence of minds, Sanjakilar gains all the infor- Sanjakilar’s still enemies a Will get save to keep their surface keep to thoughts save circumstance Bluff on and bonus checks. Disguise *Sanjakilar an cir- extra gets +10 Sanjakilar can assume Small any Multiple SurfaceMultiple Thoughts (Su): +1 short+1 swords, ring of feather fall. Spherical Detect Thoughts (Su): Thoughts Detect Spherical It can minds listen It to to choose new within fail range who their Will saves. round when it activates the ability. the ability. activates it when round secret. once per round as round per a free action.once Sorcerer Spells Known Known Spells Sorcerer the surface thoughts of four creatures creatures four of thoughts surface the detect thoughts Sanjakilar can thoughts use detect Two Sanjakilar can detect simultaneously an opponent’s mind, it gets a further mind, gets an it opponent’s +4 Skills: as a free action. If Sanjakilar casts a spell or spell level): 0—spell level): a 60-foot sphere centered on itself. on a 60-foot centered sphere cumstance bonus on Disguise checks when when checks Disguise on bonus cumstance If ability. canusing shape it change its read message, read magic; 1st— magic; read message, NATURE’S WARRIOR NATURE’S wild, the of warriorsNature’s protec- are defenders natural the of . . . and tors often druids world who time” much spent “too in wildhave form. shape Possessions: armor, magic missile.

spell ability or natural its reveals form. Intelligence scores, and surface thoughts) in and same surface the scores, Intelligence thoughts) detect thoughts detect InstantMindscan (Su): By reading its opponents’ sur- reading opponents’ its By (Su): Telepathy Combat Change Shape (Su): mation from thoughts detect or Medium humanoid form or revert to its own form as a a as form own its to revert or spell-likeuses another ends. thoughts detect ability, form humanoid Medium or standard in action. cannotform A change be dispelled, but Sanjakilar natural its to revert form would if killed. A true seeing It can make a Concentration check (DC 10 + damage taken can 10 (DC check It make a Concentration beginning the during at round) previous the turn. its of If succeeds, check the Sanjakilar can maintain concentration on Sanjakilarface thoughts, move. can their every anticipate Members of this prestige class share a bond that transcends that this class of a bond share prestige Members appearance. race and outside her over form a character When gains adopted the ability naturally to shift into this envy gains sometimes animal,” a perspec- she a “lower of form the her makes that life on tive tie nature to while in a stronger feel simply may own. She the for longs she perhaps form, or animal elemental) (or Certainly begins her. such forms give she develop power to abilities whileher in wild expense the at forms shape the of born was in.she A mindspy she detects the the detects she ); ); ) and A mindspy can widen ), or +14/+9/ or ), at-footed 14; at-footed 14; spell ability or a sphere into Sanjakilar can continuously use use Sanjakilar can continuously ); Full Atk +16/+11/+6 Sanjakilar gains a +4 insight on bonus s as the spell (caster level 18th; Will 18th; DCs as spell 16 the level (caster (presence or absence of minds, Intelli- of absence or (presence +1 short+1 sword

Doppelganger sor- Sanjakilar: Doppelganger Anticipate (Su): Anticipate Bluff +20, Concentration +17, +17, Skills and Bluff Feats: Concentration +20, Detect Thoughts (Su): A mindspy of 3rd level SurfaceMultiple level A mindspy 3rd Thoughts (Su): of At 4th level and higher, Instant and Mindscan higher, At 4th level (Su): Faster Mindscan (Su): a mindspyhas level, 2nd By Spherical Detect Thoughts (Su): Thoughts Detect Spherical +1 short +1 sword (1d6+4/19–20, melee +4 sword short +1 (1d6+2/19–20, melee +14 attack rolls surface is against detect- it whose thoughts foes ing, Armor and the same to bonus Class against attacks by foes. such thought detect can this resume or It suppress abilitynegates). as a free action. +11; Combat Expertise, Combat Telepathy, Improved Feint, Feint, Improved Telepathy, Combat +8,Diplomacy Disguise Intimidate +6, +13, Sense Expertise, Combat Motive +11; sword). Focus (short Weapon Fighting, Weapon Two +1 short +1 sword (1d6+4/19–20, melee SA detect thoughts; SQ combat combat SQ thoughts; detect SA change shape,telepathy, immunity and charm sleep to effects; AL N; SV Ref +8, Fort +5, Will +12; Str Wis 13, Int 14, Con Dex 14, 16, Cha 18. 12, Base Atk +11; Grp +14; Atk +16 melee (1d6+4/ melee Atk Grp +16 +14; Base Atk +11; 19–20, monstrous humanoid (shapechanger); HD 4d8+8 72; Init hp 3d4+6 5d8+10; plus plus fl 12, touch ft.; 16, AC +2; Spd 30 Medium 11; 5; CR 3/mindspy cerer The mindspy’s enemies still mindspy’s enemies The Will to get saves their surface secret. keep thoughts of each thinking mind in the area. In the next round, she she round, next the In area. the in mind score and Intelligence the thoughts of absence or presence thinking each of mind in surface the one detects any area. the of thoughts of thoughts surface the detect simultaneously can higher or two failany creatures who their Will This means saves. that against gains bonuses she both anticipate Once them. of can as round per a free minds action, she choose to new in and same surface the scores, thoughts) gence the spell activates ability. she or when round detect the surface thoughts of four creatures. surface the four of detect thoughts minds speed the enemies’ at a mindspy her can enter gains She thought. of all the information from detect thoughts centered on her, rather than a cone. The radius of the sphere sphere the radius of than The rather a cone. her, on centered is equal length the cone. the to of become adept at tuning into others’ thoughts quickly. In thoughts, detect activates she when the round a mindspy canlisten simultaneously in level, At 5th on. detect thoughts detect her areathe of

Sample Mindspy 64 CHAPTER 2 PRESTIGE CLASSES Class Skills Class Requirements Class FeaturesClass TheTable 2–24: Nature’s Warrior skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Intimidate Diplomacy(Cha), are Animal Handle skill) for (and each the key ability skills class The nature’s warrior 8ranks. Survival planes) 2ranks, Alignment: fulfi to become must anature’s acharacter warrior, To qualify fi in levels with or ranger—fi barian, druids—those militant more Many class. have adopted this shape ability wild the with creatures but class, some membersdruid of other prestige or classes members as of the begin nature’s warriors all Virtually toing whatever with. humanoid she form started return- without regularly, form to form from shift to or form, to spend days or even themselves. as nature It not is uncommon for anature’s warrior weeks in a off single come to or who those impatient with not are with “in as tune” gruff as tendency a have animal do and or learning, elemental societal with ated animalistic instincts more strongly than the behavior associ- develop watch Nature’s on “civilization.” their warriors a careful themselves bring they keepcan to leave territories—and their messengers, or even animal faceto face,whenthrough they other—sometimes each with communicate often They nal. or ranger. Nature’s however, warriors, tend to bevery commu- druid evenics, of the world the most less apart solitary than Many people consider nature’s to warriors be loners or fanat- class. prestige features of the nature’s warrior class are of the following All (Str). Swim (Wis), and vival (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Sur- no profi no t + + + + Nature’s armament +1 divine +1 ofexisting level +1 Nature’s armament +1 +4 +1 +1 divine +1 ofexisting level +1 +5 +4 +0 spellcasting +3 5th Nature’s armament, +4 +0 +0 +3 class 4th +3 +0 spellcasting 3rd +2 +2 Will wildingclass 2nd Ref +1 Fort Special Attack 1st Save Save Save Bonus Level Base Skills: Special: Feats: Bonus: +4. Attack Base Hit Die: Weapon and Armor Profi Weapon Armor and Points Level: at Each Skill ll all the following criteria. all ll ciency with any weaponciency with or armor. Track. Knowledge (nature) 8 ranks, Knowledge (the Knowledge (nature) Knowledge 8ranks, Wild shape ability. shape Wild d10. Any neutral. nd this class ideal for class purposes. their nd this ciency: 2+Int modifi Nature’s warriors gain er. ghter, bar- Blaze Blaze of Power: improvement, enhancementbonus. not an armor natural bonus is improved by +1 warrior’s per class level. This is anactual nature’s The Crocodile: the of Armor shape form. wild in is rior noted, only are applicable the nature’s war- while otherwise unless These onechoose abilities, of abilities. the following may bered anature’s warrior levelprestige class, this in per day. spells ing to decide must she shewhich class adds the new level of determin- for warrior, purposes nature’s a becoming before class spellcasting one hadmore divine acharacter than If ing. except foreffective level increased gained, an of spellcast- any other benefi gain level. however, no case, In spellcasting a druid doesshe 2nd level she the prestigebefore gains in class, attaining class not did spellcasting belongthe character to adivine class she belonged spellcasting alevel gained adivine she in hadalso if day as to per new spells gains thecharacter class, the nature’s warrior before adding the prestige class. If Wild Wild Growth: shape form. wild not in while ability She ability. may this use this to activating prior in was she whatever form into back changes immediately she Atthe end form. but of her movenothing this move, in while She so. doing may while do provoke of opportunity attacks but form move doesnot this in at while her speed land base her into afl body may transform of amove per daypart the character as action, Three times be able to use wild Water’s shape to take Flow: the formgrapple check. of an elemental. opposed an to 1d8equal winning bonus +her after Strength damage does and checks grapple bonus on all a+4 gains improvedwarrior nature’s the the ability, has grab mally Serpent’s Coils: to seeor at act all. her ability gives her it not does affect effect). though This concealment, clouds for level 1minute per class the she (or dismisses until and her mist wreathe action may in body afree as warrior Robe of Clouds: elemental nature’s the form, air in While of overcoming reduction. damage weapons magic treated as for are herand the purpose attacks weapons, when her using natural ment rolls bonus on attack Nature’s Weapon: tion 3/–. Earth’s Resilience: weapons. whenon her damage using natural a+3 bonus gains The nature’s warrior Grizzly: the of Claws any) plus level. her nature’s warrior fi warm covered is of power, ablaze warrior in a as which functions Spells Spells per Day: Nature’s Armament (Su): Upon attaining (Su): an odd-num- Armament Nature’s re shield at level acaster level to her equal druid (if To use this ability, the nature’s warrior must The nature’s warrior gains fast healing 1. healing fast gains The nature’s warrior When in the form of a creature that nor- While in fi in While Atevery even-numbered level in gained The nature’s warrior gains a+1 enhance- gains The warrior nature’s The nature’s warrior gains damage reduc- damage gains warrior nature’s The t a character of that class would have of class that t acharacter re elemental nature’s the form, owing rush of water. rush Sheowing may CHAPTER 2 PRESTIGE CLASSES 65 Illus. by W. England Concentration +11, Handle Animal +8, +11, Handle Animal Feats: Concentration Skills and shape to change Dire Wolf Shape: Beshya often uses wild (Ex): Beshya’s animal companion Animal Companion (Su): In wild shape form, Armor of the Crocodile Besyha (Su): In wild shape form, Claws of the Grizzly Nature Sense (Ex): Beshya gains a +2 bonus on Resist Nature’s lure (Ex): Beshya gains a +4 bonus on Spontaneous Casting: Beshya can lose a prepared spell Knowledge (nature) +10, Knowledge (the planes) +2, Listen (the planes) +2, (nature) +10, Knowledge Knowledge Combat Summoning, Survival +14; Augment +9, Spot +12, Focus Track, Weapon Focus (conjuration), Casting, Spell (scimitar). changes her statistics as follows: Init into a dire wolf. This touch 11, flat-footed 16; Grp +19; Atk +2; Spd 50 ft.; AC 18, Full Atk +14 melee (1d8+13, bite); +14 melee (1d8+13, bite); Ref +5, Will +9; Str 25, Dex 15, Con 17, SA trip; SV Fort +12, Int 10, Wis 16, Cha 8. below). is Grishka, a wolf (see to her natural armor. Beshya gains a +4 bonus using her natural gains a +3 bonus on damage rolls when weapons. (already figured Knowledge (nature) and Survival checks into the statistics above). of fey. saving throws against the spell-like abilities spell of the same in order to cast any summon nature’s ally level or lower. A nature’s warrior panics a couple of gnolls.

Female human druid 6/nature’s warrior 4; CR 10; Beshya: Female human druid Nature’s warrior class levels stack withwarrior class levels (Su): Nature’s Wilding If the nature’s warrior is in an warrior is in Hurricane: If the nature’s Wings of the Medium humanoid; HD 6d8+12 plus 4d10+8; hp 69; Init +3; Medium humanoid; HD 6d8+12 plus 4d10+8; Base Atk +8; Grp +9; Spd 30 ft.; AC 20, touch 13, flat-footed 18; Atk +10 melee (1d6+2/18–20, +1 scimitar) or +12 ranged (1d4, (1d6+2/18–20, masterwork sling); Full Atk +10/+5 melee SA +1 scimitar) or +12/+7 ranged (1d4, masterwork sling); crocodile, claws spells; SQ animal companion, armor of the lure, spontaneous of the grizzly, nature sense, resist nature’s wild shape 4/day, casting, trackless step, wild empathy, +11, Ref +6, Will wilding, woodland stride; AL NG; SV Fort Cha 8. +9; Str 12, Dex 16, Con 14, Int 10, Wis 16, druid levels (as well as levels in other prestige classes thatdruid levels (as well stack) to determine wild shape abilitiesallow these abilities to checks. For example, a druid 8/nature’sand for wild empathy an 11th-level druid for purposeswarrior 3 would be considered and frequency (she could assume wildof wild shape size, type, could become a Tiny creature). Sheshape form 4/day and class levels (instead of +8) to her wildwould add +11 for her animals and certain magical beasts. empathy checks against avian form or air elemental form, she increases her base fly she increases her or air elemental form, avian form by one her maneuverability feet and improves speed by 30 becomes perfect). good maneuverability category (thus Sample Nature’s Warrior 66 CHAPTER 2 PRESTIGE CLASSES masterwork sling, 20 bullets, 20silvered bullets. 20bullets, masterwork sling, +1, elvenkind, of boots protection of ring +2, Dexterity of gauntlets 8th-level druid. poison; 3rd— mals; 1st— without taking at and her speed of undergrowth normal sort 0— her. affect still ulated manip- have overgrown that and areas magically been briars, However, any other impairment. ordamage suffering thorns, thy checks. empa- wild and levels shape abilities to wild determine stack of opportunity. attack an doesn’t and provoke action astandard is form Changing back. noted here. she for The changes lasts or 6hours, until effect thepolymorph like functions ability This per day. four times again back and Medium, or animal Large 1d20+9. her.opponent reactto trip cannot provoking an attack of opportunity.modifi If the attempt fails, the her attempt shebite to opponent trip can attack, (+11 check tracked. be cannot and roundings Grishka. the opponent the react attempt to If trip cannot tunity. fails, ofoppor- attack or provoking an atouch attack out making its opponentto trip (+2 check modifi Trip (Ex): out by sense hidden of smell. track foes, and Scent (Ex): come, defend, knows the tricks guard. and also and for hunting trained is sion, Grishka devotion, 3bonus tricks. eva- share spells, Link, Abilities: Companion Animal scent. *+4 racial(bite). bonus on+5, +1*; Survival Alertness, Toughness, Track Survival checks 15, 17, Dex Str +3; Will Con+8, 15, Int12, 2,Wis Cha6. when +7, Fort SV N; scent; AL vision, low-light Ref abilities, panion tracking +7bite); melee Atk (1d6+3, Full com- bite); SQanimal SA trip; by12, fl AC hp Spd50 HD6d8+15; +3; 18, 42; Init ft.; touch animal]; Possessions: +1 scimitar, +2 leather armor, +1 large wooden shield, shield, +1 +1 scimitar, armor, Possessions: wooden large +2 leather Grishka: Druid Spells Prepared Spells Prepared Druid Woodland Stride (Ex): (Su): Beshya’s levels Wilding nature’s and warrior druid into any Small, herself (Su): Shape Beshya turn Wild can Empathy (Ex):Wild Beshya’s empathy wild check is (Dire (Ex) Trip wolf shape only): If Beshya hits (Ex): Step withTrackless her Skills and Feats: and Skills (2), (2), wounds minor cure at-footed 16; Base Atk +4; Grp +6; Atk +7 melee Atk (1d6+3, +6; Grp at-footed +4; 16; Atk Base 2nd— (2), (2), light wounds cure er) as a free action without making a touch attack or atouch attack er) making without action afree as cure moderate wounds 4th— barkskin, bull’s strength, fl bull’s energy; barkskin, strength, resist aming sphere, Wolf; Medium magical beast [augmented Wolf; beast Medium magical If Grishka hits with its attempt bite it hits with can attack, Grishka If air fl walk, strike. ame Grishka can detect approaching enemies, sniff detect enemies, approaching sniff can Grishka Hide +2, +7, Listen Move Silently +5, Spot (6/5/4/4/2; save level): 13 DC +spell Beshya leaves no trail in natural sur- entangle, longstrider, speak with ani- with speak longstrider, entangle, detect magic, fl are, light, resistance; Beshya may move any through (2), (2), greater magic fang, neutralize neutralize fang, magic greater Beshya casts spells as an er) with- action afree as B spell, except as , Weapon Focus OCCULT SLAYER Requirements Table The 2–25: Occult Slayer Hit Die: to shareslayer her secrets. who willing is prestige class must be chosen and trained by another occult slayers occult that display,discretion for acandidate this matches involve that of Because the inherent spellcasters. slayer operates alone, traveling between venues search in of nents they occult the have targeted for matches. Otherwise, to time to exchange information about spellcasting oppo- them. against strikes preemptive making on intent spellcasters Instead,they have discovered that congregating NPC occult in slayers one place seldom form attracts organizations, occult because notare slayers without precedent. not to adopt discreetly this prestige slayers—tend targets of occult primary wizards—the and class, although stifl spellcasters with cupation such turnarounds meet fi but paladins and bards calling, fromMonks time and rogues aswell. path rangers and this often take barbarians although oppose to have ways acceptable also fi seek as slayers careers them. Most their occult begin and been spellcasters by knownvictimized to who have ideal for is prestige embrace individuals This class been this vengeance. weapon of her of choice, which the instrument as serves her slayer bond masterwork with occult formsapreternatural refi Every regimen exercise she an that is performs training. slayer The occult comes into exhaustive her through own to defeateffects enemies. their to resistmagical prowess on ability battle their ily their and they rely primar- spells, cast they may still ways—although slayersoccult considered are to have seen of the error their who dare to do those that and to wield magic, too irresponsible are mortals so must be slain. whospellcaster her slayers crosses Occult path. believe that SpellcastersThe occult who slayer become is driven to confront any arcane or divine Base Attack Bonus: Attack Base the following criteria. all slayer, to occult become an To must acharacter fulfi qualify 5th +5 +1 +1 +4 Blank thoughts, magical thoughts, Blank +4 magic 2/day, over Mind +1 +4 +1 Auravision, magical +1 defense +3 +5 +1 over mind strike, Vicious +1 nondetection 5th +3 +4 +1 defense +0 cloak 4th +3 +0 magic 3rd +2 Will weapon1/day 2nd Ref Fort Special +0 +0 Attack +2 1st +1 Save Magical Save Save Bonus Level defense +1, Base +3 +2bond nes her anger against spellcasters into martial skill. Each Each skill. nes into her martial spellcasters anger against d8. +5. ing. Clerics, druids, sorcerers, sorcerers, druids, Clerics, ing. nd the occult slayer’s preoc- ghters, ll CHAPTER 2 PRESTIGE CLASSES 67 locate object, and other detection spells. ability to reflect their spells back upon them. An occult slayer hates spellcasters and has the An Starting at 2nd level, an occult Starting at 2nd level, Mind over Magic (Su): an occult At 2nd level and higher, Vicious Strike (Ex): slayer gains the Auravision (Su): At 3rd level, an occult Nondetection Cloak (Su): Upon reaching 4th level, an Blank Thoughts (Ex): At 5th level, an occult slayer can extra damage until she acquires and bonds with another and bonds with until she acquires extra damage The least masterwork quality. the same kind of at weapon of prac- day per character level must spend one occult slayer little (and doing very the replacement weapon ticing with a new weapon bond. to create else—no adventuring) or spell-like ability targeted against slayer can cause a spell the originator as a free action. This her to rebound onto as the spell turning spell (caster ability otherwise functions occult slayer level + 5). An occult level equals the character’s once per day at 2nd level and twice slayer can use this ability per day at 4th level. attack action to disrupt a spellcaster slayer who readies an if the attack hits. deals double damage to 60 feet as a free ability to see magical auras at a range of up as the detect magic action. This ability otherwise functions to determine spell. The character cannot use this ability present. anything but the number of magical auras carries) becomes occult slayer (and any gear she wears or such as clairau- more difficult to locate through divinations dience/clairvoyance, from divinations The occult slayer gains magical protection equivalent to a nondetection spell (caster level equals the it affects only the character’s occult slayer level), except that occult slayer and her possessions. absence, thereby induce within herself a state of mental

Weapon Bond (Su): An occult slayer must choose a Magical Defense (Ex): An occult slayer’s constant Weapon and Armor Proficiency: Occult slayers are Weapon and Armor Skill Points at Each Level: 2 + Int modifier. Skill Points at Each Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. (arcana) 4 ranks, Spellcraft Skills: Knowledge Focus (any weapon). Initiative, Weapon Feats: Improved

particular weapon of at least masterwork quality as the particular weapon of at least masterwork she imme- focus of her power. Upon making her selection, that imbues diately forms a bond with the chosen weapon Thereafter, it with the force of her hatred for spellcasters. weapon against any successful attack she makes with that abilities deals an a spellcaster or a creature with spell-like weapon is lost extra 1d6 points of damage. If this particular ability to deal the or destroyed, the occult slayer loses the training in countering magic of all types manifests itself as a training in countering magic of all types spell-like abilities. bonus on saving throws against spells or to +2 at 3rd level This bonus is +1 at 1st level, and it increases and to +3 at 5th level. proficient with all simple and martial weapons and all armor proficient with all simple and shields. All of the following are class features of the occult slayer All of the following prestige class. The occult slayer’s class skills (and the key ability for each (and the key ability slayer’s class skills The occult Craft (Int), Gather Information (Cha), skill) are Bluff (Cha), (Int), Profession (Wis), Sense Motive Knowledge (arcana) (Int). (Wis), and Spellcraft

Class Features Class Skills 68 CHAPTER 2 PRESTIGE CLASSES Sample Occult SlayerSample blank thoughts, darkvision 60 favoredft., darkvision thoughts, enemyblank elementals companion, weapon auravision, bond; SQanimal strike, (1d8+6/×3, tive, Point Blank Shot,tive, Shot, Point Rapid Blank Track Refl Combat +9; Survival +3, Spot +14,Move Sense Motive Spellcraft Silently +8, +6, 12, Cha4. Wis 18, 16, Str Dex Con 14, +6; +10, Fort Will SV Int 10, +8, Ref over magic 2/day, nondetection favored+4, enemy defense outsiders mind +3, +2, magical evil cloak, wild empathy; AL N; ×3, +16/+11 or (1d8+6/ sword) ranged (1d10+7/19–20, bastard +1 ×3, melee (1d10+7/19–20, AC 19, touch 13, fl HD5d8+10humanoid; plus 5d8+10;ft.; hp 65; Spd 30 +3; Init Harlech: action. afree as ability suppress or resume this morale She and effects). phantasms, patterns, can pulsions, becoming im effects (charms,mune com- to mind-affecting checks and on and weaponchecks rolls. damage outsiders, a+2 bonus evil he on gains these skill Against elementals. against on weapon rolls damage elementals. He against gets bonus the same these skills using Bluff, Sense Listen, when checks Motive, Spot, Survival and prerequisites. Shot to meet Rapid the feat normal the having without gains possessions. a 5th-level his and caster, only himself except it that affects tion from divinations equivalent to a action. afree as ability this suppress moraleHe effects). and orphantasms, resume can effects (charms, compulsions, patterns, to mind-affecting astate ofself mental absence, thereby becoming im mune Blank Thoughts or school. not strength their auras, (Ex): only thenumber tell feet but of different action, can afree as (see Handbook page 36 of the Player’s 5feet within is companion the if spells share and action free the of companion. on areasdescribed page Its 277 statistics animal abilities. spell-like or with acreature spellcaster a 1d6 against of damage points extra posite longbow an deals spellcasters. to disrupt actions readied made as attacks longbow). (composite Skills and Feats: Hide +11, and Skills Knowledge (arcana)+9, Listen +4, Favored bonus on Enemy his a+4 (Ex): gains Harlech (Ex):Combat Harlech Style has selected archery. protec- magical Nondetection (Su): gains Cloak Harlech He (Su): Auravision (Ex): Companion Animal (Su): Bond Weapon (Ex): Strike Vicious +2 composite longbow +2 composite +2 composite longbow composite +2 Monster Manual Monster +2 composite longbow +2 composite Half-orc ranger 5/occult slayer 5; CR 10; Medium Medium 10; CR 5; slayer 5/occult ranger Half-orc at-footed 16; Base Atk +10; Grp +12; Atk +13 +12; Atk at-footed +10; 16; Grp Atk Base Harlech can see magical auras within 60 within auras seemagical Harlechcan , except that Harlech can handle it a handle as , except can Harlech that +1 sword bastard [+4 Str bonus]); Full Atk +13/+8 Atk bonus]); [+4 Full Str melee Any hit Harlech scores with his com- his hit Any Harlech scores with [+4 bonus]) Str or +14/+14/+9 ranged Harlech deals double on deals Harlech damage exes, Endurance, Improved Initia- Harlech can induce within him- induce within Harlech can Harlech has an owl an an has as Harlech [+4 bonus]); SA Str vicious ). ) or +16 ranged (1d8+6/ nondetection B , Weapon Focus spell from from spell ORDER BOW OF THE INITIATE Requirements TheTable the Initiate of 2–26: Bow Order sword, +1 mithral breastplate, 20arrows. sword, +1 mithral challenges for skill. their for true looking lands the or waysthe wandering of archery aremost often NPCinitiates encountered teaching others to enterbeen known the order, but indeed. they rare are have Some bards and well. rogues as philosophies and skills these utilize Bow. even and paladins, barbarians Rangers, Fighters the are most common of the Order initiates of the experience. aspiritual bow as weaponstheir of extensions a the use as ofand being, their Order of see the Bow initiates precision, spirituality. and of the Wayart of the Bow, the archer improves discipline, his archer’s progress alongword, of the weapon lets mastery the gauge as serve his of the the way. By learning bow,Bow up picks his fi the meditativeWhen asked,Truth?,” of Order the is “What of the initiate an longstrider. score of 1or 2. attempting to infl of asentient or 1d20+1the attitude 1d20+4, if being. He rolls way the same improve aDiplomacy in check can animal an caster. 10th-level a from spell turning spell the as casters, their at back effects. spell-like and spells against either). (longbow,Focus shortbow, or the composite version of 2 ranks. fulfi must to become Order acharacter of an the Bow initiate, To qualify t + + + + Rangedprecision +5d8 — +6 +4d8 precision Ranged +6 +6 Sharp-Shooting +5 +6 +3 +3d8 precision Ranged +5 Extended +5 +7 +2 +7 +3 precision GreaterWeapon Focus +4 +5 +9 +10 +2 10th +2d8 precision Ranged +4 +4 +8 +2 9th +3 Closecombatshot +4 +7 +1 8th +1d8 precision Ranged +3 +3 +6 +1 7th +2 +5 +3 +1 6th +2 +4 5th +0 +3 +0 4th Will +2 3rd Ref +1 Fort 2nd Special Attack 1st Save Save Save Bonus Level Base Mind over Magic (Su): over Magic Mind Feats: Hit Die: Possessions: Ranger Spells Prepared (1; save 11 level): DC +spell 1st— Empathy improve of (Ex): Wild can Harlech attitude the Defense (Ex): Magical Skills: Bonus: Attack Base Point Blank Shot, Point Shot, Blank Precise Shot, Rapid Weapon ll all the following criteria: all ll Craft (bowmaking) 5 ranks, Knowledge (religion) 5ranks, (bowmaking) Craft d8.

+2 composite longbow +2 composite uence a magical beast with an Intelligence Intelligence an with beast uence amagical +5. res an arrow and, without saying a without and, saying arrow res an Harlech gains a+3 bonus on saves gains Harlech Harlech can refl Harlech can (+4 bonus), Str +1 bastard ect targeted spells targetedect spells CHAPTER 2 PRESTIGE CLASSES 69

) +3 at- [+2 ) or +23 +23 ) or ghter. +3 composite +1 greatsword [+2 Str bonus]) Str bonus]) [+2 or +23/+18/+13 or +23/+18/+13 of 5/Order ghter Atk +16/+11/+6 Atk +16/+11/+6 ranged (1d8+8/×3, ranged composite+3 long- 20, [+2 Str bonus] with Str bonus] [+2 oid; HD 5d10+5 ranged (3d8+30/×3, ranged melee (2d6+4/19– +3 composite+3 longbow bow Manyshot); Full plus 8d8+8;plus 77; hp Str bonus]) or +17 Str or +17 bonus]) Init +5; Spd 30 ft., Init Spd 30 +5; +3 composite +3 longbow or +21/+21/+16/+11 or +21/+21/+16/+11 ranged (1d8+10×3, ranged the Bow initiate Bow the 8; CR 13; Medium human- +1 greatsword composite longbow melee (2d6+4/19–20, +13; Grp +15; Atk +16 50 ft. when mounted; AC 19, touch 15, fl 15, touch 19, AC footed 14; Base Atk Half-elf fi Kuryana: Garrick Bow Initiate Sample Order of the [+2 Str bonus]) or +23/+18/+13 +23/+18/+13 or Str bonus]) [+2 ranged (1d8+8/×3, ranged longbow (1d8+8×3, ranged At 6th level, an initiate gains the Sharp- Craft (bowmaking) +4, Intimidate +3, of up to 60 feet. to up of (and sneak attacks,(and if has a range at the ability) he attuned attacks make precision ranged may that he initiate’s senses and feel for “the shot” become so become shot” “the for and feel senses initiate’s A 10th-level Order of the Bow Bow the of Order Extended Precision A 10th-level (Su): Bow initiate Skills and Feats: Sharp-Shooting: An Order of the of the Order An [+2 Str bonus]); SA ranged precision +4d8; precision ranged Str SA bonus]); SQ close combat [+2 half-elfshot, traits; Will Ref +12, AL +8; NG; SV Fort Str +7, Cha 10. Wis 12, 10, Dex Int 20,13, Con 14, +9; Spot Weapon Greater Ride +17, +1, (religion) Knowledge Combat, Mounted Manyshot, longbow), Focus (composite Point Blank Shot, Precise Shot, Rapid Shot, Sharp-Shooting*, Rapid Shot, Precise Blank Shot, Point Shot, Specialization Weapon longbow), (composite Focus Weapon (composite longbow). this 3 of in found Chapter book. feat *New Shooting feat (see Chapter 3 of this book) even if does this not 3 of he even Chapter (see book) Shooting feat prerequisites. the meet a single ranged weapon for which he has taken the Weapon has taken he the which Weapon for a single weapon ranged if attained has as not a fi he even 8thFocus feat level er. 2 + Int modifi 2 + Int - At 2nd level, an initiate can level, At 2nd

Dexterity its denied or bonus, at-footed Order of of Order

with weapon any ciency Close Combat Shot (Ex): Shot Combat Close an of Order Focus At 4th level, (Ex): Greater Weapon Weapon and Armor Weapon Skill Points at Each Level: Each at Points Skill Ranged Precision (Ex):

cation special ability) also protects also protects special ability) cation a creature from extra the damage. Unlike with sneak a rogue’s attack, initiate’s target the be fl to have not does if is,but extra it initiate’s the damage stacks precision with precision ranged initiate’s the sneak attack damage. Treat attack as a sneak attack in all ways. other attacks precision ranged damage on to bonus initiate’s The two every levels. increases +1d8 by An initiate can only use this ability with a ranged weapon Focus feat. has taken which he the Weapon for attack square while in with a threatened weapon a ranged an attack opportunity. of provoke and not with Focus feat initiate Bow the Weapon gains Greater the item or ability that protects critical from a creature hits as armor(such with the fortifi structs, oozes, plants, and and structs, plants, oozes, is incorporeal creatures) vulnerable not a ranged to attack, andprecision any immune to critical hits hits critical to Any creature is that anatomies. immune (including undead, con- living creatures with discernible discernible with creatures living must be within 30 feet of his his of feet When making 30 a ranged pre- precision within attack, an initiate ranged be must initiate’s An target. cision attack only works against precisely aimed attack precisely deal-with weapon, a ranged ing an extra points of 1d8 damage if the attack hits. ini- an action, standard a As tiate make a single may the Bow initiates Bow the gain no profi or armor. Proficiency: All following the of are the of class features the initi- Bow of Order class. prestige ate The Order of the Bow initiate’s class initiate’s Bow the skills of ability Order The key the (and each skill)for (reli- Knowledge Craft are Climb (Str), (Int), and Swim (Wis), Spot Ride (Str). (Dex), (Int), gion)

Class Features Class Skills 70 CHAPTER 2 PRESTIGE CLASSES Requirements PURPLE DRAGON KNIGHT Spot 2ranks. 2ranks, Ride ranks, neutral. fulfi must acharacter knight, Dragon to become aPurple To qualify Hit Die: oncareer “detached duty,” away awhole. as theunit from her might serve entire knight Dragon aPurple Likewise, offi an be even to or large, at Dragons Purple It is not necessaryalthough to higher-ranked knights tend have to be of higher level. this prestigethis class prestige to servearmy, in or recipients level Acharacter’s titles. of honorary in the class to the liaisons either knights special character retirees, are is irrelevant battlefi the on Dragons off and Purple the leading responsible are for Dragon knights general, In NPCPurple to his rank in standards. exacting Dragons’ to the upto measure Purple the military, the commitment” “lack monks and druids and undisciplined, too are barbarians while Dragons, the Purple with ers allied to join the War Wizards, an elite brigade of fi tend wizards and Sorcerers knights. Dragon Purple become to but have afew rogues and clerics, bards, beenpaladins, known soldiers. Most leading and fi are coordinating related to develop skills knights uncanny Dragon Purple knights. Dragon Purple the leaders, of because the heroic deservedtion is partly of actions their loyal soldiers. Their reputa- skilled, exemplars of disciplined, as land regardedthe are across Dragons The Purple famous warhorse. heavy arrows, 40 slaying, undead of arrows 2lesser +2, ity armor, +1 greatsword, lesser bracers of archery, gloves of Dexter- elven or effects; ment blood. spells enchant- against throws bonus on +2 saving racial effects; opportunity. of attack athreatened withoutprovokingweapon square in an while to not arangedis precision vulnerable attack. creatures) incorporeal plants, and oozes, undead, constructs, Any creature anatomies. discernible with creatures living works against 30feet target. of Aranged his be within precision only attack that must aranged Garrick precision When attack, hits. making is attack the if of damage points 4d8 extra an weapon, dealing immune aranged with preciselymay attack asingle make aimed to critical hits (including Close Combat Shot (Ex): Shot Combat Close Special: Feats: Skills: Bonus: +5. Attack Base Alignment: longbow +3 composite Possessions: Traits (Ex): Half-Elf (Ex): Precision Ranged Mounted Combat, Negotiator. ll all the following criteria. all ll Diplomacy 1 rank or Intimidate 1 rank, Listen 2 Listen 1rank, or Intimidate Diplomacy 1rank Membership in the Purple Dragons. Membership Purple the in d10. Lawful good, neutral good, lawful neutral, or neutral, good, neutral lawful Lawful Immunity to magic sleep spells and and to sleep magic Immunity spells Garrick can attack with aranged with attack can Garrick As a standard action, Garrick +2 leather (+2 bonus), leather Str +2 cer in their ranks. ranks. their cer in ghters, rangers, or ghting spellcast- eld. Player eld. Class FeaturesClass Table 2–27:The Knight Dragon Purple Skills Class knight prestige class. Dragon features of the Purple class are of the following All Jump (Str), (Dex), (Str). Ride Swim and (Int), (Cha), (Cha), Knowledge (local) Intimidate Animal (Str), Climb Diplomacy are (Cha), for Handle skill) each (and key the ability skills class knight’s Dragon The Purple encounter, a+2 has morale bonus the knight on melee attack tofeet oath defeat For an swear and the duration of him. the levelof 60 4th opponent select asingle or higher within can to effect. the immune fear level Chamodifi class knight’s +the knight’s of 3rd level evoke or higher can (DC afear effect 10 +the per day. ituse twice level, once at 4th per day; she ability may may this use knight At2nd level, weapon and rolls. bonus damage on a attack a+1 and morale fear and effects charm against throws saving receive a+2 allies morale bonus on (such wands). as Affected word items bymagic magic or activate scrolls), (such as tion comple- spell by items magic activate spells, cast cannot but fi can knight the for speaking, 5rounds thereafter. While and speak knight the hears for long lasts as ally the effect as affected, an ally must be able combat their fear improving To and against abilities. be to hear the knight her speak. allies bolstering speech, inspirational an makes knight The The name. of same the ability bard the as effect same the has when used is aformation of soldiers about is to charge. knight’s next turn. Traditionally, this mind-affecting ability the by 5feet speed their increases and roll until attack next allies shout all causes that apowerful utter can within aknight action, 60 feet +2. of normal the instead Class Armor to gain bonus to circumstance a+4 ally to give another action aid an a +1 morale bonus profi gain on their t + + + + Finalstand +1 Inspirecourage2/day, +1 Fear +1 +4 +1 Inspirecourage1/day +1 cry rallying shield, Heroic +0 +1 +5 +4 +0 oath +0 +3 5th +0 +4 +3 +3 +2 of 4th Will +2 3rd Ref +1 Fort 2nd wrath Special Attack 1st Save Save Save Bonus Level Base Weapon and Armor Profi Weapon Armor and Skill Points Level: at Each Skill Fear (Su): Fear (Su): This Courage Inspire ability, gained at 2nd level, Rallying Cry (Su): (Ex): Shield Heroic Oath ofOath Wrath aknight (Su): action, Once perafree day as , using her level, using class the caster as level. are Her allies ciency with towerciency with shields. Once per day as a standard action, a knight aknight action, Once per day astandard as Up to three times per day as a free per day afree Upas times to three A Purple Dragon knight can use the the use can knight Dragon APurple ciency: 2+Int modifi Purple Dragon knights knights Dragon Purple er. er) the spell as ght CHAPTER 2 PRESTIGE CLASSES 71 Illus. by M. Smylie

detect detect Torgga Ardalis Ardalis Ardalis Ardalis gured into the above gured above the into Divine Health (Ex): Divine Health Low-Light Vision (Ex): Vision Low-Light Half-Elf Traits (Ex): Traits Half-Elf Final Once Stand (Su): eases, including magical magical including eases, Lay Hands on (Su): Ardalis is all immune to dis- Heroic Shield (Ex):

wounds per day. per wounds Arda- Lay Hands on (Su):

diseases rot such as mummy allies seven to up day, per wounds per day. per wounds within 10 feet of Ardalis gain gain Ardalis of feet 10 within that points hit temporary 2d10

last for 7 rounds. last for lis points can hit of cure 10 and lycanthropy. and points of hit can cure 10 statistics). Im munity spells magic to sleep Im can use the aid action another Ardalis can see twice as far At will, as the spell the same of Divine (Su): Grace

elven blood.elven to give an ally a +4 circumstance bonus to Armor to bonus Class. and effects; +2 bonus on saving saving on bonus +2 effects; and (already fi throws against enchantments; enchantments; against throws gains saving on bonus throws a +2 Ardalis magicalis immune fear, to As a free action, Ardalis can swear Ardalis’s aura of good (see the the (see good of aura Ardalis’s (Sp): As a 2nd-level cleric. As a 2nd-level name. as a human in starlight, moonlight, spell) cleric. is equal a 5th-level that of to Detect Evil Detect

good Aura of Good (Ex): of Aura Oath of Wrath (Su): Wrath Oath of Rallying Cry As (Su): a free action, Ardalis each ally gives Turn Undead (Su): Undead Turn Aura of Courage (Su): morale bonus on melee attack rolls, weapon damage rolls, torchlight, and similar poor of visibility. conditions She rolls, retains ability the damage distinguish to and detail color under weapon these conditions. rolls, attack melee on within gainsa single opponent She a +2 defeat 60 feet. to bonus morale saving throws, and skill checks against made the challenged if effect uses ends a full-round The target. she action move to opponent. challenged the from away next its on attackwithin bonus morale a +1 rolls and 60 feet until nextincreases speed turn. 5 feet its by her deals 5 extra damage. Smiting points of a creature is that not morale +4 a evil has effect uses no the ability but that day. for gain her of feet 10 within Allies otherwise. or saving on bonus throws against effects. fear spe- A Purple Dragon knight Dragon A Purple er Half- A ame: ame: Diplomacy +11, Gather Information Gather +4, +11, Diplomacy at-footed 23; at-footed Ardalis spell the effectfear a (as can invoke ) or +12/+7 ranged ranged +12/+7 ) or AL LG; Will Ref +5, Str Dex SV +5; 12, 15, Fort +11, , divine grace, divine health, health, divine grace, divine , ) or +12 ranged (1d8+2/×3, (1d8+2/×3, ranged +12 ) or

Fear (Su): Skills and Feats: Smite EvilSmite Ardalis (Su): attempt may to smite evil with Multiclass Note: Once per day, a 5th-level Purple a 5th-level Dragon Final day, per Once Stand (Su):

nal stand 1/day, half-elf nal hands, on stand lay traits, 1/day, shield, heroic Mounted Combat, Negotiator, Ride-By Attack, Weapon Ride-By Attack, Weapon Negotiator, Combat, Mounted Focus (longsword). knight’s allies The DC 15). caster; are save from a 5th-level immune the effect. to attack her roll to attack. and +2 normal adds one melee She Con 12, Int 10, Wis 12, Cha 15. Wis 12, 10, Int 12, Con +4,Spot +3, Ride +14; Motive Sense Listen +4, Search +1, cial mount; cial (1d8+2/×3, masterwork com- Str bonus]); [+2 posite longbow evil smite 1/day, fear SA good, 5/day; of undead turn aura 2/day, courage, of aura SQ evil detect rallying crylow-light vision, wrath oath of 3/day, 1/day, +14/+9 melee (1d8+3/19–20, +14/+9 +1 longsword fi Base Atk +10; Grp +12; Atk +14 Base Atk Grp +10; Atk +12; +14 +1 long- (1d8+3/19–20, melee sword posite long- masterwork com Str Full bonus]); [+2 bow Atk knight 5; CR 10; Medium Medium 10; CR 5; elf paladin 5/Purple Dragon knight plus humanoid; HD 5d10+5 Spd Init +1; 65; hp 5d10+5; mounted; ft. when ft., 50 20 fl 12, touch 24, AC Ardalis Brightfl Ardalis paladin who becomes a paladin becomes who knighton may Purple Drag advancing ascontinue a paladin. equal knight’s the to class Charisma + her modifilevel allies within 10 feet of the knight gain gain knight the of feet 10 within allies temporary points. hit This ability2d10 affects creatures of a number and lasts an of equal number rounds. knight can inspire his effort, troops a heroic to temporarily increasing their vitality. All rolls, damage rolls, weapon saving throws, and skill checks againstmade the challenged target. immediately effect if is The negated the knight uses a full- from challenged the opponent. away action move round to

Knight Sample Purple Dragon 72 CHAPTER 2 PRESTIGE CLASSES Requirements RAGE MAGE Table 2–28: TheTable Mage 2–28: Rage Special: Spells: Feat: Bonus: +4. Attack Base Alignment: the following criteria. to become arage must mage, fulfi acharacter To qualify Hit Die: gather. avoid where usually the colleges individuals guilds such and Theyians. tend and to shy spellcasters away traditional from found barbar- working with mage Rage usually NPCs are sorcerer, bard. rarely—a awizard, or—very as training as arage ability),some well as or otherthat grants frenzy class (ormages must have abarbarian as at some least background rage society. All mage often the product is of aless civilized power fl in thearcane to channel anger frenzy and her natural own using essence of magic, Arage mage primal intothe taps the “why,”ested in only the results. rage mage herself—she’s questions to those answer not inter- But use. don’t magic and the ask ofmagic nature on true the questions fascinating it raises because enliven any campaign, scientifi quasi- studious the more of passion magic than on primal the her since for based case, approach interesting is to magic an Yet, fury. ablind in rage the mage makes “losesherself” that At fi +1 protection of ring +2, Wisdom of periapt +2, terwork composite longbow (+2 bonus), Str weapon. action. once per day for upto 10 afull-round as hours her mount it. Shecall with can throws saving and share spells the mount can and with empathic hasan link evasion. Ardalis Dice, a +4 bonus to natural armor, +1 Strength, and improved and armor, +1 Strength, bonus to natural a+4 Dice, horse (see page 45 of the Handbook Player’s t + + + + — +1levelofexistingarcanespellcastingclass +1levelofexistingarcanespellcastingclass — — — — 2/day rage Spell +2 +1levelofexistingarcane spellcastingclass — +2 +2 +1 +1 Rage use/day +2 +1 Overcomespell failure +5 +1 1/day rage Spell SpellsperDay +1 +5 +1 +0 +4 +1 +0 +4 +0 +5 +3 +0 +4 +3 +3 +2 +3 7th +2 6th 5th +1 Special +0 4th Save 3rd Save Save 2nd 1st AttackBonus Level Base Fort Ref Will t + + + + Tireless rage Rage+1use/day +3 +2 +3 +2 +6 +6 +6 +6 +7 +7 10th +3 9th 8th +3 Possessions: +1 longsword, +1 full plate, +1 heavy steel shield, shield, steel +1 +1 plate, heavy full +1 longsword, Possessions: Special Mount Paladin Spells Prepared Spells Paladin rst, it seems like a contradiction—an arcane spellcaster c approach. The rage mage to sure prestige is class Combat Casting. Able 2nd-level spells. to cast arcane ashy, fl Rage or frenzy ability. or Rage frenzy d8. Any nonlawful. Any (Sp): amboyant ways. Like the barbarian, the rage amboyant ways.the barbarian, Like Ardalis’s special mount war- aheavy is special Ardalis’s (1; savelevel): 12 DC +spell 1st— , 20arrows. ) that has +2 has Hit ) that cloak of Charisma Charisma of cloak Spell fury Warrior cry, ll all mas- bless bless — spell rage 3/day +1 level of existing arcane spellcasting class spellcasting arcane ofexisting +1 level 3/day rage spell Class Skills Class Class FeaturesClass Skill Points Level: at Each Skill and Survival (Wis). Concentrationare (Con), (Int), Profession (Wis), Spellcraft for (and skill) each key the The ability rage mage’s skills class fatigued (–2 Strength, –2 Dexterity, can’t charge for or (–2 –2can’t run) Dexterity, fatigued Strength, rage voluntarily. end Atthe of is rage, the character the character’s Constitution modifi A fi rage. aspell Ride) in while and Intimidate, (except Artist, Escape for Balance, skills or Intelligence-based Dexterity-, any otheruse Charisma-, but can’t tocentration checks avoid disrupted, aspell having attempt She Con- can Class. to Armor a–2 takes penalty ily loses her some to of defend her ability She herself. temporar- rage, arage mage and aspell becomes in reckless While rage. spell a in is mage rage the when works only ability This level. a rage, the rage mage her level uses character her as caster evocation, necromancy, in school while or transmutation Whenround. of the abjuration, she conjuration, aspell casts norage, is more time long 1full as than the as spell’s casting per day. spells level of determining for purposes a rage mage, she must decide she to which class adds the new before class becoming spellcasting had more one arcane than a certain number per day (determined of times by level).a certain only fl mage can rage A applies). longer no limitation this when level, 10th is encounterthe duration of the current (unless the rage mage level of spellcasting (but see spell rage, below). seespell (but level acharacter If of spellcasting would haveclass except foreffective increased gained, an however, any other benefi she does gain she belonged to before adding the class prestige spellcasting alevel arcane gained an she in hadalso if class. In no case, per day as new spells gains character the ragethe mage class, Spells per Day: profi tige class. features of the rage mage class are of the following pres- All A rage mage can cast spells while in a in while (Ex): spells Rage Arage cast mageSpell can Weapon and Armor Profi Weapon Armor and ciency with any weaponciency with or armor. t of rage for lasts anumber to 3+the of rounds equal — +1 levelofexistingarcanespellcasting class y into arage once per encounter, only and Atevery even-numbered level in gained ciency: 2+Int modifi er. end Arage mage her can Rage mages gain no mages Rage gain t a character of that t acharacter er. CHAPTER 2 PRESTIGE CLASSES 73

ghters ghters and dancing lights, detect cone of cold, teleport. Visage of terror of Visage bizarre the ed by and fear- fl ame arrow, fl heroism,y, lightningame arrow, bolt; fl fl nd that their abilitynd cause to terror bear’s endurance, invisibility, mirror image, 2nd— nd that the ravager’s offensive capabilities offensive ravager’s the that nd cause fear, magic missile, protectioncause fear, from evil, shield, d10. fear, ice storm,fear, polymorph; 5th— 1st— uence wherever he goes, never resting long in one place, resting in place, one long goes, never he wherever uence Possessions: +1 greatsword, staff of fi re, +2 mithral chain shirt, chain mithral re, +2 Possessions: greatsword, +1 staffof fi Sorcerer Spells Known (6/6/6/6/6/4; Known save Spells DCSorcerer 16 + spell Base Level Bonus Save Save Save 1st Attack Special 2nd Fort +1 Ref 3rd +2 Will 4th +2 +3 +3 5th +4 +0 6th +3 +0 +5 +0 7th +4 +6 +1 +0 Pain touch 1/day 8th +4 +7 +1 Aura of fear 10 ft. 1/day +1 9th +5 +8 +1 +1 Cruelest cut 1/day +10 10th +5 +9 +2 +1 +7 Pain touch 2/day +3 +3 +6 +2 +2 Aura of fear 20 ft. 2/day +6 +2 +2 cut 2/day Cruelest +3 +2 Pain touch 3/day +3 Aura of fear 30 ft. 3/day Cruelest cut 3/day cloak of Charisma +4, amulet of health +2. join to up with individuals, other ravager such alliances but are usually temporary be and managed must carefully, lest quarrels to lead they worse. or in are usually small NPC ravagers encountered warbands fromof two six to individuals, ravager sometimesa lone but Eryth- as undertaking themselves when a special be encountered mission. may mark to wear they tattoos All are readily identifi ravagers facial some instruments.nul’s Die: Hit transmutation or spells, evocation for + spell 17 level level, 0— spells): +4 duringrage for abjuration, conjuration, evocation, nec- transmutation or romancy, magic, detect poison, light, mage hand, message, tance; read magic, resis- shocking grasp; 3rd— web; ray, scorching 4th— and violence of life a Living slaughter. Feared by of many and understood by few, deity theis an individual has himself dedicated who infamous the service to of ravager Erythnul, seeks this spread to deity’s the ravager malignantsavagery, infl pursue and good law of him. forces the lest from ranks the come fi of who Ravagers barbarians fi skills,hance their combat while cleric, wizard, sorcerer, en fi ravagers druid and in Ravag- measure. is their foes a very useful defensive their of time much ers spend with their of kind, others roaming land the in small, close-knit warbands, striking unsuspecting warning, without communities and retiring back into the wilderness toplan their next terrible raid. Erythnul clergy the of Sometimes rav- commands a lone the obliges that project or mission undertake to some ager Table 2–29: The Ravager 2–29:Table The RAVAGER Kalya’s arcaneKalya’s spell fail- spell, with exception: one Human sorcerer 6/barbarian At 9th level and higher, a rage mage no no mage a rage and higher, At 9th level ); Full Atk +11/+6 melee (2d6+2/19–20, (2d6+2/19–20, melee );Full Atk +11/+6 A 10th-level rage mage may scream may out mage rage A 10th-level Kalya spell can twice rage enter day. per Upon reaching 7th level, a rage mage can mage a rage reaching Upon 7th level, Once per rage, Kalya rage, per can Once a spell quicken of +4 to Str, +4 to Con, +2 on Will saves, –2 to AC AC to –2 Will saves, on +2 Con, +4 to Str, +4 to A rage mage can enter a rage one additional one time can a rage mage A rage enter ); SA —; SQ overcome spell failure, rage 2/day, 2/day, rage failure, spell overcome SQ —; SA ); +1 greatsword

transformation ’s the t of

Tireless Rage (Ex): Spell Rage (Ex): Spell FurySpell (Sp): Concentration +19, Jump +7, Spellcraft +15; +7, Jump +19, Skills and Concentration Feats: Overcome Spell Failure (Ex): (Ex): Rage Warrior Cry (Sp): At 2nd level, a rage mage mage a rage Overcome Spell level, At 2nd Failure (Ex): Angry rage a when Beginning Spell (Ex): level, 5th at FurySpell (Sp): Rage (Ex): Rage at-footed 16; Base Atk 16; +9; (2d6+2/ at-footed melee Grp Atk +10; +11 This cast allows to spells her casting whose time is more no than 1 full while round in a spell character using rage, her 6 rounds, or spell lasts The for rage level. caster as her level until wills she Kalya end. the to is of it fatigued rest the for spell ends. rage her when current encounter time. 4th level or lower without adjusting the spell’s level or casting or without adjusting the spell’s level lower or 4th level for up to 8 rounds. to up for +1 greatsword Ref +6, ALspell Will fury, CN; SV spell Fort +11, 1/day; rage +8; Cha 22. 8, Int Wis 10, Str 16, Con Dex 13, 12, Casting,Combat Craft Magic Arms and Craft Armor, Staff, Spell Spell Focus (transmutation), Spell Focus (evocation), Penetration. wearing armor medium ure light chance or decreases when by 10%. 1/rage mage 7; CR 14; Medium humanoid; HD 6d4+18 plus plus 6d4+18 HD Spearblossom: humanoid; Kalya Medium 14; CR 7; mage 1/rage 11, touch Spd 40 Init +1; 95; ft.; hp 17, AC 7d8+21; plus 1d12+3 fl 19–20, benefi spellcasting her lose does not She ability of duration the for purpose the for this of caster level this mage’s effect. rage The effect is character equal level. her to rage. her of fatigued becomes the end at longer a cry once per day as a free action on her turna cry as a free day per her action on once and gain the do it during her action, not in response to somebody else’s else’s takes cantime a rage Entering mage no only a rage itself, but somebody to response in not action, her during it do action. restrictive the of natureHer armor. some of learns ignore to arcane spell failure wearing chance when light medium or 10%. by armor decreases time 8th and another at level. day per level 3rd at day per evocation, casts a spell conjuration, mage abjuration, the of transmutation or while school raging, the save necromancy, this increase spell the level, DC At 10th +2. for increasesby +4. becomes ifused had (as the she lower spell or quicken one 4th of level without adjusting spell’s the but level Quicken Spell feat), castingor use this may time. She ability during once each rage. Sample Rage Mage 74 CHAPTER 2 PRESTIGE CLASSES Class Features Class Skills Requirements pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs familiarity withpainandfeargranthimacruelprecision at 5thlevelto20feet,andthenagain8th30feet. ravagers Charismamodifier.Therangeofthisauraincreases table. Eachuselastsforanumberofroundsequalto3+the is usableanumberoftimesperdayasgivenonthe for aslongtheyremainwithinrange.Thisability a –2moralepenaltyonallsavingthrows feet ofaravager2ndlevelorhighertake attack foreverythreelevelsbeyond1st. ravager level.Thecanmakeoneadditionalpaintouch only attherateof1d4extrapointsdamage+1pointper level WeaponattacksalsotransmitthepainofErythnul,but attack thatdeals1d8pointsofdamage+1pointperravager is thetouchofaravager.Aravagercanmakeanunarmed proficiency withanyweaponorarmor. proficiency withanyweaponorarmor. class. All ofthefollowingareclassfeaturesravagerprestige Silently (Dex),Profession(Int),andRide(Dex). are Intimidate(Cha),Knowledge(religion)(Int),Move The ravager’sclassskills(andthekeyabilityforeachskill) (see thesidebar). (religion) 3ranks,Survival4ranks. fulfill allthefollowingcriteria. To qualifytobecomearavager,charactermust comer appearstobefightingand thecrueltyorinterestof between 3and10rounds,depending onhowwellthenew- the newcomersurviveanarbitrary periodoftime(usually come outfirstandtrytheirbest tokillthenewcomer.Should rogues, orfighterswithindividual levelsbetween2ndand6th) members (usuallyanywherebetween sixtosixteenwarriors, involves attackinghimenmasse. Thewarband’slowest-ranked makes hisintentiontojoinknown,theravagers’standardtactic prestige class)isbrutallyviolent. initiation ofapotentialravagerintowarband(andthe but, inactuality,eachbelongstoatight-knitwarband.The Individual ravagersareoftenperceivedasdangerousloners RAVAGER RITES Cruelest Cut(Ex):Whenaravagerreaches3rdlevel,his Aura ofFear(Su):Enemieswithin10 Pain Touch(Su):Erythnulteachesthatlifeispain,andso Weapon andArmorProficiency:Ravagersgainno Weapon andArmorProficiency:Ravagersgainno Skill PointsatEachLevel:2+Intmodifier. Special: Mustsurvivetheravagerinitiationrites Feats: ImprovedSunder,PowerAttack. Skills: Intimidate3ranks,Knowledge Base AttackBonus:+5. Alignment: Chaoticevilorneutralevil. When aprospectivememberapproacheswarbandand the warbandistodie. ravager. Oncetheceremonyiscomplete, theonlywaytoleave tattoos totheapplicant’sfacethat forevermarkshimasatrue horrific act,thewarbandapplies adistinctivelyrepulsivesetof followed byburningthesacrifice alive.Followingthiscrueland the unholyritesofdeity,which alwaysinvolvebloodletting would-be ravagermustsacrifice thevictiminaccordancewith (preferably human,butinapinchanyhumanoidwilldo).The members ofthewarbandacquireasuitablesacrificialvictim (or asimilardeity)tofillhisheartwithhateandmalice.Other sacrifice. Thecandidatewaitsonhisknees,prayingtoErythnul ravager prestigeclass,hemustundergoasecondrite:thefire warband’s leader),heisallowedtojointhewarband. (thus, afailedattackrollruinstheattempt).Ifhestrikes making acruelestcutattemptbeforehemakesmeleeattack with hismeleeattacks.Thecharactermustdeclareheis Should thenewcomeractuallywanttoprogressin A ravager CHAPTER 2 PRESTIGE CLASSES 75 Mobility sleeper lock Reaping maulers are the back-breakers, the limb-twisters, Reaping maulers are mauler prestige Most of those attracted to the reaping individuals who NPC reaping maulers are burly, rowdy Hit Die: d10. 3rd +3 +3 +3 +1 Counter grapple, +1 Counter +1 wrestling 2nd grapple +3 +2 +3 Adept +3 +3 +0 3rd +3 Devastating +1 4th +4 +4 5th +5 +4 +4 +4 +1 Adept wrestling +2 Attack Fort Ref Will Ref Fort Base Attack Level Bonus Save Save Save Special 1st Grapple, +1 Improved +2 +2 +0 To qualify to become a reaping mauler, a character must fulfill all the following criteria. Truly wise adventurers are always wary of unarmed oppo- wary of unarmed adventurers are always Truly wise seem. usually more than they such adversaries are nents, for be a reaping mauler—the might even Such an opponent weapon who depends on of a character worst nightmare who dares to wield a weapon against skills to win. Anyone better make use of it quickly, because a reaping mauler had last long. the opportunity won’t among pit fighters. Grapplers of the and the neck-snappers wear nothing heavier than light armor highest order, they their flexibility, and they use no in combat to maximize gruesome victories, for they prefer weapons to achieve their kill. A reaping mauler wants to the intimacy of a barehanded his opponent with whispers while be close enough to taunt of it, to smell its fear, and to watch the crushing the life out realizes just despair creep over its face when the opponent how useless its weapons are during a grapple. for barbarians or class are fighters, but it is not uncommon natural ability in rangers to embrace this path. Monks have too chaotic for this direction, but the class sometimes feels also been known such a character. Paladins and clerics have the combat style as to dabble in this prestige class, treating render opponents both good, hearty sport and a means to Druids sometimes unconscious without killing them. ability to tame become reaping maulers to enhance their adopt the animals by hand, and even rogues occasionally lack the physical class. Bards, sorcerers, and wizards usually but they respect strength to be good candidates for the class, abilities. reaping maulers for their obvious spell-disrupting When it carry themselves with an air of invulnerability. and food—they comes to the simple pleasures of life—drink In a reaping believe the world exists for their convenience. be solved with mauler’s mind, there is no problem that can’t he feels that brawn. If something can be taken by force, it must naturally belong to him, and rarely does anyone openly oppose this concept. Requirements Table 2–30: The Reaping Mauler REAPING MAULER REAPING gem of brightness, , +1 breastplate

Possessions: Two +1 battleaxes, Uncanny Dodge (Ex): Narrik can react to danger before Trap Sense (Ex): Against attacks by traps, Narrik gets a Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC Improved Uncanny Dodge (Ex): Narrik cannot be Aura of Fear (Su): Enemies within 20 feet of Narrik take Pain Touch (Su): Narrik’s melee touch attack deals Cruelest Cut (Ex): If Narrik declares he is using cruelest Intimidate +14, Jump +13, Knowledge Skills and Feats: Intimidate +14, Jump +13, Knowledge Half-orc barbarian 5/ravager 6; Half-orc barbarian Narrik Weepingscar: A 10th-level ravager has plumbed A 10th-level ravager Visage of Terror (Sp): cloak of resistance +1, masterwork composite longbow (+4 Str bonus), 20 arrows, heavy warhorse. his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed. +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class. for up to 7 rounds. flanked except by a rogue of at least 9th level. a –2 morale penalty on saving throws as long as they remain a –2 within range. The effect lasts for 3 rounds each time Narrik uses this ability. 1d8+6 points of damage. He can also use pain touch through 1d8+6 points of damage. He can also use a melee weapon, dealing 1d4+6 points of damage. cut before making an attack, and the attack strikes success- cut before making an attack, and the attack Constitution fully, he deals an extra 1d4 points of temporary damage. (religion) +4, Ride +8, Survival +8; Improved Sunder, Power (religion) +4, Ride +8, Survival +8; Improved Focus (battleaxe). Attack, Two Weapon Fighting, Weapon CR 11; Medium humanoid; HD 5d12+10 plus 6d10+12; hp CR 11; Medium humanoid; HD 5d12+10 flat-footed 18; Base 88) Init +2; Spd 40 ft.; AC 18, touch 12, +1 battleaxe) Atk +11; Grp +15; Atk +17 melee (1d8+5/×3, longbow or +12 ranged (1d8+4/×3, masterwork composite (1d8+5/×3, +1 [+4 Str bonus]); Full Atk +17/+12/+7 melee +1 battleaxe) and battleaxe), or +13/+8/+3 melee (1d8+5/×3, +13 melee (1d8+3/×3, +1 battleaxe), or +12/+7/+2 ranged [+4 Str bonus]); (1d8+4/×3, masterwork composite longbow SQ aura of fear 2/ SA cruelest cut 2/day, pain touch 2/day; dodge, rage 2/day, day, darkvision 60 ft., improved uncanny Fort +11, Ref +5, trap sense +1, uncanny dodge; AL CE; SV 10, Cha 10. Will +3; Str 18, Dex 14, Con 14, Int 10, Wis the true depths of horror and hopelessness. Once per day, the true depths of horror ability similar to the arcane spell he can trigger a spell-like class level + the phantasmal killer (save DC 10 + the ravager’s as a standard action. To the foe the ravager’s Cha bonus) to take on the visage of what the ravager selects, he seems all other respects, this ability functions target fears most. In in the Player’s Handbook. as the spell described successfully, he deals ld4 points of Constitution damage to of Constitution damage he deals ld4 points successfully, may other damage the attack in addition to any the target, for every cut once per day can use cruelest cause. A ravager cruelest may only make one he has attained, but three levels per round. cut attempt Sample Ravager 76 CHAPTER 2 PRESTIGE Illus. by S. Prescott CLASSES Class FeaturesClass Skills Class the Improved Grapple feat, benefi the mauler gains or no armor, a reaping armor light When wearing Improved Grapple (Ex): armor. or weapon no profi gain ficiency: mauler class. prestige features of the reapingclass are of the following All Level: Tumbleand (Dex). (Cha), Profession (Wis), (Str), Swim Intimidate (Cha), Jump (Str), Perform (Str), (Int), Craft (Dex), Escape Artist Climb are for skill) each keythe ability (and The reapingskills mauler’s class *New feat book. Chapter found in 3of this hands. bare his with opponents one himself category larger size than Special: Feats: Skills: Bonus: +5. Attack Base reaping mauler’s Wis modifi Wis mauler’s reaping saveFortitude (DC 10 +the reaping level mauler’s class +the round, the opponent must a for make the pin 1full tains main- and opponent grappling his while pins character the how to render opponent an unconscious pressure. If with Sleeper Lock (Ex): immediately attempt the other action. afree check as thecheck he chosen, has he he can fails If normal. as himself opponent’s by check his opposed grapple check to free Artist attempt either can or no armor agrappleEscape check or an reaping mauler of 3rd level armor light or higher wearing (Ex): Grapple Counter level. 4th at +2 to bonus This increases checks. or Strength Dexterity opposed and grapple checks a+1 bonus on all gains or no armor level, armor areaping light mauler who wearing is Adept Wrestling (Ex): notdoes meet prerequisites. the benefi the gains or no armor, mauler areaping armor light Mobility (Ex): prerequisites. even if he does not meet the Skill Points at Each Each at Points Skill Weapon Pro- Armor and 2+Int modifi Clever Wrestling*, Improved Unarmed Strike. Escape Artist 5 ranks, Tumble 5ranks, 5ranks. Artist Escape Reaping maulers The must candidate have defeated at three least ciency any with ts of the Mobility feat, even if he he if even feat, Mobility the of ts When wearing When wearing er. At3rd level, areaping mauler learns t of er) at end the of round the or fall When grappling or pinned, a or pinned, When grappling Beginning at 2nd Beginning

A reaping mauler Sample Reaping Mauler save (DC 10 +the reaping level mauler’s class + the reaping 3 consecutive rounds, the opponent must make aFortitude for pin the maintains and opponent grappling his while pins (Ex): Grapple Devastating effect. to this anatomy immunity has unconscious for 1d3 no discernible rounds. Acreature with Str 20, Dex 14, Dex 20, Str Con 14, Int 10, 13, Cha6. Wis ing, uncanny dodge; AL CN; SV evasion,counter sense, trapfi grapple, traits, trap dwarf Fort +10, Ref +10, Will SQadept wrestling, +3d6; +3; attack sleeper sneak grapple, lock, work composite longbow [+5 bonus]); SA Str devastating (1d6+6, composite longbow +17/+12 [+5 Atk bonus]); Full Str melee (1d6+6, fl 12, AC 19, 20 Spd ft.; +2; plus2d10+4 Init touch 5d10+10; hp 80; mauler 5; CR 12; Medium humanoid; HD 5d6+10 plus Jorrick Shardcarver: Jorrick +21; +10; +17 Grp at-footed Atk Atk Base 19; melee +1 armor spikes +1 armor +1 armor spikes armor +1 mauler’s Wis modifi Wis mauler’s round or die. A creature with no discernible ) or +13 ranged(1d8+5/×3, masterwork ) or +13/+8 ranged (1d8+5/×3, master- Dwarf rogue 5/fi rogue Dwarf anatomy to effect the immune is If a5th-level mauler reaping If er) at the end of the third of this ability. this of ghter 2/reaping ghter ght- CHAPTER 2 PRESTIGE CLASSES 77 - er. withict their former Ronins gain no profi no gain Ronins 2 + Int modifi2 + Int ciency: (bastardciency sword). ed or been exiled been ed or from service the Any nonlawful. Any The ronin’s reputation for dishonor—deserved for reputation ronin’s The Must have fl d10. Exotic Weapon Profi Weapon Exotic Infamy: Alignment: Alignment: Base Attack +6. Bonus: Feats: Special: and ArmorWeapon Profi Hit Die: Hit Skill Each at Level: Points Base Level Bonus Save Save Save 1st Attack Special Fort charge Ref — +1 2nd +1d6 Will +2 +1 feat +1 Banzai +3 +0 +0 +3 3rd +3 +2 Bonus4th +1 +0 +1 5th +5 +4 +3d6 +4 6th +0 +6 attack — — 7th +5 +2 +2 sneak Infamy, attack +2 +7 +4 +2 Sneak 8th +8 +5 +2 +2 +6 feat +1 9th +9 Bonus +1 10th +6 +3 +3 +10 Sneak attack +2d6 +7 +3 +3 Sneak attack +4d6 ciency with any weapon or armor. or withciency weapon any in a someone him Whenever everywhere. not—follows or past (usually authority ronin’s the of position of has heard [nobility Information Gather through Knowledge or a DC 10 To qualify to become a ronin, a character must fulfi ll all qualify the To a ronin, become fulfi a character to must criteria.following All following the are class of ronin the of features prestige class. to be inveterate wanderers. Even if an Asian setting isn’t an an isn’t setting Asian an if Even culture. and ronin “wave-man,” “Ronin” is tend for Japanese wanderers. inveterate be to important part campaign, your of a ronin character be a may behind his from a distant put dishonor to land,traveler eager the knows one him no his in days out and live a land where bushido. of code scrupulous Ronin less in of pay the are found often feudal are Because trainedlords. they in are art the they war, of prized hire watch a ronin who as mercenaries. should Those Almost ronin every has closely. a failure of their employee a confl in his involve past; most honor masters. of a feudal lord, commonly for disobeying for commonly displaying lord, a feudal orders, of a crucial at cowardice rudeness or juncture, failing or in a crucial task. class skills ronin’s The ability each key the skill) for (and are Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), (nobility and royalty) Knowledge (history) (Int), Knowledge (Wis). Motive and Sense Ride (Dex), (Int), Requirements Class Features Table 2–31: The Ronin The 2–31: Table Class Skills at- ex saving half throw for +1 armor +1 spikes,with gaunt- masterwork composite long- composite masterwork If Jorrick pins his opponent opponent his pins Jorrick If When grappling When pinned, or Jor- : Jorrickgains all on bonus a +2 Jorrick can before danger react to DC 17 Fortitude save or be stunned stunned be or save Fortitude 17 DC +4 bonus on ability checks to resist resist to checks ability on bonus +4 If Jorrick pins his opponentand main- Jorrick can use the Search skill locate to Balance Bluff +3, +6, +0, Diplomacy Escape Armor to bonus dodge Class. and a +1 ex saves +2 mithral chainmail chainmail mithral +2

nding (Ex): nding

Trapfi Uncanny Dodge (Ex): Uncanny Dodge Possessions: Adept Wrestling (Ex) Counter Grapple (Ex): Dwarf (Ex): Traits If Jorrick (Ex): Evasion is exposed effect any that to nor- Stunning Fist (Ex): Devastating Grapple (Ex): Skills and Feats: Against Sense (Ex): attacksTrap traps, by Jorrick a +1 gets Sleeper Lock (Ex): Lock Sleeper urai this 1 of in class Chapter book, ronin the presented pres- classtige an roots has its in it’s appropriate Japan, but feudal choice in any campaign world that includes an Asian-themed rules and theme tie the two classes together. As rules with tie sam- two the the and classes theme together. his senses would normallyhis would senses allow him retains do so. He to his Dexterity fl caught Armor to bonus when Class even When a samurai or other noble warrior a samurai noble is exiledWhen other or from ser- the a ronin—a become may vice he his of lord, masterless feudal warrior cast adrift still but in the world, clinging the rem- to nants his life. of former in Blade hand, a ronin from wanders trying job, to job his ahead of step enemies—and one stay to his of past. shame the game both samurai; once were ronin of majority vast The traps the task has a DC than when higher 20. footed. lets of ogre power +2, boots of speed, 20 arrows. Str bonus), (+5 bow tains 1 full pin the make for a DC must opponent the round, rounds. fall 1d3 or for Fortitude unconscious save 16 opposed grapple checks (already added above) and opposed above) opposed added checks grapple (already Dexterity Strength or checks. throws saving on an or check Escape a grapple rick Artist can either attempt bonus +2 free to himself.check If fails he can he check, the try the tripped; or as check a free action.other rushed bull being against poison, spells, and spell-like effects; on bonus +1 attack rolls against and goblinoids; orcs AC +4 to bonus against giants; Appraiseon Craft or bonus +2 checks related metal. or stone to mally allows him attempt a Refl to takesdamage, damage he no with a successful saving throw. Mobility, Power Attack, Stunning Power FocusMobility, (armor Weapon Fist, spikes). 3/day. 1 round; usable for Refl on bonus Silently +9, Spot +9, Search +8, Tumble +11; Clever Wres- Clever +11; Tumble +8, Search +9, Spot Move Listen +9, +9, +5, Jump IntimidateArtist +9, +9, Hide +10, Silently tling, Dodge, Improved Grapple, Improved Unarmed Strike, while grappling and maintains 3 consecutive pinthe for at Fortitude save make a DC must 16 rounds, opponent the third the of die. end the or round RONIN 78 CHAPTER 2 PRESTIGE Illus. by S. Prescott CLASSES Ex-Samurai Ronin Abilities Ronin Ex-Samurai larger than his base attack bonus. For example, a –2 or than smaller acceptapenalty cannot countsand toward the bonus, but the ronin applies –2 still for AC charging penalty The normal bonus on roll. damage the equivalent an take and Class Armor to his penalty acceptavariable heinto can battle, When of 2nd level aronin or higher charges remembers thestill honor, heart but his own ofmeasure his of bushido at and a least away cast has theronin code chapter. hunter this the dark in earlier of ability, seethedescription attack on sneak the plete details level, +4d6 at levelthird (+2d6 level, at 4th +3d6 at 7th 10th level). by increases 1d6 damage every points extra For com- 1d6 This of damage. points for extra spot an avital strike he can effectively attack, his from opponent when she is unableidentities. to defendronin’s identity, adoptpseudonyms some or so ronin secret herself fi authority the only if applies penalty infamy The involving checks person. that Charisma-based on all alty pen- circumstance a–4 takes the ronin and usual, worse than royalty]and check), that person’s one category starts attitude Rapid Shot, Ride-By Attack, Shot onSpirited Attack, the Run, Shot,Rapid Ride-By Archery, Mounted Combat, Shot, Point Shot, Blank Precise Improved Shot, Precise Manyshot, Mounted Far Shot,feat list: the following from level,9th may one choose aronin At5th and techniques. and tricks many taught has him battle ence in bonus on roll. damage the +8 penaltytake to a –8 AC exchange in for a charge could abanzai 2nd-level making ronin 11th+ As above, plus an ex-samurai of this stature immediately gains a ronin level for each level of samurai he trades in.For trades he ofsamurai level each for level aronin gains immediately stature ofthis anex-samurai plus above, As 11th+ As above,plustheroninregainsanystaredownclassfeature(staredown, massstaredown,improvedstaredown)he 6th–10th asanysamurai just useit can and asasamurai, possessed once he feature class smite anykiai regains ronin The 1st–5th Level Regained Samurai Abilities Banzai Charge (Ex): Charge Banzai (Ex): Attack Sneak Bonus Feat: The ronin’s experi- he chooses to lose ten levels of samurai. The character level of the character does not change. However, with the loss the However, with change. not does character ofthe level character The ofsamurai. levels ten tolose chooses he if allabilities with ronin a10th-level become immediately can ofsamurai levels hasthirteen who acharacter example, smite 3/day, and improved staredown classfeatures. 3/day,smite staredown improved and kiai asone, swords two improved the lose would but samurai, ronin/10th-level a4th-level become could of 14th level anex-samurai Thus, class. samurai bythe granted classfeatures ofthe some lose might character the levels, of samurai once possessedasasamurai,usingitjusthedidbefore became anex-samurai. can. If a ronin can catch an an catch can aronin If The thrill ofthrill bravery. gure knows the A ronin Former Samurai Former Ronins who possess levels (that who to say, is of possess samurai Ronins now are sites for the bonus feat. theprerequi- Charge, meet Trample. all must The still ronin Fighting (katana and wakizashi only), Improved wakizashi and Critical Fighting (katana Exotic Weapon Profi ex-samurai) regain some of their lost class features the more +13, Diplomacy +14, Cleave, +20; +28, Ride Intimidate levels of samurai they possess; referlevels to they the accom- possess; of samurai panying table for details. High-level ronins retain table retain High-levelpanying ronins for details. much of their bushido training, even if fate has fate even has if training, bushido much oftheir ciency (katana), Improved Two-Weapon 1/day,bonus]); SA banzai charge, kiai smite sneak attack +4d6; SQ iaijutsu master, staredown; AL N; SV Fort +14, Fort SV N; AL master, staredown; Ref +6, Will +4; Str 22, Dex 12, 22,Dex Con Str +4; Will +6, Ref Urashima Urashima Tanoki: samurai 6/ronin CRsamurai 10; 16; 6d10+12 plus hp 10d10+20; 120; Sample Ronin Medium humanoid; HD HD humanoid; Medium dealt themdealt atreacherous blow. 17–20, 17–20, melee+9 (1d10+7 plus 1Con/ Init +1; Spd 20 ft.; AC 21, +1;Init 20ft.; Spd touch 11, fl 11, composite longbow [+6 Str +22/+17/+12/+7 (1d10+7 melee bonus]); Full Atk +24/+19/+14/ Atk Full bonus]); plus 1Con/17–20, wound- +1 +16; Grp +22; Atk +24 Atk +16; +22; melee Grp composite longbow [+6 Str ing katana ranged (1d8+6, masterwork +1 wounding katana wounding +1 (1d10+7 plus 1Con/17–20, ranged (1d8+6, masterwork wakizashi (1d6+4/17–20,

14, Int 10,Cha16. 8, Wis Atk Base at-footed 20; Skills and Feats: and Skills +1 wounding katana wounding +1 ); or +18/+13/+8/+3 or ); ) and +22/+17) and melee +1 ghost touch touch +1 ghost ) or +18 Human Human Bluff Bluff ); or

CHAPTER 2 PRESTIGE CLASSES 79 Illus. by B. Snoddy 2 t a t ghters ghters er. Must have Knowledge Knowledge Skill Points at Each Level:

Spellcraft (Int). Proficiency with with Proficiency Knowledge (Int), (Int), Knowledge + Int modifi+ Int Jump (Str), Profes- and (Wis), sion centration (Con), ll all following the Climb Con- (Str), ghters can meet the the meet can ghters force of armsforce alone, to recourse without ity for eachity skill) for are spellcasting. Skills: Able to cast 2nd-level through a foe defeated Class Skills skills abil- key the (and The spellsword’s class The (arcana) 6 ranks.(arcana) Base Attack +4. Bonus: Special: Feats: all and martial simple weap- Spells: criteria. medium, andmedium, light). spells. arcane ons and withons all armor (heavy, acter must fulfi To qualifyTo a spellsword, become to a char- At every odd-numbered level, a spell sword sword a spell level, odd-numbered At every A spellsword Requirements d8. ghters, although bard/fi although ghters, Hit Die: Hit Spells per Day:

All following the are class of spellsword the of features pres- class. tige arcane spellcasting class he belonged to before adding the the adding before to belonged he class gains spells new as if day per had also in he an gained a level spellcasting arcane prestige class. gain does He any not, other however, benefi chance gainedcharacter that (improved class of have would cre- controllingof rebuking item metamagic or undead, or of an increased level effective for save and so on), feats, ation spellcasting. If than a character spellcasting had more one appellations for this class are for certainly prestige appellations possible this for prestige used.requirements The commonly not but wizard/fi multiclass to attractive most it make class or sorcerer/fi requirements just as just easily. requirements martial other by Feared characters because his of ability use spells,to spellcasters by his because of and feared ability castto those spells while wearing a spellsword often armor, walks alone. the world Class Features , B lled in in lled masterwork com- , Weapon Focus (katana), , Weapon B Urashima is treated as having the the having as treated is Urashima During Urashima can a charge, When When

, ) within +1

Authorities who have heard of heard Authorities have who ,

Possessions: Staredown (Ex): Banzai Charge (Ex): Master (Ex): Iaijutsu Kiai Smite (Ex): Smite Kiai Infamy: Power Attack, Ride-ByPower Attack defenses. on class’s the Despite name, a spellsword can use weap any switch and “Spellaxe,” other weapons. “spellspear,” even or can cast spells through bypassing his weapon, his opponent’s posite longbow (+6 Str bonus). (+6 posite longbow is dream fulfi magicThe melding of and weaponplay both spellsword. the of of arcane person the A student rituals and martial techniques, the spellsword gradually learns to cast spells in armor with less chance he of failure. Moreover, +2 full plate, of giantbelt Strength +4, risma +2, rod of enemy detection, cloak of Cha wakizashi wounding katana skill description, page 76 of the the demoralize an opponent (as of 76 page Intimidate the in described description, skill Player’s Handbook feet. 40 +1 ghost touch bonus on Intimidate Intimidate on bonus in the (included checks statistics) and can above effect. Urashima gains a +4 of 2 or lower, the the lower, or 2 of kiai has smite no the attack and damage damage and attack the the of target the If rolls. attack has immunity to fear or has an score Intelligence hisUrashima next shouts, attack gains on bonus a +3 alty on Charisma-based checks checks Charisma-based on alty person. that involving Urashima’s past attitudes have that start one thancategory worse normal, and the ronin takes a –4 circumstance pen- (katana), Improved Critical (wakizashi), Mounted Combat Weapon Focus (wakizashi). Weapon accept a penalty his to Armor an Class equiva- and receive penalty the damage on roll. bonus normal AC for The –2 lent charging still bonus; the ronin the toward and counts applies can a penalty accept as small as as large or –16. as –2 Quick Draw feat when drawing his when Quick katana. Draw feat SPELLSWORD 80 CHAPTER 2 PRESTIGE CLASSES Table 2–32: TheTable 2–32: Spellsword an area oraray, area is dis- an is only the target. The spell it affects apply). affects still normally resistance Even the spell spell if weapon and his (savingthrows with attacks successfully target the spell that the next affects spell channeled sword The spell. the cast had he if as just slot spell or spell prepared upthe uses amove spellsword requires the and ity action, melee into his cast weapon.abil- he Using can any this spell Handbook to afi allowed of feat bonus featsmetamagic thelist or from one drawn abonus feat. bonus feat This gaining must either be art, a a 1st-level spellsword. for to only 20% drops but this of 30%, chance failure a spell has shield normally asmall carrying and mail scale wearing any. if chance, acharacter For failure instance, spell total given the percentage subtracts value his A spellsword from shown as table. on the class to increases 30%, gradually and associated chance failure spell ity, of arcane the he ignores aportion with usingwith weaponplay armor. starts to pay off. As an extraordinary abil- This spell reductionsword’s spellcraft at merging work hard practice and starts atper day. 10% he addsclass the new spells level of determining for purposes beforeclass becoming he aspellsword, must decide to which tiple channel spell tiple apply resistance uses aspellsword normally. time Each As with the spell channel were weapon. the placed into order the spells the weapon, in his with attacks successfully target the spellsword the next affect spells channeled one. each to Both channel action melee into his weapon, amove using spells two channel 8 hours. not into channeled in aweapon used lostif Spells are a time. into only one weapon spells at his channel can A spellsword charged the weapon, then from hold which can an other spell. expended. 9th +9 +6 +3 +6 Ignore spell failure 30% +1 level of existing arcane spellcasting class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level — 30% failure spell Ignore class spellcasting arcane +1 ofexisting level 25% failure spell Ignore +6 +6 class spellcasting arcane +1 ofexisting level +3 20% failure spell Ignore +5 +2 +5 class spellcasting arcane +1 ofexisting level +6 +2 15% failure spell +4 Ignore +6 +2 +4 Bonusfeat +5 SpellsperDay +1 10% failure spell Ignore +3 +7 +3 +7 +5 +1 +3 +9 +4 +1 +2 +10 +8 +4 +0 10th +7 +3 +0 9th +6 +3 8th +5 +2 7th +4 6th +3 5th Special +2 +1 4th Save 3rd Save Save 2nd 1st AttackBonus Level Base Fort Ref Will Bonus Feat: At2nd level, advances his aspellsword Channel Spell Channel at 1st level, (Ex): Beginning Failure a Spell Ignore (Sp): Spell Channel Multiple ). ghter (see Table on 5–1 page of the Player’s 90 (Sp): , two of his fi of his , two At 4th level, a spellsword can channel channel level, can At4th aspellsword class feature, saving throws and spell spell and throws saving feature, class ve A 10th-level spellsword can can spellsword 10th-level A channel spell channel uses per day uses are 5dy — — — spell channel Multiple — Channel spell5/day Channel spell4/day Channel spell3/day mul- Sample Spellsword monster, ghoul touch, scorching ray, scorching web; 3rd— touch, ghoul monster, 2nd— (3); shield evil, from 12, 10, Int 22,Wis Cha8. +10, Fort SV 14, +10; Str +5, Ref CG; Will 13, Dex Con AL 20%; greatsword +2 diamond dust. missile magic of wand +4, intellect monster, teleport, wall of force. fi wallof stoneskin, re; enervation, Otiluke’s ice storm, resilient sphe 4th— touch; vampiric energy, from lightning protection bolt, sphere, invisibility person, slumber, fideep dispel, fl reball, hold haste, weapon, magic y, greater ray,scorching web; invisibility, see ghoul touch, invisibility, knock, Melf’s acid arrow, resist energy, 2nd— sleep; shield, evil, from protection weapon, magic missile, magic monster, teleport. 4th— touch; vampiric 0— spell. even area it’s an if resistance applies). spell and (saving throw by the spell the sword affected is with Only the hits it he The had creature been if next successfully as cast. target is affected spell upthe sword, he using thus prepared intohis has spell by the spell, Penetration, Weapon (greatsword). Focus Improved Improved Spell Disarm, Scroll, Initiative, Scribe and Armor, Combat Dodge, Combat Casting, Expertise, Arms Magic Craft +22; planes) +18, +5, Ride Spellcraft Knowledge royalty) and (nobility +16, Knowledge (the Knowledge (arcana)Diplomacy +20, +6, +1, Intimidate 19–20, 19–20, +15 +12; Atk meleefooted +10; 16; Grp (2d6+5/ Atk Base hp 61;plus +5; 6d8+6; 20 Spd Init AC 17,ft.; touch 11, fl HD1d10+1 CRhumanoid; Medium sword 13; 6; plus 6d4+6 Roland Wanderson: Wizard Spells Prepared Wizard Concentration +15, Decipher Script +12, +12, Script Decipher +15, Feats: Concentration and Skills Possessions: Spellbook: Spell Channel detect magic bear’s endurance, bull’s strength, darkvision, daze monster, monster, daze darkvision, bull’sbear’s endurance, strength, +2 greatsword +2 0—all; 1st—

); SA channel spell 4/day; SQ ignore spell failure 4/day; failure spell SA channel SQignore spell ); +2 greatsword, +1 of mithral chainmail,+2 headband greatsword, (2), (Sp): light, message; 1st— message; light, 5th— ); Full Atk +15/+10 Atk Full ); melee (2d6+5/19–20, contagion, enervation, stoneskin; 5th— As a move action, Roland can channel a channel amove As can Roland action, confusion, contagion, di mensional anchor, (4/6/6/4/3/2; save 16 DC level): +spell charm person, identify, mage armor, magearmor, identify, person, charm bear’s endurance, bull’s strength, daze daze bull’sbear’s strength, endurance, Human fi Human baleful polymorph, cone of cold, hold hold cold, of cone polymorph, baleful 3rd— (7th), spellbook, 250 gp of ghter 1/wizard 6/spell- clairaudience/clairvoyance, clairaudience/clairvoyance, charm person, protection protection person, charm re, polymorph, scrying, scrying, re, polymorph, fifl reball, haste, y, hold at-

CHAPTER 2 PRESTIGE CLASSES 81 spell (caster level spell level (caster Stonelords gain no no gain Stonelords earth a Medium of gment Once per day, a stone lord lord stone a day, per Once ciency: anking position adjacent to the the to adjacent position anking spell. size summoned the The of Once per day, a stonelord with this a stonelord day, per Once Once per day, a stonelord with this a stonelord day, per Once bear’s endurancebear’s spell 1 hour. for on any target touching target any the ground. on If (Sp): Once per day, a stonelord can take a stan- a stonelord day, per Once Once per day, all attacks melee in made day, per Once a bull’s strengthbull’s spell 1 hour. for (Sp): Once per day, a stonelord with this ability a stonelord day, per Once At every even-numbered level, a stone- level, even-numbered At every Once per day, a stonelord with this ability a stonelord day, per Once Once per day per class level, a stone- class per level, day per Once (Su): Once per day, a stonelord with this ability a stonelord can day, per Once anking can hit, to attacks make a sneak (+2 Once per day, a spell cast by a stonelord a spell cast a stonelord by day, per Once (Su): (Sp): (Su): (Sp): (Sp): (Sp): summon monster summon effect (as the spell).effect (as (Sp): hold monster hold armor. or withciency weapon any Stoneskin Summon Earth Elemental (Sp): Earthgrip Gravity Earth’s EnduranceEarth’s Earth’s BloodEarth’s Weapon and ArmorWeapon Profi Earth’s StrengthEarth’s can use can use a slow a stoneskin t of can casting herself give benefi the actually were she if as pro- character must The class level). equal stonelord’s the to component material the vide spell. the with this ability can summon an earth as if she elemental had cast a lows: 1st–3rd, Small;lows: 1st–3rd, 4th–6th, Medium; 7th–9th, Large; 10th, Huge. lord can abilitylord choose one from following the list stone of than can once. more be chosen power stone No powers. as class uses level her otherwise stonelord Unless the noted, DCs are Constitu- save effects these (the for level caster the tion-based). abilities these of isa standard one Using action unless otherwise noted. ability as if score Constitution grants herself a boost her to affected a by were she opponent that against available) is ability 1 round. This for ability opponent allows stone- the stonelord’s fl such make to if lord attack during that round. this Using ability is a free action. as fol- class level, stonelord’s the on earth depends elemental mud. of usingclump a own wounds dard heal her action to This ability + her points hit equal of heals 1d8 a number to class level. stonelord Power: Stone cannot is airborne stonelord the opponent the waterborne, or spell. the with creature the affect Magic Earth with this ability can (assuming cast she spells) is considered maximized as if with prepared Maximize the Spell feat, is can- unaffected.although spell’s the level spell’s level The this Using stonelord. the of than class be higher the not level ability is a free action. profi ability grants Strength herself a boost as her if score to she affected a by were Power Earth with this a stonelord abilitysingle by round gain bonus a +2 on damage of points 2d6 extra an deal and roll attack the on a successful this hit. Using ability is a free action. Shadows Earth withlord this ability can a fi create that appears inelemental a fl ll all all ll er. Earth’s blood Stone power Stone shape Stone power Meld into stone Stone power Stone tell Stone power Stone power 2 + Int modifi 2 + Int nite reserves of power within it to d8. Craft (stoneworking) 6 ranks,Craft Speak (stoneworking) Language : The character must undergo an ritual arduous undergo character must : The Endurance. Dwarf.

Base Level Bonus 1st Save Attack Save Save +1 Fort Special Ref Will +2 +0 +0 2nd 3rd +2 4th 5th +3 6th +4 +3 7th +5 +3 +0 8th +6 +4 +1 9th +7 +4 +0 +3 +1 +3 +10 10th +8 +7 +5 +1 +1 +9 +5 +1 +2 +6 +1 +2 +6 +2 +2 +2 +3 +2 +3 Earthquake All of the following are class features of the stonelord prestige prestige All following the are class stonelord of the of features class. The stonelord’s class skills ability key the each stonelord’s skill)The (and for Knowledge Craft (Int), (Con), Concentration are Climb (Str), Spot (Wis), and (Wis), Profession Survival(Int), (Wis). Skill Each at Level: Points the following criteria. following the Race: Base Attack +5. Bonus: Skills: (Terran). Feats: Special in immersion fasting loam, sacred involving long periods 1,000 of and ingestion the underground, deep gp worth of powdered gemstones. The gem type chosen is then the carry must and she gem, type that totem stone of stonelord’s allwith at her times access to the spell-like abilities gains she as a stonelord. To qualify to become a stonelord, a character must fulfi qualify a character must To a stonelord, become to them—or at least to select individuals. special select to These them—or least dwarves at with use their connection the They are known as stonelords. earth draw from to infi the Dwarves know more secrets about stone than anyone. They They than anyone. stone about secrets Dwarves more know and earth the stones, the andamong die live whispers to perform them amazinghelp feats. dwarf although stonelords, common most are the Fighters paladins and adopt the mantle rangers aswell. Though occasional the dwarf rogues,uncommon, clerics, and even stonelords. wizard become sorcerer or protec- as communities in dwarven work NPC stonelords and Occasionallytors leaders. in groups, work they even but their variedthen, make backgrounds powers and chosen allthem very different. Die: Hit

Class Features

Class Skills Requirements Requirements

Table 2–33: The Stonelord 2–33: The Table STONELORD 82 CHAPTER 2 PRESTIGE CLASSES Sample Stonelord Sample on all attacks in a single round. asingle in attacks on all bonus a+2d6 and a +2 bonus attack damage herself grant can to stone or metal. related checks +2 bonus or Craft on Appraise giants; against bonus to +4 AC orcs goblinoids; and against rolls attack +1 bonus on effects; spell-like and spells, poison, against being bull rushedthropy. or tripped; mummy as such rot lycan- and diseases magical including +2 bonus on saving (already fi throws throws to of that a5th-level equal is cleric. spell) good fear effects. against throws bonus on saving or otherwise). Allies within 10 feet of her gain a +4 morale for day. that butno of effect counts the ability ause as has not is that evil acreature Smiting of damage. points extra She melee 5 addsnormal +2 deals attack. and to roll her attack Sunder, Power Weapon Attack, (greatclub). Focus Endurance, Improved +3; Rush, Improved Bull Spellcraft edge (dungeoneering)(Terran), Language +12, Speak +3, Ride stonelord’s level). class astone use higher can shape level to the stonelord’s equal level). class she stone hadcast if with as speak higher can (caster level to the stonelord’s equal level). class lord of 5th level a use or higher can +21/+16/+11 (1d10+7, melee +17;+13; Grp +21 Atk melee (1d10+7, 20 Spd AC 19,ft.; +0; touchInit 10, fl HD5d10+10CR humanoid; Medium 13; plus 8d8+16; hp 90; Chertia Granitegallow: stonelord’s level). class earthquake an use higher can Int 10, 12, Cha14. Wis 18, 10, SV Str Dex +3; +10,Fort Con 15, LG; Will +3, Ref AL stoneskin; tell, stone shape, stone mount, special stone, into meld hands, on lay earth’s earth’s strength, earth’s endurance, blood, evil, turn undead 5/day; SQ aura of courage, aura of good, Smite Evil (Su): Evil Smite Earth Power (Su): Earth Traits (Ex): Dwarf HealthDivine (Ex): Grace (Su):Divine Detect Evil (Sp): Aura of Good (Ex): (Su): of Courage Aura Turn Undead (Su): Stone into Meld (Sp): Shape Stone Earthquake Earthquake TellStone Craft (stoneworking) Feats: Craft and +12,Skills Jump –7, Knowl- divine grace, divine health, dwarf traits, earth power, earth traits, dwarf health, divine grace, divine (Sp): (Sp): gured into the abovegured statistics). Once per day, astonelord of level 7th or (Sp): At will, as the spell of the same name. of same the spell the as Atwill, Chertia may attempt to smite evil with one one with evil smite to mayattempt Chertia Once per day, astonelord level of 9th or Once per day, astonelord of 3rd level or Once per day as a free action, Chertia Chertia action, Once perafree day as As a2nd-level As cleric. +4 bonus on ability checks to resist Once per day level, per class astone- Chertia gains a +2 bonus on saving a+2 bonus on saving gains Chertia Chertia’s aura of good (see the detect Chertia is immune to all diseases, diseases, to all immune is Chertia Chertia is immune to fear (magical (magical fear to immune is Chertia +3 greatclub +3 effect (caster effect level to the equal Dwarf paladin 5/stonelord paladin Dwarf 8; effect (castereffect level to the equal at-footed 19; Base Atk at-footed Atk Base 19; meld into stone +3 greatclub +3 ); SA smite evil 2/day, SA smite); evil stone tell ); Full Atk (caster (caster effect effect detect

TAT TOOED MONK TOOED TAT action. her mount once per day for up to 10 afull-round as hours it. call She with can throws saving and share spells can mount the and with empathic link an has evasion. Chertia improved and armor, +1 Strength, bonus to natural a+4 Dice, horse (see page 45 of the Handbook Player’s meld into stone wounds per day. for that lasts 8minutes. spell, a bonus toscore,with as her a+4 Strength self endurance bonus to a+4 herherself abear’s score, Constitution with as once to of damage herself 1d8+8 perheal day. points (castereffect level 8th).

(castereffect level 8th). problems. unusual fi others fulfi often roles. befound monkbut both NPCtattooed NPCscan in into the former category, to fall assumed are monks tooed who monks, ascetic rarely leave Player retreats. mountaintop their tat- character faced—and squarely is it if overcome be who worldly believe temptation only that monks—those can between divided are monks of the tattooed The ranks favorthe to ofjoin. order the allowed sometimes are gain who individuals “civilized” more though regions, wild exclusively or almost drawn are monks rural from tattooed clerics adopt number of fi Asmall monks. as the careers their begin monks of tattooed The majority great tattooed monkfacing andconquering prestige temptation. questfor their enlightenment by class. furthering the countryside In many cases—travel general, and—in maxims, and riddles cryptic in shave monks These tattooed heads, their speak skin. their on tattoos magic powers members on their byinscribing Certain monastic orders bestow supernatural or spell-like absorbed) are for of damage minutes. points 80 stoneskin a of +2, cloak of Charisma. of cloak +2, restoration. lesser Special Mount Mount Special Stone into Meld (Su): onLay Hands Earth’s Strength Earth’s Strength Earth’s Endurance Stoneskin Stoneskin Stone Shape (Sp): Shape Stone Earth’s Blood Earth’s Blood Stone TellStone Hit Die: Paladin Spells Prepared Possessions: Maul of the titans, +1 full plate, gloves of Dexterity Dexterity of gloves +1 plate, titans, full the Maulof Possessions: nd answers to esoteric questions and solutions to to solutions and questions esoteric to answers nd spell, that lasts for that lasts 8minutes. spell, ll roles as philosophers and mystics, helping d8. (Sp): (Sp): spell (damage reduction 10/adamantine until 80 (damage 80 reductionspell 10/adamantine until effect (caster effect level 8th). (Sp): (Sp): Once per day, Chertia can gain the benefi the gain Onceper day, can Chertia Once per day, Chertia can use a Once per day, use can Chertia (Sp): (Sp): Once per day, Chertia can use a Once per day,use can Chertia By using aclump By using of mud, can Chertia (Sp): Chertia’s special mount war- aheavy is Chertia’s special Eight times per day, Chertia can use a use per day, can Eight times Chertia Once per day, Chertia can grant her- Once per day, grant can Chertia Chertia can cure 10 of cure hitpoints can Chertia (1; save 11 level): DC +spell 1st— Once per day, Chertia can grant Once per day,grant can Chertia ghters, druids, and even and ghters, afew druids, ) that has +2 has Hit ) that bull’s strength bull’s strength shape stone stone tell tell stone t CHAPTER 2 PRESTIGE CLASSES 83 Ilus. by G. Kubic 1 t lasts for A character with this Once per week, a char- week, per Once ts of his tattoos. Unless the the Unless tattoos. his of ts A character with this tattoo A character with this tattoo Once per day per tattoo per day per Once he Material Plane. A tattooed monk class per level. 1 hour t lasts for Chameleon: but he must end his end journey the on must he but must be at least 5th level to gain to level least 5th be at must this tattoo. this rst gains this tattoo, gains he immu- efi Crab: Once per day per tattoo possesses, per day per Once he tattoo can use an self alter effect once round per class per level. round cross distances, great to monk tooed Wisdom score. This benefi can tattoos of pos- the number add he Centipede: damage reduction improves by 2 for by 2 for improves damage reduction possesses, a character with this tattoo gains This damage 2/magic. reduction each additional tattoo possesses. he sesses as an enhancement bonus to his per day per tattoo per possesses. day per he This ben- acter with this tattoo can use a shadow walk effect. This ability allows the tat- class per 1 round level. t lasts for class per 1 round level. t lasts for loses all benefi aser an his of any to bonus enhancement Butterfl y: Butterfl Crane: efi gains a gradual immunity to bodily decay. decay. bodily to immunity gradual a gains ability scores (including Charisma). This ben- This Charisma). (including scores ability a character with this tattoo can his add Charisma modifi Once per day per tattoo per day Once per possesses, he a character Bellfl ower: Bellfl Once per day per tattoo per possesses, day per Once he a character class per 1 round level. t lasts for This benefi antimagic fi eld antimagic fi Bat: Bat: with this tattoo tattoos can of pos- the number add he sesses as an enhancement bonus to his to sesses Dexterity bonus as an enhancement score. benefi as an enhancement bonus to his to Constitution This bonus as score. an enhancement effect of a tattoo is continuous, activating a tattoo is a move move a is tattoo a activating may he continuous, but is tattoo a of himself, effect heal an attackaction opportunity. of provoke that does not cannot Arrowroot: A character with this tattoo can heal wounds monk in character another can Each touch. he by day cure a total tattooed A points hit of equalnumber × his his to bonus class Wisdom level. doesn’t and he divide the curing recipients, multiple among use all to it once. have at Bamboo: with this tattoo tattoos of can possesses he the number add nity to nonmagical diseases. When he gains his next tattoo tattoo next his gains he When diseases. a tattooedWhen monk fi nonmagical well. to as poison to nity immunity acquires he be), may it (whatever gains he When his takes next ability tattoo, longer no he score penalties aging, for cannot and he be magically (Any aged. place.) in remain incurred have already may he penalties aging stillBonuses accrue, and tattooed the still monk age old dies of histime when is up. in an an in A tattooed monk A tattooed

4 + ciency: A tattooed Tattooed monks gainTattooed from their powers Any lawful. er. Knowledge (religion) 8 ranks. (religion) Knowledge Endurance, Improved Grapple, Grapple, Endurance,Improved

ll all criteria. following the

Weapon and Armor Profi Weapon Alignment: Base Attack +3. Bonus: Skills: Monk Abilities: Feats:

Base Level Bonus Save Save Save 1st Attack Special 2nd Fort +0 Ref 3rd +1 Will 4th +2 +2 +3 5th +3 +2 6th +3 +3 +3 +2 7th +4 +4 +3 +3 Monk abilities, tattoo +4 8th +5 +4 — +3 9th +4 +5 +6 +4 Tattoo +5 10th +7 +6 +4 +5 — — +7 +7 +7 +6 +5 Tattoo +5 +6 +6 +5 — +6 Tattoo +6 +6 — Tattoo at every odd-numbered level. A tattooed can monk level. choose his odd-numbered every at that three Note tattoos those described from among below. have and phoenix) moon, crescent tattoos the of (centipede, minimum requirements. class level All tattoos are magical, and abilities are the bestow they A tattooed monk moon). supernatural the crescent for (except Tattoo (Su or Sp): magicthe their tattoos bodies. that eventually A 1st- cover tattooed tattoo monk has one level and gains tattoo another monk’s class levels stack withmonk’s class his levels his determining for levels monk unarmed bonus, and unarmored damage, AC bonus. speed Tattooed monks gain no profi- no gain monks Tattooed armor. or withciency weapon any features of the tattooed monk monk tattooed the of All following the are of class features prestige class. Int modifiInt Perform (Cha), Profession (Wis), Swim (Wis), Profession (Cha), Perform (Dex). and Tumble (Str), Level: Each at Points Skill (Int), Diplomacy (Cha), Escape Artist Escape (Cha), Diplomacy (Int), Knowledge (Str), Jump (Dex), Hide (Dex), (Dex), Silently Move (Wis), Listen (Int), The tattooedThe monk’s class skills the (and abilityeach key skill) for are Balance (Dex), Craft (Con), Concentration (Str), Climb armed Strike.Improved Un To qualifyTo a tattooed become a character to monk, must fulfi

Class Features

Class Skills Requirements Table 2–34: The Tattooed Monk Tattooed 2–34: Table The 84 CHAPTER 2 PRESTIGE CLASSES hours. the full moon. This on the power of he check, as calls check, or ability skill roll, ability cannot a+2 luck bonus onattack gain asingle can tattoo this ter with be used during daylight Moon, Full: tattoo. levelmust at this be 9th least to gain monk ability. Atattooed ethereal use jaunt aspell-like as can Moon, Crescent: Tumble and Hand, checks. Hide, Jump, MoveArtist, Silently, Sleight Lock, Open of Escape Climb, Balance, on all hebonus possesses per tattoo Monkey: attempt. upthe uses attack Amissed attack. the smite before making monk must The meleea single the declare tattooed attack. level class to his on abonus equal and on roll roll the damage bonus on attack the a+4 smite afoe, gaining can tattoo this Lion: level. to his A equal he anumber heals sunlight, of hit points direct in is tattoo Chrysanthemum: or drink. or Ocean: out among healing several uses. spread this he can level class day, current each his to and twice equal of damage either or own others’. his anumber heal He of hit can points Nightingale: possesses. once he per day per tattoo ability monk may this use tattooed The attacks. trip and rush bull to immune is He checks. skill on a–20any Dexterity-based monk takes penalty tattooed ability, the this using While are. hit points waythe temporary end it not (a are hit points lostfi action). free These extra or when to duration chooses expires the character ability’s per2 points level, but these hitgo points away when the in Constitution increases the tattooed monk’s hit points by bonus Wisdom and Constitution scores. The to his increase movecannot where the spot from a+4 He he stands. gains phenomenal level, he though per class gaining durability for much of as amountain 1round as on the immovability Mountain: with this tattoo can use fi use can tattoo this with Dragon: to sunlight. real must the character beexposed healing; tattoos he possesses. tattoos tattooed monk’s Charisma bonus (if any) plus the number of to the equal fear effects against throws bonus on saving their ical or otherwise). Allies within 10 Falcon: feet of his gain a morale possesses. This benefi a dodge he to AC bonusnumber the to his of tattoos equal Dragonfl y: fiof re breath Once per day per tattoo he possesses, a character with with acharacter heOnce per day possesses, per tattoo A character with this tattoo never tattoo needs this to eat, sleep, with A character A character with this tattoo is immune to fear (mag- fear to immune is tattoo this with character A Once per day per tattoo he possesses, a character acharacter heOnce per day possesses, per tattoo A character with this tattoo gains a+1 competence gains tattoo this with A character (see page 255 of the A character with this tattoo can activate it to take activateit to take can tattoo this with A character Once per day, a character with this tattoo gains gains tattoo Once per day, this with acharacter Once per day per tattoo he possesses, acharac- heOnce per day possesses, per tattoo A character with this tattoo can healwounds, can tattoo this with A character Once per day, a character with this tattoo tattoo Once per day, this with acharacter Every hour that a character with this this with Every hour acharacter that daylight t lasts fort lasts level. 1round per class re breath as if he had drunk an an drunk had he if as breath re spell doesnot provokespell fast this Dungeon Master’s Guide ). elixir elixir rst 1 round per class level.1 round per class hours. of the sun. power on the full he check, as calls check, or ability skill This ability a+2 roll, luck bonus gain onattack asingle can tattoo this can Sun: only be usedfi during counts one as tattoo Using of stunning the character’s this daylight of damage. 2points Constitution is damage secondary and levelmonk’s class Con modifi +his The poison’spoison. to 10 save equal is DC +thetattooed with this tattoo fi Fist feat.ning of Instead astunning can make an attack Spider: that delivers notand fl a contact monk Themustdetermined. tattooed beaware of the attack he must is it declare before of the attack or the success failure but opponent’s on his turn, tattoo activatethis can character score modifi Dexterity score modifi lowesthis ability to use him force opponent an can attacking tattoo this with Scorpion: scious feat. Pine: tattoo. level7th this to gain level must monk at class least be to +15. his Atattooed equal Phoenix: may amonk. continue as advancing a+10 checks. He Bluff gains alignment. bonus on all lies, detect thoughts, White Mask: use can tattoo this with Wasp: mined. reroll before the result Themust the declare character roll. the original worse than of the original rollThe must the of result the reroll, character take even it’s has if been deter- to monk reroll he one that just made. roll has tattooed d20 good fortune, usable Unicorn: once per day. usual. check as the skill This ability modifi He Charisma adds his skill. that in had 4ranks allows the he if as checks Use Device upto two make Magic toos can tat- two Forcheck. monkwith example, a4th-level tattooed of one forskill he notthe purpose does possess askill in level class his the number use as of can ranks tattoo this with Tortoise: level.class ferocityfor lasts 1round per arts of martial burst This attack. 1d6 asuccessful ofwith damage points extra an deal and rolls fi can tattoo this attack a+1 bonus on with all ght unarmed Tiger: st attacks for that day. that for attacks st Multiclass Note: Multiclass A character with this tattoo gains the Remain Con- Remain the gains tattoo this with Acharacter Once per day per tattoo he possesses, a character with with acharacter heOnce per day possesses, per tattoo Once per day per tattoo he possesses, a character acharacter he Once per day possesses, per tattoo Once per day per tattoo he possesses, a character with with acharacter heOnce per day possesses, per tattoo at-footed in order to use this ability. orderat-footed in this to use To use this tattoo, a character must have acharacter Stun- To the tattoo, this use Once per day per tattoo he possesses, a character acharacter heOnce per day possesses, per tattoo A character with this tattoo gains spell resistance resistance spell gains tattoo this with A character A character with this tattoo gains the power the of gains tattoo this with A character Once per day per tattoo he possesses, a character acharacter heOnce per day possesses, per tattoo A character with this tattoo is immune to immune is tattoo this with A character and any attempt to magically discern his his discern any and attempt to magically Amonk who becomes monk atattooed er when making his attack roll. The roll. attack his er when making haste on herself. The benefi The herself. on er instead of his Strength or Strength of his er instead er. The poison’s initial st attack, a character acharacter st attack, t lasts for er er to detect CHAPTER 2 PRESTIGE CLASSES 85 ). ). ll ll er. Dungeon Master’s Guide Master’s Dungeon ghters, although monks monks although ghters, 2 + Int modifi 2 + Int +5. Any nongood. d10. Sworn allegiance Sworn the Red Wizards to Thay. of Intimidate 2 ranks, ranks, 2 (arcana) Knowledge Iron Will, Focus Weapon (longsword). Human. Race: Alignment: Base Attack Bonus: Skills: Feats: Special: Skill Each at Level: Points Hit Die: Hit Base Level Bonus Save Save Save 1st Attack Special Fort +1 Ref 2nd Will +2 +2 3rd +0 +3 4th +3 +0 +4 +0 +3 5th Horrors of Thay fear, (+2 +0 +1 +4 +5 Zulkir’s defender +1 +1 Fighter feat +4 +1 +1 Horrors of Thay (+4 fear, +1 Zulkir’s champion charm), zulkir’s +1 favor nal stand +2 charm), fi All the following of are class knight the Thayan features of prestige class. To qualifyTo knight,a Thayan become to a character fulfi must all criteria. following the 2 ranks. (localKnowledge Thay) knight’s Thayan The class skills ability the key each (and for skill) Gather Craft Infor- Climb are Bluff (Str), (Cha), (Int), Handlemation Animal (Cha), Intimidate Jump (Cha), (Cha), (Int), local) (Thay Knowledge (Int), (arcana) Knowledge (Str), and Swim Spot (Wis), Ride (Wis), (Str). (Dex), Profession They lead common Thayan troops into battle and help help and While the Red Wizards opposed blasting are to not Thay of withtheir opponents deadly spells shredding or the minds battle of their with enemies dark magic, are times there they when into art the mastered swordplay. of have who protectors need troops are knights, protectors the Thayan These familiar with magic Thayan the tattooed but mages. none and to loyal common knights Thayan The act as bodyguards and for enforcers the of Redthe 193 Wizards page (see lead They guard as wizard the to Although are referred they enclaves. knights, they have to no compared code nothing worth are of lives conduct, their that is them binds and the only rule that safetythe Red the of Wizards. Almost all knights Thayan are fi and rangers have beenknown pursue to thisand have rangers Barbar- career. ians and are typically defense, on reckless too concentrate to individuals per- to weak other too Red Wizardsthe consider knight. a Thayan of form the duties Class Features Class Skills Knight Thayan 2–35:Table The THAYAN KNIGHT THAYAN Requirements exes, Dodge, exes, strike (magic); SQ SQ strike (magic); ex saving half throw for at-footed 17; Base Atk +8; 17; at-footed Grp Akulya use may a full attack action Akulya has immunity all to diseases This tattoo gives Akulya immunity to ki ki blows, urry of This tattoo provides Akulya with with Akulya provides tattoo This This tattoo Akulya gives ability the to +2 bonus on saving throws against spells When within When a wall, reach of arm’s Akulya Akulya’s unarmed strike can deal damage Jump +36, Knowledge (religion) +15, Listen Human monk 5/tattooed monk CR 7; 12; Monk’s belt, minor circlet of blasting, minor of circlet belt, Monk’s of bracers

Strike (Su):

If Akulya is exposed to any effect that that effect any to exposed is Akulya If (Ex): Evasion (Su): Tattoo Lion with Akulya provides tattoo This Phoenix (Su): Tattoo (Ex): Body of Purity Falcon Tattoo (Su): Slow Fall (Ex): Still Mind (Ex): Flurry (Ex): Blows of Ki Skills and Feats: Crab Tattoo (Su): Possessions: fear, and alliesfear, his of gain within feet +4 a on bonus 10 morale their saving throws against effects.fear normally allows his attempt a Refl to takesdamage, damage he no with a successful saving throw. gaining a foe, smite attack a +4 a single andmelee on a bonus the damage on roll bonus if+7 the attack can hits. He make a times four up to day. per attempt smite spell resistance 22. 8/magic. reduction damage except for magical for except diseases and rot lycan- such as mummy thropy. while his falling.can descent slow to use it takes He damage as if than shorter actually it the fall 20 feet were is. Mobility, Endurance, Grapple, Spring Improved Attack, Focus (unarmed strike).Stunning Weapon Fist, bonus, attack base highest his at extra make one to weapon attack with round per an unarmed strike monk cial spe a or but this attack and each other attack made in that round take penaltya –1 This penalty apiece. so 1 round, it for applies affects attacks opportunity of Akulya his make might before next action. If armed with a kama, nunchaku, siangham, or or weapon that with either attack extra the make can Akulya unarmed. If armed with for uses two one he such weapons, his extra the regular for and other the attack(s) attack. In any case, his the attack damage on bonus with his off hand is not reduced. and effects school. from the enchantment nunchaku. masterwork +2, armor ogre of power gauntlets +2, +21, Search +2, Spot +4, Tumble +21; Combat Refl +15; Atk +12 melee (2d8+2, unarmed (2d8+2, strike); melee Atk+15; +12 Full Atk +12/+7 (1d8+3, melee unarmed (2d8+3, strike) +11/+11/+6 or melee unarmed strike); fl SA to a creature with damage reduction as if thewith a magic weapon. blow were made Akulya: Akulya: 66; Init hp +4; 7d8+7; plus humanoid; 5d8+5 HD Medium fl 19, touch ft.; 21, AC Spd 70 crab tattoo, falcon tattoo, evasion, lion tattoo, phoenix tattoo, tattoo, crab falcon tattoo, evasion, ft., still fall mind; slow ALpurity 20 LN; body, of SV Fort 8, Int 12, Wis 14, Con Dex 18, Str 16, Will Ref +13, +11; +10, Cha 8. Sample Tattooed Monk Sample Tattooed 86 CHAPTER 2 PRESTIGE CLASSES knight as someone loyal to the Red Wizards. The knight The knight someone Wizards. as to Red loyal the knight bonusresistance on Refl placed either on or the back the forehead, provides a+2 tattoo, Amagic ritual. tattooing goes along painful and Wizards. Red from +2, respectively. None of these bonuses apply attacks against level, At4th effects. and these bonuses to increase +4 charm a+1 against and throws morale bonusfear effects on saving against throws a+2 bonus morale on saving gains knight of her homeland, to thecruelty aThayan long exposure shields. tower profi gain Thayan knights is aprestigeclasstakenfromthe cifi c prestige classthedesignerschosenottomakegeneric.It TheThayanknight,however, isanexample ofaworld-spe- integrated intothecoreD&Dexperience. of theOrientalAdventurescampaignsourcebookbuthave been warrior andthetattooedmonk, for example,wereoriginallypart as littlediffi culty aspossible.Prestigeclassessuchthebear that youcouldfi t themintoyourchosencampaignsettingwith generic totheimplicitworldofD world-specific backgroundsbutthedesignersmade themmore class. Virtuallyalltheprestigeclassesinthisbookcomefrom excellent waytogivedepththeworldandflavor totheprestige Creating prestigeclassesspecific toyourcampaignsettingisan WORLD-SPECIFIC PRESTIGECLASSES BEHIND THECURTAIN: pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Zulkir’s Favor (Su):Zulkir’s At1st level, under- aThayan knight ofHorrors (Ex): Thay Becauseof Weapon and Armor Profi Armor and Weapon A Thayan knight stands vigilant while protecting a Red Wizard inhercharge. ex saves. The tattoo also marks the ciency with ciency: F UNGEONS ORGOTTEN

&D R EALMS RAGONS Campaign gameso represents aclassicfantasyarchetype—thewarrior-henchman the worldandcultureitbelongsto;second,Thayanknight vides anexcellentexampleofhowaprestigeclasscanrefl chose nottostripoutthisworldfl avor istwofold.First,itpro- Settingandshowsitsrootsclearly. Thereasonthedesigners establishing equivalentsinyourowncampaign world. abilities havespecifi c names,youshouldhaveno diffi culty then workyourwaydown.While theThayanknight’sspecial Red Wizardsarexenophobic,hence theracialrequirement)and own gamesetting.Tofi doso,look rstattherequirements (the should havenodifficulty customizing theThayanknighttoyour so evenifyoudonotplayintheF cultures ororganizationssimilartotheRedWizardsofThay, of apowerfulwizardlycabal.MostD&Dcampaignsettingshave book bonus feat fi the from list Weapon Specialization except feat one any (see Table 5–1, page 90 of aRedWizard. viously seen attack the Hand- Player’s her or she that attacks that any creature pre- has against rolls damage and rolls a+2 bonus morale on attack higher gains ability. extraordinary an as bonus checks on Intimidate Fighter Feat: At3rd level, may choose aThayan knight (Ex): Defender Zulkir’s ). visible, the knight gains a+2 morale gains knight the visible, by a Red Wizard. When the tattoo is is When tattoo the Wizard. by aRed A Thayan knight of2ndlevel AThayan knight or ORGOTTEN mind-affecting spell cast cast spell mind-affecting saving throw against a against throw saving automatically fails any fails automatically R EALMS setting,you ghter ect CHAPTER 2 PRESTIGE CLASSES 87 ll ll likeeld a er. 4 + Int modifi 4 + Int across battlefithe ows +4. Any nonlawful. d8. Able to use inspire the to bardic Able courage music Perform (sing) or Perform (oratory) 6 ranks. (oratory) Perform or (sing) Perform Combat Expertise, Weapon Focus. Expertise,Combat Weapon Base music Level Bonus Save Save Save 1st chanter Attack Special Fort +1 Ref 2nd war Will 3rd +2 +2 4th +3 +0 +3 5th +4 +0 6th +3 +0 +5 Inspire toughness, 7th +4 +6 +1 +0 8th +4 +7 +1 — +1 9th +5 +8 +1 +1 Inspire recklessness legion +10 10th +5 +9 +2 +1 +7 — +3 +3 Inspire +6 +2 +2 Combine songs +6 +2 +2 — +3 +2 Inspire awe +3 Singing shout — To qualify fulfi a character must To a war chanter, become to all criteria. following the Alignment: Base Attack Bonus: Skills: Feats: Special: ability. class war chanter’s skillsThe ability each key the for (and (Con), skill) Concentration Climb are Balance (Str), (Dex), Gather Artist Escape (Dex), (Cha), Diplomacy Craft (Int), Perform (Str), Jump (Cha), Intimidate (Cha), Information and Profession (Wis), Sense (Wis), Swim Motive (Cha), (Str). Skill Each at Level: Points The roar of battle, the screams of the dying, the howl of the the roar of battle, of The screams the dying, the of howl the warrior’s cry by are all . . . these composed in music the notes fl His music warthe chanter. raging catching friends torrent, alike and foes in wake. its chant- war become particularly of militant mindsets Bards ers (giving their up spellcasting ability in and process), the barbarians,among elite or are leaders the often war chanters warriors a tribe. of a war inspires of chanter music those The strength of heights greater to around him them and pushes valor. and of deeds Fighters and barbarians sometimes gain a few levels of bard in qualifying for this prestigecannot join class. becauseof the alignment mem- requirement, but Paladins and monks both and military of bers those classes respect leadership the qualities class. the war of chanter are NPC war chanters usually small of leaders warbands. unusual is not in asIt chief them see lieutenants to larger groups. They function best when surrounded their own as on well. canbut encountered be by lesser allies,Die: Hit Table 2–36: The War Chanter War 2–36:Table The Requirements Class Skills WAR CHANTER , gured gured ) or +11 +11 ) or er and lasts ) or +11/+6 +11/+6 ) or (+4 Str bonus), Str bonus), (+4 ex saves, but she she but ex saves, +1 longsword [+4 Str [+4 bonus]); Full [+4 Str —; SA [+4 bonus]); +1 longsword at-footed 23; Baseat-footed Atk +8; potion of cure moderate wounds moderate cure of potion

A 5th-level Thayan knight Thayan A 5th-level Once per day, Bareris gains day, +2 a per Once Bareris gains bonus morale a +2 +1 composite+1 longbow , ghter 5/Thayan knight 5; CR 10; 10; CR 5; knight 5/Thayan ghter Bluff +10, Diplomacy +3, Gather Information +3, Gather Diplomacy Bluff +10, +1 longsword

Human fi

ers have been the applied roll. to the tattooers have When is Zulkir’s Zulkir’snal stand, champion, Thay, horrors of

Final as a standard day per Once Stand (Su): action, a Zulkir’s Defender (Su): A magicZulkir’s tattoo (Su): Bareris’s on forehead Favor Final as a standard day per Once action, Bare- Stand (Su): Bareris Thay (Ex): gainsHorrors of a +4 on bonus morale Zulkir’s Champion (Su): Zulkir’s Champion (Su): Possessions: Skills and Feats: Allies within 10 feet of the knight gain 2d10 temporary hit hit temporary 2d10 gain knight can higher or knightThayan inspire 4th troops. of level the her of feet 10 within Allies points. This ability affects creatures equal of the to number a into the statistics above). attackon and damage rolls against creature any that attacks has observed attacking that she or her a Red Wizard. Refl on resistance a +2 bonus her provides luck bonus on a single on saving bonus luck throw; can the bonus she add after also die the is rolled. She gains a +4 on bonus morale tattoo the Intimidate is fi checks visible (already when +3, Intimidate +20, Knowledge (arcana) +2, Knowledge (local,+3, Intimidate Knowledge +2, (arcana) +20, Knowledge Critical Spot +2, +4;Thay Dodge, Improved (long- Cleave, Focus (composite Attack, Will, Iron Weapon sword), Power Focuslongbow), Weapon (longsword),Specialization Weapon Specialization (longsword). Weapon longbow), (composite ris can grant six to up allies herself of 2d10 within feet 10 temporary points 6 rounds. hit each last that for saving throws against effects on fear bonus morale and a +2 againstsaves charms. protection cloak of resistance +1, +1, 20 arrows. automatically fails saving any throw against a mind-affecting spell cast a Red Wizard. by full heavy plate,+1 +1 steel shield, gauntlets of ogre power +2, ring of defender, Zulkir’sdefender, AL favor; LE; Will Ref +5, SV +4; Fort +11, Wis 8,Cha 12. 10, Int 14, Dex Con 13, Str 19, Grp +12; Atk +14 melee (1d8+7/17–20, (1d8+7/17–20, melee Grp Atk +12; +14 composite +1 longbow (1d8+7/×3, ranged (1d8+7/17–20, melee Atk +14/+9 composite +1 longbow (1d8+7/×3, ranged SQ fi Bareris: Init 75; hp 5d10+10; plus humanoid; HD 5d10+10 Medium fl 12, touch ft.; 24, AC Spd 20 +1; receives a large magic a large tattoo face, signifying across her receives her Red Wizards. the of day, protection the per Once to devotion a single This on saving bonus can luck throw. a +2 she add canbonus be taken after die the isrolled and after other modifi visible, the knight gains a +4 Intimidate on morale bonus checks as an extraordinaryability. knight’sthe + knight’s class Charisma level modifi rounds. of samethe number Sample Thayan Knight 88 CHAPTER 2 PRESTIGE CLASSES Class FeaturesClass apply). benefi music of bardic or chanter war musictypes to provide the combine can two any Perform 12 in skill or morewith ranks (Su): Combine chanter Songs Awar of 5th level or higher action. next character’s the apply rolls until bonus the and on attack Class to number (this Armor may The rolls 0). be penalty attack melee number to add all same the and Class herfrom Armor anumber must to character choose subtract the affected around, in rolls any attack her On before action, making her amorale bonus. as melee rolls attack bonus to add number her and the same or attack to equal base by anumber to decrease Class than less herthe ability Armor gaining to recklessness, inspired is chanterthe war herself) (or ally chanter for and affected sing 5rounds thereafter. An the war for hears The long lasts as effect the ally as himself). effective, ferocity dangerous, often but an very her to song inspire or poetics in one use can any Perform skill in 12or or higher more with ranks of her allies within 60 feet to. whichaccess songs has abard for determining (or in bardic music. War chanter levels do not stack with bard levels chanter war music use howor can acharacter often mining chanter levels levels bard of with deter- for stack the purpose Music: music bardic as (see pagerules 29 of the Chanter War ability. feat Diehard the when this using the benefi allies higher, affected grants chanter awar also for level every class of chanter. the war level At6th and receives ally hit points +2 affected temporary thereafter. An for chanter theand war hears sing 5rounds long the ally as hear chanter the war (or sing for The lasts speak). as effect allies hher on resiliency (including berserk of kind a impart to himself). poetics or To be affected, an ally must be able to class. prestige features of chanter the war class ofare the following All chanter and 1 round thereafter. If a foe’s hearing of afoe’s chanter the war 1round thereafter. and If hearing for hear thewar The long lasts as the effect foe as can consult the table. following level). the foe’s Subtract chanter’s the war HDfrom HD and foe’sthe chanter’s war the (character Hit Dice and Hit Dice The depends of severity the effect on between the difference levelclass chanter’s +war Chamodifi chanter.the war save Foes get (DC aWill 10 chanter’s +war 60feet of chanter the war must and within ablebe be to hear fear,iness, or even her terror in foes. To afoe must beaffected, uneas- inspire can any Perform skill in 15 or morewith ranks ranks in Perform (sing) in or Perform (oratory)ranks her use song can profi Inspire AweInspire (Su): chanter Awar of level 7th or higher (Su): Recklessness Inspire Profi Weapon Armor and A war chanter with 9or (Su): Toughness more chanter Awar with Inspire ciency with any weaponciency with or armor. for bonus types rules (normal stacking ofts both War chanter music follows same the ciency: AWar chanter of 3rd level er) to resist the effect. War chanters gain no Player’s Handbook Player’s ). War t of Sample WarSample Chanter the beginning of the song are affected, and an ally whose hear- ally of an and the song affected, are the beginning who meet chanter. war requirementsthe these allies at Only 60feet of chanter the war must and within ablebe be to hear fi them make and her unite allies can any Perform skill in or more ranks levelthe class of chanter. the war for to one-half anumberbonus to Strength of equal rounds enhancement a+4 chanter war hearthe gain whoradius can a60-foot within (including herself) allies All action. standard higher he engages shout lets often battle, out in a as asinging Shout (Su): Singing when throw hesaving chanter’s thewar song hears again. another make to needs foe the interrupted, is song chanter’s rules). the benefi viding musicbardic or chanter war music pro- at time, the same Focus (rapier). Weapon Attack, Mobility, Spring ImprovedDodge, Disarm, Tumble+0, +10, +18; Use Device Combat Magic Expertise, +5, Spot Spellcraft +6, Motive Sense +2, Search +25, (sing) +11, Jump +9, Listen +2, Knowledge Perform +6, (history) +7, Diplomacy +31, +27, Gather Information Intimidate Cha 22. +7,Fort 14, 12, Dex Str Con +6; 10, +9, Ref Int 13, Will 8, Wis SV CG; AL vision; low-light traits, combine songs, half-elf edge 15, music bardic (including chanter war music) 13/day, crossbow light (1d8, +1 +14or ranged crossbow light +14Atk melee (1d6+2/18–20, rapier +1 AC touch 12, 20, fl 30 ft.; HD6d6 plus humanoid; Medium 7d8; Spd hp +2; 53; Init Bold: the Firreli competence well. as bonus on rolls damage a+2 gain characters affected All durationthe of effect. the level chanter’swar bonus character for attack base their as bonus or the attack base this use characters affected All characters. the affected bonus among attack base all best the determine singing, When chanter war the begins range. stay within chanter hearwar the and can characters longas affected the as song. rejoin the same chanterThethe lasts war cannot effect or who moves 60feet more away interrupted is than ing from 0 to –5 Foe is Foe frightened is Foe shaken Foe ispanicked fear with isparalyzed Foe less or –6 0to–5 +1to+9 +10 more or HD Effect Difference Inspire Legion (Su): A10th-level Legion 18 chanter war with Inspire Firreli can combine two types of combine types can two (Su):Combine Songs Firreli Skills and Feats: and Skills ); Full Atk +14/+9 Atk Full ); melee (1d6+2/18–20, ght better together. To be affected, an ally must ts of both (subject to the normal stacking stacking normal the to (subject both of ts Balance +3, Bluff +18, +3, Bluff Concentration Balance Half-elf bard 6/war bard chanter 7; CR 13; Half-elf When chanter level awar of 8th or at-footed 18; Base Atk +11;at-footed Atk 18; Base +12; Grp ); SA —; SQ bardic knowl- bardic SQ —; SA ); ) or +14 ranged (1d8, +1 rapier +1 +1 +1 ) CHAPTER 2 PRESTIGE CLASSES 89 (3/5/4; ghting ghting masterwork charm person, 1st— eld. The warshaperThe eld. Firreli can make a cure moderate wounds, wounds, moderate cure surprising by their foes growing claws, massive at a moment’s notice, warshapers delight in in delight warshapers (as the spell) the a crea- to (as armored skin, other or Possessions: shirt, chain +3 at hand. withat Blessed the (Sp): Bard Spells Known Spells Bard ability to change form of persuasion, persuasion, of detect magic, light, lullaby, lullaby, light, magic, detect cloak of Charisma +4, circlet iting, instead growing and and growing instead iting, own weapons her evolving +1 rapier, +1 light crossbow, rapier, +1 +1 buckler, handaxe, lyre, 10 tious retreat, lesser confusion; the effect. the and armor threat suit the to those sadly options lim-nds

as a sword and a shield or or and a shield as a sword surprises. unpleasant 2nd— A DC 17 WillA DC 17 negates save on manufacturedon gear such heroism, hold person. hold heroism, bolts. natural endowments such as battlefi the fi save DC 16 + spell level): + spell level): DC 16 save cure wounds, light expedi- teeth and claws to survive to and claws teeth on message, read magic, summon WARSHAPER instrument; 0— Most martial characters rely Firreli can see twice as far as a ture has already she fascinated. spell in can prestige the take levels suggestion suggestion Suggestion

color and detail conditions. these color under some ability must have Warshapers both as the Diehardt of as last which long of feat, for Low-Light (Ex): Vision to change their change to form, and are such many shapechangers as class, wild the as can class mastered shape druids have who feature. warshapers can Most their change outward appearance in the among stand blink the out so don’t they an of eye, ranks fi their of allies. until not you’re It’s soldier the doppelgangers anddoppelgangers lycanthropes.Wizards and sorcerers polymorph the know who human in starlight, moonlight, torchlight, and similar condi- poor retains visibility.tions of ability the She distinguish to benefi Firreli thereafter. 5 rounds sings and for A war chanter A war An ally within 60 feet who who feet 60 within ally An Immunity Immunity Firreli can magicalcounter effects with her (sit quietly, quietly, with (sit her Firreli cantwo to crea- cause up spells and effects; +2 (Sp): sleep Countersong (Su): Countersong Fascinate Fascinate Half-Elf (Ex): Traits Foes (Su): Inspire Awe Inspire Competence Inspire Recklessness (Su): who Firreli) (including Inspire Allies Toughness (Su): Inspire Inspire morale bonus on saves against charm and effects fear bonus morale and a +1 on attack rolls damage rolls. and weapon can Firreli hear can his decrease Armor Class a number by less than equal or his to base attackand take bonus same the attack rolls. melee on effect as bonus a morale The number aslasts Firreli as thereafter. long 5 rounds sings and for temporary points hit and the +14 Firrelihear sing receive An ally within 30 30 within ally An (Su): can who see and hear feet compe- a +2 Firreli gets skill on bonus tence checks. Courage Allies (Su): (including Firrel who hear Firreli a +1 sing receive 13 to 18 HD, and shaken and shaken HD, 18 to 13 if they have 19 HD or more. effect as lastsThe long for canas foe the Fir- hear 1 round reli and for thereafter. within 60 feet of Firreli Firreli of feet 60 Will 21 DC paralyzed a within be make or must save have they if fear with less, panicked 3 HD or HD, 12 to 4 have if they have they if frightened

round of countersong. Any creature within 30 feet of her her of feet 30 within creature Any sound making by on each that depend for check a Perform countersong. of round is affectedwho language-dependent by a sonic or magical attack use result in check his Firreli’s may of Perform place saving lasts throw if her for or desired. Countersong 10 rounds. tures within that can 90 her see and feet hear tobecome fascinated checks). –4 penalty skill on checks as made reac- Spot and Listen as such tions, is result the check Firreli’s Perform DC. Will save opponent’s to magic bonus on saving throws against against throws saving on bonus enchantments; blood. elven 90 CHAPTER 2 PRESTIGE CLASSES Requirements Class FeaturesClass Table 2–37: The Warshaper Class Skills Class Able the to cast • • phasm). (lycanthropes, Shapechanger subtype • (aranea, hound archon, ability Change shape supernatural • fi ing the following criteria. to become awarshaper, must fulfi acharacter To qualify warshaper. atentacle yougrows that fangs and you know have met a ganger phasm most and of warshapersis the time). her (which own other than aform for in doppel- is warshaper prestige features of the warshaper class are of the following All class. The class features function only when the (Str). Swim and Craft (Int), Disguise (Dex), (Str), Balance are Climb Concentrationskill) (Con), (Cha), Escape for (and each key the ability skills The warshaper’s class Artist (Dex), Jump (Str), book. *Prestige fromthis class others)and insuffi is vampires, by quasits, (possessed The ability form alternate druid). warrior*, feature (bear class shape Wild or similar • according to the size of the new toaccording the size (see form Table on 5–1 page ofdamage amount appropriate the deals that attack natural a allowing claws or weapons as fangs, such natural grow can hits. and critical them safe from harm. Warshapers her form’s her organs around to body keepdistributing vital are immune to stunning profi t + + + + Flashmorph/multimorph Morphichealing +1 reach Morphic +1 +1 +1 Morphicbody +1 +4 +1 +1 +4 +3 Morphic +1 +3 immunities, +3 +0 5th +3 +2 +0 4th +1 3rd +2 Will morphic 2nd Ref +0 Fort Special Attack weapons 1st Save Save Save Bonus Level Base efreeti, leonal guardinal, night hag, ogre mage, hag,ogre night pixie). guardinal, leonal efreeti, gold dragon, bronze silver dragon, dragon, marilith, couatl, Polymorph doppelganger,barghest, ). rakshasa, Bonus: +4. Attack Base Race: Hit Die: Weapon and Armor Profi Weapon Armor and Special: Skill Points Level: at Each Skill Morphic WeaponsMorphic amove (Su): As awarshaper action, adeptat (Ex): is Awarshaper Immunities Morphic ciency with any weaponciency with or armor. ve ve ways: Any (but seebelow). (but Any Must be able to change shape in one of the follow- the of one in shape change to able be Must d8. as a spell-like ability (astral deva, (astral planetar, solar, ability aspell-like as polymorph cient to become awarshaper. spell. ciency: 2+Int modifi Warshapers gain no er. ll all Sample Warshaper outward, giving it 5more giving outward, feet it’s the creature of reach than suddenly neck, or othercan stretch its appendages limbs, tion. to Constitu- +4 and to Strength ger +4 It heartier. and gains its use precise controlcan over its stron- form to itself make transformation. initial the subsequent changes after allow the as such technique ashapechanging using even it is if likes, it as often weapons as change morphic can Awarshaper (as afor 1d8. not Huge the normal animal), snout, enabling a bite attack that deals 2d6 points of damage become could growits wolf (Large jaw adire and animal) larger. For shape example, to awarshaper who wild used it were if as one damage category weapon the deals type, that weapon of anatural has already form warshaper’s the If 1d8for deals agorethat of damage. points attack 1d6 aclawcould grow that deals of or points damage, horns multimorph class feature. Multimorph allows a warshaper to awarshaper allows Multimorph feature. class multimorph the gains feature,it shapeinstead class or thewild has will, has change amove form as the it casts If action. fl the ability, it gains ability, the shapechangerity to change subtype, abil- the warshaper the has If features. one class of two gains form or at a will, such as from the change shape example, a warshaper example, awarshaper For possesses. weapons already the creature that natural be the of 296 (1d6+3/×3, (1d6+3/×3, +14 Atk melee+8; (1d4+4, ACSpd 20 22,touch 14,ft.; fl HD10d8 humanoid; +2; Init plusCR hp 15;Small 5d8; 68; Koreya Stormgather: shapeability, ends. orof wild use spell-like spell, the form, changes its into natural warshaper onlyand the fi form of a hill giant. Each change requires a standard action,utes, and then spend the rest of the spell’s duration in the for then 2minutes, changea troll into ared dragon for 4min- Forform. example, could awizard/warshaper ability, feature that enables or class her tospell-like change the duration ofchange the spell, formsmultiple during times it 10 heals sustained), of points damage. it damage has Concentration to total the check (DC equal succeedson and a action it spends afull-round if 2,and ing whereskin once were heal- fast wounds. The gains warshaper able to change its form where wounds appear, smooth creating to appear don’t it. warshapers use have they actually alonger until reach creatures, most Unlike emulating. At 4th level, (Su): At4th awarshaper becomes Healing Morphic Morphic Reach (Su): of 3rdMorphic Reach Awarshaper level or higher Morphic Body (Su): At2nd level higher, and awarshaper Flashmorph/Multimorph (Su): A5th-level warshaper (Su): Flashmorph/Multimorph polymorph polymorph Monster Manual Monster [+2 Str bonus]); Full Atk Atk [+2 Full bonus]); Str longbow +1 composite Small rst transformation heals the warshaper. If the the warshaper. the If heals transformation rst spell or the wild shape class feature that doesn’t that feature shape class or wild the spell as a spell-like ability usable less often than at usable than often less ability aspell-like as ashmorph class feature, allowing it to polymorphed ). These). weapons morphic need not +1 quarterstaff Small Halfl at-footed 20; Base Atk +10; Grp +10; Grp Atk Base at-footed 20; 10/warshaper druid ing 5; into an ettin (Large giant) polymorph polymorph ) or +16 ranged polymorph spell-like spell-like spell, into CHAPTER 2 PRESTIGE CLASSES 91

rst rst divine divine ). If the the If ). During each each During cure wounds, light 1st— +1 Small composite+1 long- Koreya has a +4 Koreya on bonus Monster Manual , When in animal form, form, animal in When the Table 5–1 on page 296 of of 296 page 5–1 on Table animal takes form she already has a natural of that weapon As a move action, Koreya can action, Koreya As a move type, deals it damage as if the ate for the size of creature (see size the creature (see of for ate Koreya may move through natu- through move may Koreya creature were one size category category size one were creature spell. class morphic features Her Multimorph (Su): larger. bite, claw, or gore damagebite, claw, appropri- Koreya leaves no trail in natural sur- natural in trail no leaves Koreya call lightning, daylight, greater magic fang, uence a magicaluence beast with an Intel- use of her wild use ability her of shape (which lasts for 10 hours or until she changes until or hours changes she 10 lasts for , 20 arrows. back to elf form), Koreya can change Koreya elfback to form), cure wounds, minor detect magic, detect poison, form as many times as she likes, taking likes, she as times many as form a standard so. action do Only to fi the cure serious wounds, fl amecure strike, serious ice wounds, storm, fl scrying; change heals Koreya. change 4th— Koreya can a Small, into Wild change Koreya Shape (Su): Resist Nature’s Lure (Ex): Lure Nature’s Resist barkskin, cat’s grace, delay poison,gust of wind, lesser restora- baleful polymorph, call lightning storm, cure critical wounds.

+3 Small dragonhide +3 Str breastplate, bonus), (+2 periapt of Trackless Step (Ex): attitude the can of improve Koreya Wild (Ex): Empathy Morphic Weapons (Su): Morphic Weapons if attempting to infl to attempting if 2. 1 or of score ligence Large animal or Medium, and back again times four per MorphicImmunities (Ex): Woodland Stride (Ex): Stride Woodland Possessions: Small quarterstaff +1 Koreya’s Reach reachMorphic (Su): when in animal form (6/6/6/4/4/3; save DC 16 + spell level; + spell level; DC 16 save (6/6/6/4/4/3; Prepared Spells Druid saving throws against spell-like the abilities fey. of roundings and can’t be tracked. an animal can check in a Diplomacy improve same the way rolls 1d20+8, She being. attitudethe 1d20+4a sentient or of polymorph the per as day, is in she animal when only form.work

ral undergrowth normal at speed and without taking damage sufferingor impairment. other any spell 2nd-, 5th-level 1st-, one and one loses access one to she spellswhile in her DCs wild are for form, and save the shape bow Wisdom +4, staff of swarming insects, ring of protection +1, nd the path fi of scroll sleet storm; 5th— light, purify food and drink, read magic; magic; read drink, and food 0—2 points lower): purify light, re, magic fang, obscuring mist, speak with entangle, animals; faerie fi 2nd— energy; 3rd— resist tion, Concentration check (DC equal (DC check has the total to Concentration damage she sustained); a successful damage. points of heals check 10 stunning is immuneto Koreya and critical hits. slam, deal that than greater an normalis feet 5 animal for that kind. of weapons natural other or fangs, claws, grow A warshaper ) or +16/+11 ranged ranged +16/+11 ) or [+2 Str —; SA bonus]); [+2 ing mor- traits, morphic body, (composite longbow), Natural Spell, longbow), (composite Attack, Spell Penetration, Power Track, Weapon Focus (claw). Weapon Track, Koreya gains Strength a +4 Koreya to bonus +18;Martial Proficiency Weapon ). Concentration +17, Handle Animal +9, +9, Animal Handle +17, Concentration +1 Small composite+1 longbow , except that Koreya can handle as that Koreya a free it , except action and +2 morale bonus on saves against saves on bonus morale +2 ing (Ex): Traits Player’s Handbook Animal Com- Animal Skills and Feats: In animal form, Koreya has Halfl has Koreya (Su): Body Morphic form, animal Morphic Healing In (Su): wild empathy; AL N; SV Fort +11, Ref +6, Will +14; Str 14, 14, Str +14; Will +6, phic healing, morphic immunities, Ref morphic Survival reach, morphic +11, +10, Fort SV multimorph, tracklessweapons, lure, nature’s resist step, N; AL empathy; Spellcraft wild +12, Wis 22, Cha 8. 10, Int 10, Con Dex 15, (nature) Knowledge +0, Jump SQ animal halfl companion, +1 Small quarterstaff Small +1 (1d4+4, melee +14/+9 (1d6+3/×3,

share spellsshare of 36 if is page within companion the (see 5 feet the attack on bonus fear; rolls +1 with thrown and weapons slings. in animal Constitutionand a +4 when to bonus form. fast healing can 2. She take a full-round action make to a dire wolf as an an imal companion. companion. imal an an as wolf dire Monster the of statisticsIts 65 are as described page on Manual Koreyapanion has (Ex): a lasses are the templates from which D&D for options that make your character’s sneak attack, turn- characters are created, but it’s the player’s ing ability, stunning attacks, or other class features and choice of feats, skills, domains, spells, and skills more powerful or versatile. other supplemental rules that defi ne and dif- ferentiate each PC. This chapter provides many new such CHOOSING FEATS options for the players of martial characters. The DUNGEONS & DRAGONS game gives you a plethora of options for customizing your character. When designing or advancing a fi ghter-type character, you depend on feats to dis- FEATS tinguish your character from others, and the fi ghter character The following collections of feats supplement those class, as well as many fi ghter-oriented prestige classes. found in the Player’s Handbook and other DUNGEONS & You can adopt any number of strategies when choos- DRAGONS game products. When creating or advancing ing feats for your fi ghter-type character, and it would be a character, you can choose to use these feats in addi- impossible for the designers to anticipate them all. Still, tion to those presented elsewhere. Most of the feats here are a few suggestions. presented here have prerequisites that must be met before you can choose them. The prerequisites can Plan Ahead be met through options available in this book or the You might not know at character creation, or even later Player’s Handbook. on in your character’s career, what path you want the PC In keeping with the theme of this book, these to take. Whether you want your character to stay single- feats are oriented toward improving your charac- class, or experiment with multiclassing, or even head ter’s combat abilities. They are not, however, only toward one of the many prestige classes presented here options for fi ghter characters but, rather, expand on or elsewhere isn’t a decision you have to make right away. the combat options of all the classes. Many of the feats However, you should always plan at least a level or two here require class features or abilities not available to ahead to take advantage of the choices that are out there. 92 a character with levels in the fi ghter class only. Look Look at easy-entry feats (feats that have only one or two CHAPTER 3 SUPPLEMENTAL RULES 93 away, and you shouldn’t be too disappointed if you change disappointed if you you shouldn’t be too away, and direction later. choice. you can’t undo that have selected a feat, Once you to your character over the next Think about the repercussions a feat that limits your options. Once few levels if you choose want to head in a particular direction, you have decided you adjustments and work your way there, you can make a few made too many contradictory choices. as long as you haven’t for two-weapon fighting and then Building your character like some of the shield-using feats we deciding you really you with wasted choices. put in this book leaves Player’s Handbook, as well as prestige The classes in the classes in the Dungeon Master’s Guide, this book, and other specific results. books, often feature direct paths to quick, for example, The cavalier (see Chapter 1 of this book), armor” mounted is one of the best “knight in shining master thrower combat experts you’re going to find. The particularly for a makes thrown weapons a great choice, of the Bow ini- dexterous, mobile character. The Order Don’t Pin Yourself Down Don’t Pin with Class Abilities Become Familiar Success in negotiation is all about give and take. Success

That’s where feats such as Weapon Focus come in. If That’s where feats such as Weapon Focus you know you’re going to be happy using a greatsword for you know you’re going to be happy using attack rolls at low a good part of your career, a +1 bonus on will always use a levels is huge. Even if you’re not sure you class greatsword, if you plan on being in a fighter-oriented make one or two for long, you have the feats to spare to to good effect right wrong calls. Choose feats that you can use Power Attack, on the other hand, is also a great example of aPower Attack, on the wait at least a little while before taking.feat you might want to your base attack bonus, and at low levels,The feat is limited by Indeed, if you take Power Attack atthat’s a significant limit. have a phenomenal Strength score,1st level and you don’t hurting yourself. A good attack bonusyou’re mathematically low levels than extra damage, since thatdoes more for you at no good if you don’t hit your target. extra damage does you prerequisites, or prerequisites that follow the sort of character follow the sort of or prerequisites that prerequisites, almost for example, is a feat want). Power Attack, concept you a group away, and it leads to qualify for right all fighter-types and Improved Sunder, Great Cleave, of other feats—Cleave, you’ll machine” character, want to be a “damage so on. If you Power Attack at some point. probably want to take Benefit Now 94 CHAPTER 3 SUPPLEMENTAL RULES Table Feats General 3–1: Flick of the Wrist Dex 17, Sleight of Hand 5 ranks, Quick Draw Cause opponent to be fl tobe opponent Cause 17, Dex Draw Quick 5ranks, ofHand Sleight Freezing the Lifeblood Kick Flying Wrist ofthe Flick Fleet ofFoot ofIron Fists aoe oe tak Favored enem Favored Attack Power Improved Buckler Shield Profi Shield ciency Defense Buckler Improved Line the Hold Faster Healing Base Fortitude save bonus +5 +5 savebonus Fortitude Base Healing Faster of Your Head Defensive Throw Dex 13, Dex Refl Combat Throw Defensive Eagle Claw Attack Wis 13, Wis Sunder, Improved anopponent pinning while damage Extra Extend Rage grab, improved or Str15, Grapple Improved Improved ability orfrenzy Rage Attack Claw Eagle Embrace Earth’s Rage Destructive Defensive Strike Extra Stunning Extra Rage base attack bonus +4 per level of the spell ofthe level per pin or grapple toescape bonus Gaincircumstance ImprovedUnarmedStrike +4 bonus attack base Trade 1d6sneakattackdamagefor1pointof size, Sacrifi Medium Smallor +1d4 and damage +1 for attacks on ce aspell Fighting Close-Quarters Sneakattackability, baseattackbonus +4 spells, arcane 3rd-level tocast Ability Wrestling Clever Strike Axiomatic Benefi Arterial Strike Strike Arcane Feat Prerequisites Defense Two-Weapon Improved rae w-epn Dx1,Ipoe w-epnFgtn, fi when bonus Gain shield weapons two with ghting Damagereductionability Fighting, 19, Two-Weapon Dex Improved Defense Two-Weapon Greater Greater Resiliency Familiarity Weapon Improved 13, Int Expertise, Combat Expertise Combat Improved Hamstring niiaigRg Rageorfrenzyability ability frenzy or Rage Strike Karmic Intimidating Rage Rage Instantaneous Eyes in the Back Wis 13, base attack bonus +1 bonus 13, Wis baseattack Back Eyes inthe Improved Mounted Ride 1 rank, Mounted Archery, Archery, Mounted 1rank, Ride Shot Rapid Improved Archery enemies favored against damage on bonus +3 familiar combat-oriented Gainamore Mounted Improved +5 bonus attack base ability, Favored enemy familiar, anew compatible toacquire Ability Favored Enemy Improved FamiliarImproved Extra Smiting Dash Improved Toughness 1 1 1 1

1

1 3

3

3

3 Stunning Fist, base attack bonus +2 bonus baseattack StunningFist, 1 e 3 n 3 obtEprie og total successful after roll attack on bonus +4 Dodge 13, Dex 13, Int Expertise, Combat 1 1 BaseFortitude savebonus+2 Manyshot, Point Blank Shot, Rapid Shot Ignore –2 penalty when using RapidShot when Ignore–2penalty RapidShot Shot, Blank Point Manyshot, 1 Wis 17, Wis Strike, Unarmed Improved

1 Base attack bonus +3 bonus attack Base Dex 13, Combat Expertise, Dodge Dodge 13, Expertise, Dex Combat Improved UnarmedStrike,PowerAttack Str 13, Jump4ranks, Dex 15,Run +2 bonus baseattack Stunning Fist, base attackbonus+4 Combat Refl Improved Unarmed Strike, Strike, Unarmed Improved Improved UnarmedStrike Improved Trip, ImprovedUnarmedStrike Ki Dex 17, Dex Defense, Two-Weapon Stunning Fist, base attack bonus +10 bonus base attack Stunning Fist, Two-Weapon Fighting, base attack bonus +6 bonus baseattack Fighting, Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Base attack bonus +1 bonus attack Base Trade 2d6sneakattackdamagetocutopponent’s Sneak attackability, baseattackbonus+4 +11 bonus base attack Mounted Combat and baseattackbonus suffi alignment, level spellcaster arcane cient +6 bonus base attack Rage or frenzy ability ability frenzy or Rage — Smite ability, baseattackbonus+4 Rage orfrenzyability strike (lawful), Stunning Fist +2d6 unarmed damage against chaotic opponent chaotic against damage unarmed +2d6 StunningFist (lawful), strike

Unarmed Unarmed exes, base attack bonus +2 Make attack of opportunity against charging foe charging against ofopportunity Makeattack +2 bonus baseattack exes, y ability, Power Attack, Trade attack bonus for damage at greater rate rate atgreater damage for bonus Trade attack Attack, Power y ability, exes, Dodge, Dodge, exes, Strike +8 bonus on Strength checks to break objects tobreak checks onStrength bonus +8 Take –4 penalty to AC to make attack of opportunity ofopportunity toACmakeattack penalty Take –4 Trip attempt after foe’s attack misses foe’sattack after Trip attempt dayincreased per attacks ofstunning Number Make onedirectionchangeduringarunorcharge Opponents do not gain fl gain not do Opponents against favoredenemies. Number of rages per day increased bytwo dayincreased per ofrages Number Use counterattack to resist grapple toresist Use counterattack Paralyze opponent with unarmed strike unarmed with opponent Paralyze using toAC while bonus shield buckler’s Apply +1d12 damage on unarmed attacks when charging +1d12 when attacks unarmed on damage normal off-hand speed inhalf than faster damage ability and points hit Heal weapon whilemounted defense Speed +5feetinlightornoarmor Number ofsmiteattemptsperdayincreasedbytwo Rage lasts+5rounds against meleeopponent thathitsyou damage perround Gain hpequaltoyourcurrentHD Increase damagereductionby+1 Cause singlefoe within30feettobecomeshaken by three Reduce or eliminate attack penalties with ranged ranged with penalties attack oreliminate Reduce Gain shield bonus when fi when bonus Gain shield weapons two with ghting Racial weapons are martial, not exotic aremartial, weapons Racial +1d6 attacks unarmed on damage Add Wis modifi Wis Add objects against todamage er Rage even when it isn’t your turn your isn’t it when even Rage Reduce your attack bonus to improve your AC your toimprove bonus attack your Reduce t weapon at-footed for oneattack for at-footed anking anking benefi t CHAPTER 3 SUPPLEMENTAL RULES 95 nd exes feat a less satis- exes feat—feats such as feat—feats exes ghting giants, of a lot for ex saves while fi in ghting ex saves while fi +4 bonus to confi rm critical with one weapon +4 bonus to confi gain +1 morale bonus per ally (up to Dex bonus) shield wall Bonus and to AC Refl Attack while prone at no penalty and stand up Use larger melee weapons at –2 penalty melee weapons at –2 Use larger Affected opponents become shaken rounds for 1d6 Halve opponent’s cover bonus Every Dungeon Master has a tendency to run to has a tendency Dungeon Master a certainEvery type campaign. of likes his If DM campaign your theme to particulararound types villains—such of as marauding giants, a cabal evil of wizards, an alliance or unholy between a lich and lord blackguard its fi should henchmen—you best in that work class which choices) (and feats which out be fi to campaign. going If you’re worryexample, accuracy less about than damage potential their to Challenge relative Rat- ACs (giants low have to tend points). hit ings, of lots but can’t DMs runs Some DM your Also, combat. how check avoid They “smart.” monsters dumbest the even play but help giving characters attacks player opportunity, of example, for Refl making Combat the of selection the fying that hand, On allow the choice. other feats the player that Refl of attacks taketo of the number higher advantage of oppor- Combat the by strategies “tricking” provided with about tunity up isn’t This one. coming the Line turn may Hold or Throw Defensive an unsatisfying about advantageous an into rather choice but DM, your make the game fun and challenging both you. for of Use shield to daze opponent

Observe DM Your ll out out ll exes, ghter might want want might ghter exes, Fist, Stunning Use one additional stunning attack per round c character ideal—even if Wis 15, Stunning Fist, Stunning base attackWis 15, bonus +2 Stunned opponents become nauseated for 1 round Dex 15, Point BlankDex Shot, Precise 15, Shot, base attack bonus +5 Use ranged weapon to grapple foe within 30 feet Wis 17, Improved Unarmed Strike, Wis 17, Cause foe’s Strength to drop by 6 for 1 minute Two-Weapon Fighting, base attack bonus +4 Render opponent’s shield useless temporarily base attack bonus +1 base attack base attack bonus +3 base attack bonus +4 Improved Shield Bash, base attack bonus +3 Improved Shield Bash, base attack bonus trip attack with shield during charge Free Dex 15, LightningDex Refl 15, base attack bonus +2 Base attack bonus +1 Base attack Cha 13, base attackCha 13, bonus +1 Point Blank Shot, Precise Shot, Str 13, Use ranged weapon to sunder foe’s weapon at

1 1 Point Blank Dex Shot, Precise 15, Shot, Use ranged weapon to disarm foe within 30 feet Combat Refl Combat ciency with a heavy shield, Profi 1 Point Blank Shot, Precise Shot, Weapon Focus with weapon, 1 1, 2 1, 3 Improved Shield Bash, Shield Charge,

1 1, 4 1

1

1 Ranged Sunder 1 A fi ghter may select this feat as one of his fi ghter bonus feats. ghter may select feat this as one fi of his 1 A fi can take feat this 2 You multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. can take feat this multiple3 You times. Its effects stack. can take feat this multiple4 You times. Its effects stack if you take the feat more than once for the same weapon. Zen Archery base attack Wis bonus 13, +1 base attack bonus +2 Stunning Fist, Use Wis instead of Dex for ranged attacks

Roundabout Kick Sharp-Shooting Improved Unarmed Str 15, Strike, Additional unarmed attack against opponent on base attack bonus +6 Power Attack which you have just scored a critical hit Shield Charge

Prone Attack Ranged Pin bonus +5 base attack

Kiai Shout Shield Slam Ranged Disarm

ghting Swarmfi bonus +1 Small size, Dex 13, base attack ghting ally, Occupy same square as other swarmfi base attack bonus +6 Throw Anything Touch Weakening ciency with weapon, profi Dex 15, Throw melee weapon with no penalty base attack bonus +2 Rapid Stunning base attack bonus +5 Ranged Pin, reduced damage penalty Pin Shield Power Critical Greater Kiai Shout Monkey Grip KiaiShout, base attack Cha 13, bonus +9 Foes who hear your shout may panic Pain Touch Pain Touch Fighting Phalanx whether he meets the prerequisites) and bonus feat lists when lists when feat and bonus prerequisites) the meets he whether can. a character on withyou create feats If bonus many you liststhe classes character of will your every take, use feats the character gets at 1st, 3rd, 6th, and subsequent levels to fi other needs. There are plenty of feats a fi feats of are plenty There needs. other appear his on listthat don’t feats. bonus of tiate is a devastating archer, and the frenzied berserker and frenzied the berserker tiate is archer, a devastating barbarian (All next the three these to of level. rage takes classes those describedprestige are among 2 in Chapter of this book.) If interested you’re in a specifi mind change your may later—lookyou at prestige classes the you give them of Some purpose. that serve might that aswant class you abilities,feats require- while have others Even select. to want might you feats suggest that ments Bow be the an of to Order not example, for if decide, you initiate, hard it’s argue to feats—Point that prerequisite its Focus and Weapon Rapid Shot, PreciseBlank Shot, Shot, of either)— of version composite the or shortbow, (longbow, regardless gets PC sort any archery-oriented for of make choices good don’t your that character. (those feats” “free Utilize 96 CHAPTER 3 SUPPLEMENTAL RULES ARCANE STRIKE weapon ofhischoice(hisrapier). rolls andanextra4d4pointsofdamagewithasinglemelee his nextturn,Yarrengainsanextra+4bonusonattack spells fortheday,markingitoffasifhehadcastit.Until On histurn,hechoosestosacrificeoneof4th-level bonus of+11andtheabilitytocast4th-levelarcanespells. this featcannotbegreaterthanyourbaseattackbonus. spell sacrificed.Thebonusyouaddtoyourattackrollsfrom as wellextradamageequalto1d4points×thelevelof attack rollsfor1roundequaltothelevelofspellsacrificed, 1st levelorhigher)todothis,butyougainabonusonallyour weapons. Youmustsacrificeoneofyourspellsfortheday(of energy intoameleeweapon,yourunarmedstrike,ornatural not provokeanattackofopportunity),youcanchannelarcane base attackbonus+4. You canchannelarcaneenergyintoyourmeleeattacks. cates whichonescanbetakenasbonusfeatsbyafighter. rizes theprerequisitesandbenefitsofallthesefeatsindi- general featsinthePlayer’sHandbook.Table3–1summa- The featsdescribedinthefollowingsectionsupplement For example,Yarrenthebladesingerhasabaseattack Benefit: Whenyouactivatethisfeat(afreeactionthatdoes Prerequisites: Abilitytocast3rd-levelarcanespells, GENERAL FEATS [GENERAL] An elfusestheArcane Strike feattodealextradamage toanotyugh. AXIOMATIC STRIKE ARTERIAL STRIKE by thisextradamage. for theday.Creaturesimmunetostunningcanbeaffected attempt countsasoneofyourusestheStunningFistfeat your attackroll(thus,afailedruinstheattempt).Each must declarethatyouareusingthisfeatbeforemake unarmed attackthatdoesanextra2d6pointsofdamage.You You canturnyourfistintoaninstrumentoflaw. bleeding woundpersuccessfulsneakattack. damage perrounduntilhealed).Youmaydeliveronlyone loss (twosuccessfularterialstrikescauseanextra2pointsof from multiplearterialstrikesresultincumulativebleeding check oranycurespellothermagicalhealing.Wounds victim, untilthevictimreceivesbenefitofaDC15Heal manner sapsanextra1pointofdamageperroundfromthe wound thatwon’tstopbleeding.Eachcausedinthis to forgo+1d6ofextrasneakattackdamagedelivera that causemassivebloodloss. Your sneakattackstargetlargebloodvessels,leavingwounds Benefit: Againstachaoticopponent,youcanmakean Prerequisites: Kistrike(lawful),StunningFist. Benefit: Ifyouhitwithasneakattack,maychoose Prerequisites: Sneakattackability,basebonus+4. [GENERAL] [GENERAL] CHAPTER 3 SUPPLEMENTAL RULES 97 exes, Dodge, Im proved proved Dodge, Im exes, [GENERAL] [GENERAL] [GENERAL] [GENERAL] [GENERAL] ecting attack and her throwingto her Wis 13, Improved Sunder, Improved Improved Sunder, Improved Wis 13, Rage or frenzy Rage or ability. Rage or frenzy Rage or ability. improved or Grapple Str Improved 15, Dex 13, Combat Refl Combat Dex 13, Strike his of Defensive select as one may ghter When you make an unarmed you When strike against an While you are in a rage or frenzy, you gain you are a +8While in frenzy, or you a rage You may deal may normal damagepinned a to You oppo- If attacks and an misses opponent you while you If the opponent you have chosen to use Dodge to your chosen have you If the opponent A fi While grappling, you if pin opponent, your you Each of the uses of your rage or frenzy ability lasts t: t: t: t: t: t: Normal: Benefi Benefi Prerequisites: Prerequisites: Special: Benefi Benefi ghter bonus feats. bonus ghter nent by making by nent a successful check. grapple You are able to maintain your rage longer than maintain to most. are able longer rage your You Prerequisites: normal its duration.an additional beyond 5 rounds Benefi Strength any on bonus make break checks to you down doors breakor inanimate, immobile objects. them. grapple you can when crush opponents You Prerequisites: immobile grab, Improved Unarmed Strike. you opponent that round your each in Benefi damage hold of points must 1d12 extra You an deal pin. the maintain must you but as an normal opposed check), (with grapple the than (other opponents giving immobile, remain also pinning) a +4 attack on you’re bonus rollsone against you gain do not this extra You damage helpless). are not (but you against creatures critical are that immune to hits. strike insight superior to allows you with objects Your force. impressive Unarmed Strike. fi strength, and weight, momen- can opponent’s use your You tum defl against her, ground.the Trip, Improved Unarmed Strike. againstfeat attacks and misses, can you you make an imme- diate trip attack against that opponent. This attempt counts against allowed your attacks opportunity of in the round. can barriers enraged. shatter when andYou objects Prerequisites:

nent on your next turn with a +4 bonus on your attack roll. roll. attack your on can action,are using you attacktotal the defense that oppo- bonus +4 a with turn next your on nent gain against bonus no that attack does not anYou opponent against or that attacks anyou opponent and hits you. object, you may add your Wisdom bonus to the damage to Wisdom bonus dealt your add may you object, object. the to EXTEND RAGE RAGE EXTEND EARTH’S EMBRACE ATTACK CLAW EAGLE DEFENSIVE THROW THROW DEFENSIVE DESTRUCTIVERAGE If If

+4 +2 +8 +6 Bonus [GENERAL] [GENERAL] andghting resisting close range at grapple Dex 13, Int 13, Combat Expertise, Combat 13, Dex Int 13, Dodge. Base attack +3. bonus Small or Medium size, Improved Unarmed ghter may select Close-Quarters select may ghter Fighting as You gain an attack of opportunity whenever an an whenever opportunity of attack an gain You Creatures with Grapple, Improved improved ghter bonus feats. bonus ghter A fi If you are wearing If you light armor armor no or and When your opponent is larger than Medium, you t: t: t: [GENERAL]

Special: Prerequisites: Benefi Normal: Benefi Prerequisites:

Opponent Size Opponent Large Large Huge Gargantuan Colossal grab, or similar grab, or special or abilities provoke feats do not attacks opportunity of start to attempt they a grapple. when You can turn a powerful into offense. You defense a strong You can move faster than faster normal. can move You are carrying faster. speed a light load, your is 5 feet gains an attack opportunity, of hits, and causes damage. Since sort any grappling of have ogrethe does not special ability or fails it startfeat, to an ankheg—a Then a grapple. creature grab specialwith ability—attempts improved the grapple to takes He an attack opportunity,Tordek. of hits, and deals 10 points of damage to the creature. then Tordek adds to +10 his grappled. being resist opposed to check one of his of fi one

You are skilled fi at You attempts. gainescape to check a circumstance grapple your on bonus your on pin. depends size or a grapple bonus the The of size, following the according to table. opponent’s Prerequisites: Strike. Benefi You have a better than normal chance to escape or wriggle wriggle or escape to chance normal than better a have You pin. or grapple free creature’s from a big you deal damage withyou this fails attack, start the to enemy a or feat Grapple unless grapple the has Improved the it special has such ability grab. If such enemy the as improved deal the damage as on a bonus add you may an ability, you does being resist grappled. opposed This to check your feat extra you give not attacks opportunity of during or a round allow make to an attack you of opportunity would you when surprised, being in or a similar for one helpless, be denied situation. Tordek an example, ogre For grapple attempts to Tordek. enemy attempts to grapple you, even if the enemy has a feat has a feat if the enemy even grapple to you, attempts enemy specialor ability normally bypass would that attack. the

DEFENSIVE STRIKEDEFENSIVE DASH

CLOSE-QUARTERS FIGHTING FIGHTING CLOSE-QUARTERS [GENERAL] CLEVER WRESTLING WRESTLING CLEVER 98 CHAPTER 3 SUPPLEMENTAL RULES [GENERAL] SMITING EXTRA [GENERAL] RAGE EXTRA [GENERAL] BACK IN THE OF YOUREYES HEAD STUNNING EXTRA You may still be sneak attacked when attacked You sneak fl be may still modifi whenever you without benefi attacked are when rolls fl attack dead’s ability todead’s smite undead,for example). ability or the hunter ability of the smitepaladin’s evil Use whatever you have smite ability (the attempts to smite per day. extra two feat, you this gain take +4. ability, bonus baseattack Prerequisites: smite attacks. You more make can Its stack. effects times. multiple feat can take this could. otherwise youper day than more two times frenzy frenzy ability. Prerequisites: normal. frequently than more rage may You ing attacks. Your the threat of superior fl sense battle helps minimize per day.attacks attacks. stunning You extra gain Its stack. effects stack. stack. Special: Benefi Benefi Special: Special: Prerequisites: Special: Prerequisites: Benefi Benefi er to Class, Armor such as when you are fl t: t: t: t: You can take this feat multiple times. times. multiple feat this take can You You You feat You Its multiple this effects take times. can You can take this feat You Its multiple this effects take times. can You rage or or rage You You gain the ability to make three extra stunning stunning extra tothree make You the ability gain Attackers do not gain the usual +2 bonus on their usual the donot gain Attackers When you Smite Smite Rage or Wis 13, base attack bonus +1. 13, Wis attack base bonus +2. Fist,attack base Stunning anking you. This feat grants no effect [GENERAL] anked. t of your Dexterity t of your Dexterity at-footed. at-footed. ank- FAVORED POWER ATTACK Thanks tothe Extend Rage feat, this

receive a +2 bonus on their attack rolls against you.receive against rolls a+2 bonus on attack their Attack feat apply.Attack the number. oftimes the Power restrictions The normal add three hands, two aweapon in with you If attack rolls. number that to your melee add and twice damage rolls attack favored enemy, you a number your maymelee from subtract +4. bonus attack enemies. You your able are favored more to deal against damage barbarian is almost invincible. Normal: Normal: Benefi Prerequisites: FASTER HEALING HEALING FASTER t: When you Power the a use feat against Attack When you fl are You recover normal. faster than

Favored enemy ability, Power base Attack, Prerequisites: +5. Benefi anked, the fl BaseFortitude save bonus score points faster than score faster points than hit points and ability ability and hit points you normally would, would, normally you [GENERAL] t: You recover lost anking opponents [GENERAL] according to the according table on the next page. next CHAPTER 3 SUPPLEMENTAL RULES 99 er). The er). [GENERAL] 2 4 0 Normal [GENERAL] [GENERAL] and Long-Term Care and Long-Term

1 2 0 Wis 17, Improved Unarmed Strike, Improved Stun- Wis 17, Kiai Cha 13, base attack +9. bonus Shout, as a class Damage reduction or feature the Lifeblood Freezing as select one may ghter When you make a kiai are you opponents your When shout, Declare that you are using this feat before you you are using Declare before this you that feat Your damage reduction increases by 1. If it would A fi t: t: t: Benefi Benefi Prerequisites: Benefi Prerequisites: Prerequisites: Special: paralyzing your target. If your attack is successful, your your the ruins roll ning base attack Fist, +10. bonus successful, attack is missed a (thus, attack roll attack your your make If can Against you make an opponent, attempt). a humanoid target. your unarmed attack that deals damage no has but a chance of paralyzing + 1/2 a Fortitude saving attempt 10 must throw(DC target If the fails target er). Wis + your modifi characteryour level rounds. Each is paralyzedthis it 1d4+1 saving for throw, uses paralyze your to of attempt as counts one an opponent Creatures immune to the Stunningof the day. for feat Fist stunning cannot be paralyzed in this manner. Dice Hit or kiai affects with shout opponents fewer only levels than you have. increases. damage to resilience extraordinary Your ability. innate previous its at damage so does it level, with your thereafter rise normally barbar- a 13th-level example, For normally. adding +1 rate, the overcomes taking that By ian 3/–. has damage raises reduction this he feat, it to When he reaches 4/–. level, his 16th damage reduction damage or not may You 6/–. becomes it level, 19th and at 5/– becomes weapon take this feat more than once. This feat has of no effect on the type reduction. If more you have than one form of damage reduc- take this you feat. increase when to choosetion, which You can paralyze with an opponent You a humanoid unarmed attack. feats. bonus ghter hisof fi can kiai panic opponents. shout your Your unlessrounds Will succeed on 2d6 they panicked saves for Cha modifi + your character your level + 1/2 10 (DC GREATER RESILIENCY GREATER FREEZING THE LIFEBLOOD THE LIFEBLOOD FREEZING KIAI SHOUT GREATER 3 3 3 With Faster Healing and Long-Term Care and Long-Term [GENERAL]

2 2 2 [GENERAL] With Faster Healing With Faster from a Successful Heal Check Normal Heal Check from a Successful [GENERAL] [GENERAL] ghting unarmed and using charge the Str 4 ranks, Jump 13, Unarmed Improved Dex 15, Run. Dex 15, Improved Unarmed Strike, Unarmed Improved Stunning Fist, Dex 17, Sleight of Hand 5 ranks, of Sleight Quick Draw. Dex 17, Without this feat you can this you run inWithout only feat charge a or If you draw a light weapon and make a melee and make draw a lighta melee If weapon you When fi When When running When charging, or can you make a Declare that you are using this feat before you you are using Declare before this that you feat t: t: t: t: Prerequisites: Benefi Benefi Prerequisites: Normal: Benefi

Prerequisites:

Strenuous activity Light activity Complete bed rest 1 2 Healing With Faster 1.5 from a Successful Heal Check Normal from a Successful Heal Check 2 With Faster Healing Care and Long-Term 4 3 0 1.5 1 Care and Long-Term Normal 0 3 2 Strenuous activity Light activity Complete bed rest at-footed (for the purpose of this attack only). You may use may purpose the this of (for You at-footed attack only). You literally battle, into dealing leap You devastating damage. Strike, Attack. Power deal anaction, you points extradamage of with your 1d12 unarmed attack. With a single motion, you can and make you drawWith a single a light motion, weapon attack.a devastating attack opponent with catch your in it same the you round, fl this feat only once per round and once per opponent during encounter. single combat any You run nimbly, able to turn to able losing without momen- corners run nimbly, You tum. this feat in medium or heavy armor, or if you’re carrying a a carrying you’re if or Benefi armor, heavy or can’t use single direction less. 90 You or of degrees change medium in feat this move load. are charging, must If heavier you or you medium after squares) turn the (2 in main- feet to a straight line 10 for tain charge. the line.straight You have learned the secrets of imbuing unarmed learned of your secrets the have You the ruins attacks with extra force. roll attack Prerequisites: missed a base attack +2. bonus (thus, roll attack your make deal an you extra points damage of You when 1d6 attempt). make a successful unarmed attack. as counts Each attempt uses Stunning the of your day. of the one for feat Fist

Ability Score Points Recovered per Day Hit Points Recovered per CharacterHit Level per Day

FLYING KICK KICK FLYING FLICK OF THEFLICK OF WRIST

FLEET OF FOOT FOOT OF FLEET FISTS OF IRON IRON FISTS OF 100 CHAPTER 3 SUPPLEMENTAL RULES HAMSTRING [GENERAL] DEFENSE GREATER TWO-WEAPON [GENERAL] DEFENSE BUCKLER IMPROVED HOLD LINE THE this ability once per round. ability this speeds (fl Other quadrupeds. to affect attacks hamstring successful two It takes attack. slowed ahamstring be can’t with down damage and creatures attack to sneak immune made. Creatures is healing magical with15 Heal check or the application of any no legs or morereduction 24 DC ends have hours after or asuccessful passed than four speed to reduce This your opponent’s by half. speed base legs damage attack sneak tochoose forgo 2d6of extra points Benefi Prerequisites: movement. You wound your their opponents’ can legs, hampering oneas fi of his defense shield this bonus action, to increases +6. When you are to your AC. fi a+3 you shield gain strikes), bonus weapons orral unarmed Weapon Defense, Two-Weapon bonus +11. attack Fighting, base strong. dinarily When fi one fi of his Special: shield or her bonus turn. his to AC next until weapon buckler’s losesthe off-hand an with who attacks Class. applyyou your buckler’s shield may still bonus to your Armor Benefi Prerequisite: Class. Armor your to bonus shield buckler’s a retaining weapon while off-hand an with You attack can you asquare threaten. exits that character Normal: resolved. is attack before charge the immediately happens ofopportunity attack opponent whoa charging enters you area an Your threaten. opponents. defensive charging You in against techniques trained are Prerequisites: Benefi Special: Normal: Benefi Prerequisites: ghting with two weapons, two your defenses with ghting extraor- are t: t: t: t: y, burrow, on) so and You aren’t affected. may use Afi When wielding two weapons When two (not wielding natu- including Afi If you hit with a melee sneak attack, you amelee you may attack, If hitsneak with When you attack with a weapon in your off hand, hand, off your in weapon a with attack you When against You of opportunity attack may an make ghter bonus feats. Without this feat, a character wielding a buckler abuckler wielding feat, acharacter Without this a against You of opportunity only get attack an ghter bonus feats. ghter may select Greater Two-Weapon Defense ghter may select Improved Buckler Defense as Dex 19, Dex Improved Two-Weapon Defense, Two- Shield Profi Shield Combat Refl Sneak attack ability, base attack bonus ability,+4. attack base Sneak attack defensivelyghting the total or using [GENERAL] [GENERAL] ciency. exes, base attack bonus +2. exes, attack base cure spell or other IMPROVED FAMILIAR [GENERAL] EXPERTISE COMBAT IMPROVED cated below in order familiar. the belowcated in to acquire level bonus spellcaster indi- attack least thebase arcane and must have The spellcaster at good familiar. aneutral acquire could spellcaster neutral Alawful familiar. aneutral acquire For could example, evil). good achaotic spellcaster through good chaotic, through (lawful axes on of alignment the each away step one to up alignment an with familiar a choose may availableThe to spellcaster. the spellcaster below also are bonus.base attack suffi alignment, ible besidestand battle. them in to familiars want who spellcasters arcane for alternatives Guide Master’s Dungeon book page Hand- 52 of Player’s the (see Familiars, a new familiar but only when list, acquire nonstandard they could normally a from anew familiar to acquire spellcasters feat allows This +5.greater than does not bonus. exceed your attack base add and to your roll any number ACbe your that attack can number the from youimprove Class, subtract your Armor bonus +6. You have of defense mastered combat. the art in throw and only half damage on a failed save. on afailed damage only half and throw saving asuccessful with no damage it takes damage, for half Refl a attempt to it allows normally that effect familiar. the with benefi feat, the mastersthe Alertness their grant familiars all ties, pages 52 Handbook 53 and of the Player’s presented the rules on use otherwise Improved familiars as oneas fi of his Winter wolf Neutral evil 7th 7th +7 5th evil Neutral 5th 7th wolf Winter Howler Chaotic Lawfulevil +3 good Lawful Neutral Hippogriff +7 Hell hound 3rd dog Blink evil 7th Worg Neutral Bonus Neutral Krenshar Level Familiar Alignment +3 evil 3rd Benefi Prerequisite: Special: Normal: Benefi If a familiar is exposed to any exposed is Improved Evasion (Ex):afamiliar If Granted Abilities: Prerequisites: ). This feat was originally presented of on the page feat 200 This was originally ). t of an empathic link, and the ability to share spells to share spells the ability and empathict of an link, t: t: When choosing a familiar, the creatures listed listed the creatures When afamiliar, choosing Afi When feat you to the Combat use Expertise With the Combat number beno can Expertise, ghter bonus feats. ghter may select Improved Combat Expertise Expertise Combat Improved select may ghter Arcane Spellcaster Base Attack Base Arcane Spellcaster Ability to acquire a new familiar, compat- anew familiar, to acquire Ability Int 13, Combat Expertise, base attack Int baseattack 13, Combat Expertise, ciently level, spellcaster arcane high and In addition to their own special quali- addition special to own In their ; the description here description ; the provides new [GENERAL] . ex saving throw throw ex saving +5 +5 +7 CHAPTER 3 SUPPLEMENTAL

RULES 101 ghter ghter When When t: A fi gain a +2 or unarmedor strikes), you strikes), you Base attack shield bonus to your Armor Benefi fighting defen- fighting natural weapons When you are you When Class. this shield bonus this bonus shield Special:

Dex 17, Two- Dex 17, ons (not including including (not ons sively or using or the sively increases to +4. to increases wielding two weap- two wielding

may select Improved Improved select may total defense action, total defense [GENERAL] as one of his of fighter as one Two-Weapon Defense Defense Two-Weapon WEAPON WEAPON advan- cant defensive bonus feats. feats. bonus IMPROVED ing, base attack +6. bonus ghting with two weapons. two with ghting Prerequisite: FAMILI ARIT Y You can treat all You exotic the [GENERAL] bonus +1. t: common to your people. your to common Prerequisites: [GENERAL] Benefi

Weap onWeap Defense, Two-Weapon Fight- tage while fi tage You gain a signifiYou

You are familiar with all exotic weapons weapons exotic all with familiar are You Base Fortitude save bonus +2. bonus Base Fortitude save DEFENSE ghter may select Improved Toughness as one as one Toughness Improved select may ghter cantly tougher than normal. than tougher cantly ciency feat (or have the appropriate weapon the appropriate weapon have (or feat ciency Without this feat, you must select the Exotic Exotic the select must you this feat, Without IMPROVED TWO-WEAPON A fi You gain points hit of equal cur- number a your to You t: ght Prerequisite: Special: Benefi Normal: Weapon Profi of his fi feats. bonus ghter hisof fi weapons associated with race asweapons martial your rather weapons is asthan treated being asso- A weapon as weapons. exotic withciated a race if name appears as race’s the part the of thinblade 4 of Chapter name, such as (see the elven weapon’s urgrosh. dwarven the or this book) You are signifi You Dice. Hit Each gain time asrent gaining you by a HD (such a gain you point. 1 additional hit a HD (such lose If you level), point lose 1 hit permanently. you as losing by a level), IMPROVED TOUGHNESSIMPROVED alongside its master in combat. master its alongside This gnome’s worg familiar will fi will worg familiar gnome’s This [GENERAL] ring with weapons exceptional speed. Manyshot, Point Blank Rapid Point Shot. Shot, Manyshot,

Favored enemy ability, ability, enemy Favored t ghter may select Improved Rapid Shot as one as Rapid one Shot Improved select may ghter When using the Rapid Shot feat, you may ignore may using you When the feat, Rapid Shot A fi A The The You You t: t: t:

ghter bonus feats. bonus ghter

Special: Benefi Prerequisites:

select may ghter You are an expertYou fi at Prerequisites: Benefi You can make ranged You attacks from a mount you as almost well as can from ground. the Prerequisites: Ride 1 rank, Archery, Mounted Combat. Mounted Benefi penalty take when you using a ranged if weapon your is takingmount a double iseliminated, and move the penalty using a for when weapon ranged is running mount your fromis –4 lessened – to can attack any 2. at You time during your mount’s move. fi Improved Mounted Archery of as one fi his base attack +5. bonus stacks with any existing favored bonus enemy gained from class. another You know how to hit your favored enemies where it hurts. it where enemies favored your hit to how know You deal anextra 3 points damage of toyour favored ene- mies. This benefi of his fi feats. bonus ghter hisof fi the –2 penalty –2 the all on attack ranged your rolls. Special:

IMPROVED RAPID SHOT RAPID SHOT IMPROVED ARCHERY ARCHERY [GENERAL] MOUNTED IMPROVED

[GENERAL] IMPROVED FAVORED ENEMY ENEMY FAVORED IMPROVED 102 CHAPTER 3 SUPPLEMENTAL RULES INTIMIDATING RAGE INSTANTANEOUS RAGE Handbook). Afoethatyou successfullydemoralizeremains a freeaction(seetheIntimidate skill,page76ofthePlayer’s within 30feetofyouthat canattempttodemoralizeas Your rageengendersfearinyour opponents. must beawareoftheattack,butyoumayflat-footed. on Willsaves)beforeyouknowtheresultsofattack.You (to gainthebenefitsofahigherConstitutionoryourbonus enter aragewhenanenemyattacksyou,orcastsspellatyou liorate anundesirableevent.Forexample,youcanchooseto you cangainthebenefitsofrageintimetopreventorame- your rageasafreeactioninresponsetoanother’saction.Thus, it’s notyourturnorwhenyou’resurprised.Youcanactivate You activateyourrageinstantly. iarity asoneofhisfighterbonusfeats. with yourrace. penalty youtakewhenwieldinganexoticweaponassociated familiarity asaracialtrait)toeliminatethenonproficiency Benefit: Whileyouareraging,designate asinglefoe Prerequisites: Rageorfrenzyability. Normal: Youenterarageonlyduringyourturn. Benefit: Yourragebeginsatanytimeyouwish,evenwhen Prerequisites: Rageorfrenzyability. Special: AfightermayselectImprovedWeaponFamil- [GENERAL] [GENERAL] Ambush!!! KIAI SHOUT KARMIC STRIKE this featagainstasinglefoeinanyparticularencounter. shaken foraslongyoucontinuetorage.Youmayonlyuse of youmaybecome shakenfor1d6rounds.The kiaishout nents whocanhearyourshout andwhoarewithin30feet enemies. You canbellowforthashout thatstrikesterrorintoyour next turn. to makethesespecialattacksofopportunitylastuntilyour feat, andthechangetoyourArmorClassability round. Youspecifyonyourturnthatyouareactivatingthis attacks ofopportunitythanyouarenormallyallowedina your threatenedarea,andthisfeatdoesnotgrantyoumore attack againstyou.Theopponentthathitsyoumustbein creature thatmakesasuccessfulmeleeattackortouch for theabilitytomakeanattackofopportunityagainstany choose totakea-4penaltyyourArmorClassinexchange an opponentthathitsyouinmelee.Onyouraction, vulnerable—the sameinstantyouropponentstrikesyou. You havelearnedtostrikewhenyouropponentismost Benefit: Makingakiaishoutisstandard action.Oppo- Prerequisites: Cha13,baseattackbonus+1. Benefit: Youcanmakeanattackofopportunityagainst Prerequisites: Dex13,CombatExpertise,Dodge. [GENERAL] [GENERAL] CHAPTER 3 SUPPLEMENTAL

RULES 103 ghting against against ghting ghting with only only with ghting exes, base attackexes, [GENERAL] [GENERAL] rm a threat. [GENERAL] until your of shield end the t from her Two-Weapon Fighting, base attack attack base Fighting, Two-Weapon [GENERAL] Dex 15, Point Blank Shot, Precise Shot, Precise Blank Shot, Point Shot, Dex 15, Weapon Focus with weapon, base Focus attack with weapon, Weapon Lightning Dex 15, Refl ghter may select Prone Attack Prone select his may of as one ghter ghter may select Phalanx select may of as Fighting ghter one ghter may select Power Critical his of as one Power select may ghter Ranged select may Disarmghter his of as one ghting gains foe with and your two weapons), cient. You can make a disarm You withcient. attempt this Choose one type of ranged weapon with which which with weapon ranged of type one Choose A fi A fi A fi A fi When using the weapon you selected, you gain you a selected, you using weapon the When This feat can be used only when fi when only used be can feat This can make an attack You position from the prone t: t: t: t: feats. bonus ghter Benefi Prerequisites: Prerequisites: Benefi Benefi Special: Prerequisites: You can gain Power Critical multiple times. Each time you you time Each times. multiple Critical Power gain can You ghter bonus feats. bonus ghter ghter bonus feats. bonus ghter ghter bonus feats. bonus ghter base attack +5. bonus You can disarmYou from a distance. a foe Prerequisites: Choose one weapon, such as a longsword or a greataxe. or such as weapon, With a longsword Choose one hurts. it where hit to how know you that weapon, +4.bonus Benefi confi roll the +4 to on bonus Special: can attack position without penalty. fromYou a prone You know how to get inside your opponent’s guard opponent’s pin- inside by your get to how know You way. the of ning out his shield +4. bonus attack up all give may action, you off-hand your attacks. If you with momentarily shield pin your you opponent’s do, your off-hand and all weapon, remaining your attacks during the round are with made primary your the normal (with weapon penalties fi for Armorno Class benefi cannot use thisaction. if are fi You feat you one weapon. +2. bonus is roll attack your If roll. attack your on penalty no take and immediately as a freesuccessful, regain feet may your you attacksaction. gain melee Opponents against on bonus no are prone. while you you an opponent who is using a shield and who is your size or one size is one your or and is who using who a shield an opponent size category bigger or smaller than you. When making a full fi Special: fi his you are profi you is within target as your as long weapon 30 feet. Special: fi be with may take it the same a different or the feat, weapon take If with it weapon. the effects you same the of weapon, stack. feats the fi PRONE ATTACK ATTACK PRONE DISARM RANGED PIN SHIELD SHIELD PIN CRITICALPOWER [GENERAL] [GENERAL] ex saves to all to ex saves characters eligible par- base attack with shield, a heavy ciency ghting in with close formation your [GENERAL] Profi er). You can use the benefi this threet of feat can use benefi the You er). Wis 15, Stunning Wis 15, base attack Fist, +2. bonus Base attack bonus +1. You can use melee weapons one size category one can weapons use melee You You can use a melee weapon one size category one can weapon use melee a You Victims a successful of stunning attack are sub- If you are using a heavy shield and a light weapon, and are a light using If weapon, a heavy shield you t: t: t:

ex saves. ex

Benefi

Normal: Prerequisites: you gain Armor your to you bonus a +1 Class. In if addition, you are within an of ally is also 5 feet who using a heavy shield alsoand light and who weapon form a may has this you feat, wall. wallshield an A shield provides extra AC to bonus +2 Refl on bonus and a +1 wall. a singleticipating character in example, shield the For with this gains his to If AC. bonus feat two a +1 more or characters all who each they gain know this are adjacent, feat on bonus and a +1 a total +3) of an (for extra AC to bonus +2 Refl Prerequisites: bonus +1. Benefi You are trained inYou fi allies. of this feat, as are any creatures that are more than size creatures one as this are are that more any of feat, user. thancategory larger feat the suchject debilitating to 1 pain for are nauseated that they are stunned. following they round round the that Creatures are stunning immune to attacks are also effect the immune to You cause intense pain cause intense with in an a successfulYou opponent stunning attack. You are able to use a larger weapon than other people your than your people weapon use other to a larger are able You size. Prerequisite: Benefi + your Cha modifi+ your times day. per than are with penaltylarger you a –2 attack the on roll, and the larger A increases. weapon the use to takes it effort of amount one- a larger a one-handed weapon, is considered light weapon a two-handed is considered and you weapon handed weapon, cannot use two-handed a larger all. at weapon affects only opponents with fewer Hit Dice or levels than you than you levels Dice Hit or affects with opponents fewer only in An the affected opponent have. area canresist the effect character your level with a successful + 1/2 10 Will (DC save larger than are with penaltylarger you a –2 attack the on roll, but the amount effort of use does to takes the weapon it you one-handed instance, (a For change. a Large longsword not a two-handed is considered creature) a Large for weapon this creature a Medium feat. have that does for not weapon is still creature has that it this a Medium feat, For considered can light as a larger wield a one-handed weapon You weapon. a light a larger two-handed or weapon, in weapon two hands. cannot in weapon off wield a larger your hand,You and you cannot use this weapon. with feat a double

PHALANX FIGHTING

PAIN TOUCH TOUCH PAIN MONKEY GRIP 104 CHAPTER 3 SUPPLEMENTAL RULES RANGED PIN Improved Grapplefeat. no benefitfromthe feat, acharactergains fighter bonusfeats. check oraDC15EscapeArtistasstandardaction. apply). Tobreakfree,thevictimmustmakeaDC15Strength check (yoursizemodifierandthetarget’smodifiersstill (not arangedtouchattack)andthenwinanopposedgrapple or otheraccoutrement.Youmustsucceedonarangedattack be stuckandmustwearingsomesortofclothing,armor, or othersurfaceinwhichathrownweaponprojectilecan nearby surface.Thetargetmustbewithin5feetofawall,tree, against anopponentbypinningabitofitsclothingto base attackbonus+5. opponent notadjacenttoyou. You canperformarangedgrappleattemptagainstan the ImprovedDisarmfeat. weapon. stack. Eachtimeyoutakethefeat,itappliestoanewranged You cangainthisfeatmultipletimes.Itseffectsdonot When usingthis Special: AfightermayselectRangedPinasoneofhis Benefit: Youcanperformarangedgrappleattempt Prerequisites: Dex15,PointBlankShot,Precise When usingthisfeat,acharactergainsnobenefitfrom [GENERAL] RANGED SUNDER RAPID STUNNING the ImprovedSunderfeat. his fighterbonusfeats. weapon. sunder withameleeattackusingslashingorbludgeoning (other thansiegeenginesandthelike).Youcanonly feet ofyouropponenttomakearangedsunderattempt. of commonsubstancesanditems.)Youmustbewithin30 of thePlayer’sHandbook,aswellpage166forhardness object’s hardness.(Seethesunderspecialattackonpage158 damage; dividethedamagedealtby2beforeapplying piercing weapons,suchasarrows,butyouonlydealhalf ranged weapons.Youcanmakesunderattemptswith (instead ofhalfdamage)withslashingorbludgeoning base attackbonus+5. You canattackanopponent’sweaponfromadistance. You canuseyourstunningattacksinrapidsuccession. When usingthisfeat,acharactergainsnobenefitfrom Special: AfightermayselectRangedSunderasoneof Normal: Objectstakehalfdamagefromrangedweapons Benefit: Whenattackingobjects,youdealfulldamage Prerequisites: Str13,PointBlankShot,Precise Fist, baseattackbonus+6. Prerequisites: CombatReflexes,Stunning This halflingmonkisneverreallydown because hehastheProneAttack feat. [GENERAL] [GENERAL] CHAPTER 3 SUPPLEMENTAL

RULES 105

Special: A fighter may select Shield Slam as one of his fighter bonus feats. be dazed. critical hits cannot critical hits cannot creatures immune to creatures immune to poreal creatures, and poreal creatures, and plants, undead, incor- [GENERAL] action). Constructs, oozes, action). Constructs, oozes, [GENERAL] round (until just before your next round (until just before your next fails this saving throw is dazed for 1 fails this saving throw is dazed for 1 damage normally. A defender who damage normally. A defender who [GENERAL] Str modifier) addition to dealing Str modifier) addition to dealing (DC 10 + ½ your character level + your (DC 10 + ½ your character level + your attack to make a Fortitude saving throw attack to make a Fortitude saving throw you force the target damaged by this damaged by this you force the target shield against an opponent. If you hit, If you hit, shield against an opponent. action, you may make an attack with your an attack with your action, you may make As a full-round action or as a charge or as a charge Benefit: As a full-round action Prerequisites: Small size, Dex 13, base attack bonus +1. Benefit: You can occupy the same 5-foot square in Improved Shield Bash, Shield Charge, Prerequisites: Improved Shield Bash, If you hit an opponent with your shield as part an opponent with your Benefit: If you hit Shield Charge as one of his Special: A fighter may select In your hands, any weapon becomes a deadly ranged weapon. You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. combat with any other allied Small creature that also pos- sesses the Swarmfighting feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus. You can use your shield to daze your opponent. You can use your shield base attack bonus +6. of a charge action, in addition to dealing damage normally, to dealing damage normally, action, in addition of a charge attack of provoking an a trip attack without you may make to try to does not get If you lose, the defender opportunity. return. trip you in fighter bonus feats. THROW ANYTHING SWARMFIGHTING SHIELD SLAM SHIELD SLAM an advantage. The dwarven defender gains [GENERAL] [GENERAL] [GENERAL]

Improved Shield Bash, base attack Prerequisites: Improved Shield Bash, base attack Normal: Cover normally gives a +4 bonus to AC. Special: A fighter may select Sharp-Shooting as one of Benefit: Your targets only receive a +2 bonus to Armor Prerequisites: Point Blank Shot, Precise Shot, base Ember the 15th-level Benefit: If you score a critical Str 15, Improved Unarmed Prerequisites: Str 15, Improved A character can take this feat multiple times. Its effects A character can take A fighter may select Rapid Stunning as one of Special: A fighter may select You may only attempt a stunning attack (or any attempt a stunning Normal: You may only You may use one additional stunning attack (or one additional stunning Benefit: You may use

bonus +3. his fighter bonus feats. You deal extra damage if you use your shield as a weapon when charging. Class due to cover. This feat has no effect against foes with no cover or total cover. attack bonus +3. Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover. monk can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If she scores a critical hit on attack using herher second attack, she can make an additional third attack (at +1)+6 base attack bonus. She then makes her as normal. hit on an unarmed attack, you can immediately make an addi- tional unarmed attack against the same opponent, using the same attack bonus that you used for the critical hit roll. For example, Strike, Power Attack. stack. on a particularly powerful unarmed You can follow up kick, spinning in a complete attack with a mighty the kick. circle before landing his fighter bonus feats. other special attack that counts against your daily limit of against your daily attack that counts other special per round. stunning attacks) once other special attack that counts against your daily limit of against your daily attack that counts other special per round. stunning attacks)

SHIELD CHARGE

SHARP-SHOOTING ROUNDABOUT KICK ROUNDABOUT 106 CHAPTER 3 SUPPLEMENTAL RULES WEAKENING TOUCHWEAKENING ZEN ARCHERYZEN his fi your Dexterity modifi your Dexterity Prerequisites: weapon. your when hand Your guides you aranged intuition use Special: feat. by this affected be cannot effects to stun for day. the Fist attacks immunity with Creatures Stunning attempt to deliver touch aweakening one counts as of your delivered on target not the same are Each cumulative. score for Multiple 1minute. touchesStrength weakening to target’s the penalty applies but a damage, –6 instead no deals that attack attempt). unarmed You an make can make your attack Benefi roll (thus, bonus +2. Fist, attack base ning a missed attack roll strike. unarmed ruins theYou opponent your weaken an with temporarily can or adagger).axe it arange increment has unless (such ahand as penalty a –4 feat 10 is conjunctionthis weapons in with used feet. it were if as arangedwith weapon. The range increment of bonus +2. attack at atime. you may benefi the tions allow or rebuke undeadonce) per overlapping round, though dura- feat tomay turn activate only one (or divine ability the use specifi as of actions other types require to activate, action butThese may feats astandard take often says that (unlessotherwise). youaction have ability aspecial feat. Turning astandard undead is adivine oruse rebuking youIf don’t have you attempts left, any can’t turn/rebuke turn/rebuke attempt from her number of attempts each day. of one feat of aminimum use a divine costsacharacter Each undead. rebuke or turn to energy negative or positive channel Second, the force to feat thatpowers the ability adivine is that ability. amemberand of any or prestige any thathas creature class of 3rd levelThus, they paladins open to are clerics, or higher, have as a prerequisitemake them unavailable to fi single-class the ability to that category share the feats characteristics this classes, in turn or rebuke undead. theof options all the idea keeping of expanding with In Benefi Prerequisites: Prerequisites: Normal: Benefi ghter bonus feats. t: t: t: Declare that you are using this feat thatyou this before Declare using are you Afi You amelee throw weapon can you profi are You amelee throw can’t weapon withouttaking You your use Wisdom modifi can ghter may select Weakening Touch one as of Wis 13, base attack bonus +1. 13, Wis attack base 17, Wis Stun- Improved Strike, Unarmed 15, Dex profi er when making a ranged attack roll. aranged attack er when making [GENERAL] ts of more than one divine feat feat divine one than more of ts DIVINE FEATS DIVINE ciency weapon, with base [GENERAL] ghters. First, they all ed. Regardless, you Regardless, ed. ofer instead cient DIVINE CLEANSING DIVINE SHIELD SHIELD DIVINE DIVINE RESISTANCE DIVINE MIGHT resistances, such as those granted by spells or special abili- or special by spells granted suchasthose resistances, 5, fi and ity to resistance cold with 5, electric- (includingburst yourself) a60-foot within allies rebuke undeadattempts to imbue all undead. rebuking just than options more has feats divine two or whothroughout career, the paladin’s one chooses apaladin the cleric’s behind remains ability turning the paladin’s should consider particular these feats. in Because Paladins attack. not an itself It is activation. its upon opponent an to damage deal directly butnot does your melee attacks, to all of damage 2d6 points toof damage atarget.Sacred Vengeance, for example, adds attack unless the feat’s activation could be the direct cause feat not is adivine considered Activating description. an specifi otherwise unless of opportunity attack the feated in not does and provoke ability an asupernatural feat also is adivine Activating attack. counts and an as opportunity not does that provoke action of astandard and attack ity an Third, turning or rebuking undead is a supernatural abil- Charisma modifi Charisma for throws anumber to saving your of titude rounds equal a+2 sacred burst bonus on For- a60-foot within yourself) (including or allies rebuke undead attempts all turn to grant Benefi health. and vitality their against resist attacks to You energy to ability channel improve can your allies’ with ashield. with Prerequisites: for either offense or defense. You your to energy shield make channel more can effective modifi Charisma Theties. protection for lasts anumber to your of rounds equal Cleansing. Prerequisites: and your allies take from some sources. reduceYou you energy to damage temporarily channel can round. fordamage 1full bonus to your weapon to add your Charisma attempts undead Benefi Power Attack. combat. You energyyou to the damage channel increase in deal can Prerequisites: Benefi Prerequisites: t: t: t: re 5. This resistance does not stack with similar As a free action, spend one of your turn or rebuke spend one action, afree of yourAs turn As a standard action, you spend action, one can of astandard your As As a standard action, spend one of your turn or spend action, one of astandard your turn As er. er. Turn or rebuke undeadability. Turn or rebuke undead ability, profi ability, undead rebuke or Turn Turn or rebuke undead ability, Divine ability, or rebuke undead 13, turn Str [DIVINE] [DIVINE] [DIVINE] [DIVINE] ciency This paladin’s Divine Resistance feat partially protects her and her allies from fi re damage. 108 CHAPTER 3 SUPPLEMENTAL RULES Table 3–2: Divine FeatsTable 3–2: DIVINE VIGOR SACRED VENGEANCE VENGEANCE SACRED round. theend of thecurrent undeaduntil against melee attacks your successful attempts to addto of all 2d6damage points Prerequisites: in melee. undead against damage You extra energy to deal channel can modifi to your anumber Charisma last of minutesequal effects feet 10 by speed base level. per character hit points These +2 temporary gain and your increase to attempts undead rebuke Prerequisites: bility. You energy channel to yourdura- increase and speed can character level. your for lasts to anumber and half of rounds equal Class fier. bonus applies This to the shield’s bonus to Armor modi- to your itCharisma abonus equal shield, granting your into energy channel to attempts undead rebuke difference inalmosteverycombat. Afeatthatrequiresyoutofi counts. Afi ghter cancountonhisWeapon Focus featmakinga the courseoftheircareers,andtheywanttomakesureeveryfeat understand thattheircharactersonlygetapreciousfewfeatsover that don’tcomeupoftenenoughtowarrantregularfeats.Players Tactical featsareagoodwaytoofferbonusesforsituations setup onthepartofplayercharacter. Sowhybother? because theycovermultiplesituationsandoftenrequiresome Tactical featsaremorecomplicatedthanmostotherfeats, BEHIND THECURTAIN:TACTICALFEATS a morecompellingchoice.You providebig rewardsforunusual advantages inasingletacticalfeat, youmakethepackagedeal it’s toosituational.However, bycombiningthreesituational players probablywon’tchoose such afeatbecausetheyknow defensively forseveralroundsin arowmightnotmatter—and Divine Vigor Turn or rebuke undead ability Increase base speed by 10 ft., gain +2hp/level gain by10 ft., speed base Increase undead against attacks onmelee ofdamage points +2d6 profi ciencywithashield defense shield’s toyour bonus assacred bonus Cha Add ability Turn undead rebuke or Turn ability damage undead orrebuke toweapon bonus Cha Add Turnability, undead rebuke or 5,and fi saves Fortitude on 5,electricity bonus tocold Gain+2sacred Gainresistance re5 Vengeance Sacred ability, Str13, undead rebuke or turn Vigor Divine Shield Divine Power Turn ability, undead orrebuke ability Turn undead rebuke or Might Divine Benefi Divine Resistance Divine Cleansing Divine Feat Prerequisites Attack Cleansing pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Benefi Benefi Benefit: er. t: t: As a free action, spend one of your turn undead undead spend one action, afree of your turn As As a standard action, spend one of your turn or spend action, one of astandard your turn As As a standard action, spend action, one of astandard your turn/ As Turn or rebuke undeadability. Turn or rebuke undeadability. [DIVINE] [DIVINE] ght CAVALRY CHARGER be spice—theyshouldn’tthe maincourse. special situationsarealottokeep trackof.Tactical feats should have morethantwoorthreetactical feats,becausesixtonine somewhat rareinyourgame.In general,charactersshouldn’t Ifyoudesignyourown tacticalfeats,takecaretokeepthem (intentionally ornot)oftenthwart suchplans. But there’sanelementofriskinvolved,becausethebadguys tegically, settingupthesituationsthatgrantthembigbonuses. ties. Theyrewardcleverplayandteamworkasplayersthinkstra- movement, bullrushes,powerattacks,andotherspecialactivi- hit himagain.”Tactical feats,ontheotherhand,ofteninvolve game cansometimesdevolveintoaceaselesslitanyof“Itryto age abroaderrangeofcombatmaneuvers.Combat intheD&D Asecond,relatedreasontoemploytacticalfeatsisencour- situations ratherthanasmallerrewardforcommonsituation. charge a mounted foe. If your charge attack hits, you hits, charge amounted may your charge foe.attack If Unhorse: tactical maneuvers. maneuver. use Combat is considered Expertise the fi maneuver,tactical for which you theround example; in the fi in Combat Expertise maneuver, awhole. as not battle the You don’t have to use on. Theseround, so and of refer terms the to the timing feats refer Some of the tactical to the fi appropriate. is maneuver” cal thefi that’s and to themaximum, Expertise Combat using the troll, of “Iattack a remark along the lines maneuver; you’rethat atactical toward working performing agood idea It’s toto briefl also perform. you as set maneuverforming upthe feat the that enables you you’re of actions the to keep track per- your responsibility feat, it’s you’re who If atactical has acharacter playing attacks. a number of powerful to perform characters allow descriptor tactical the Feats with Benefi bonusple, +6. attack base Prerequisites: of theFighting back second asteed from is to you. nature t: t To maneuver, this use you must mounted be and The Cavalry Charger featThe enables Cavalry of three use the Mounted Combat, Charge, Tram- Spirited TACTICAL FEATS TACTICAL round ofrst combat a to begin [TACTICAL] y mention to the DM rst round, second second round, rst rst step in atacti- step in rst round of the rst This knight uses the Cavalry Charger feat to make a fell trample against a squad of orcs. 110 CHAPTER 3 SUPPLEMENTAL RULES Table 3–3: Tactical Feats Tactical Table 3–3: COMBAT BRUTE COMBAT BRUTE fi Special: overrun. foe each youmount successfully gets against ahoof attack on page 157to the rules 158 and of the more one attempt foe, each than resolving against according Fell Trample: adjacentsquare to mount’s the space. a in your mount, off landing you your target fall and miss check by 5or more, Ride this you(no fail if roll) and attack of damage. If you points extra 4 fail deal to chance a for 20 DC or this damage of points Ride check, you miss your ofeitherthe DC check: 10 DC for to 2extra achance deal target por- move the of determine roll, the to making Prior oftion charge the action. conclusion the at check Ride a Make mount. your charge than and afoe at one least categorysmaller size Leaping Charge: where it was. youceeds, move your foe normally, mount but remains his suc- attempt rush bull the If attempt. rush bull free a make your Power Attack feat in the second round. The penalty you you penalty The round. second the in feat Attack Power your the fi a foe in Momentum Swing: destroyed that bonus the weapon the attack as or shield. the same weapon with is attack tional andat the same attack foe. the The addi- against melee additional attack immediate page 158 of the foe’s weapon or shield with a successful sunder attempt Sundering (see To maneuver,Cleave: this use you must destroy a orc that round. on thefollowing against rolls damage squares) (2 10 you back a+2 and bonus rush, would on attack gain abull feet with orc an pushed you if example, For foe. that moved rush your for bull square each rolls damage and attack a+1 bonus foe on that gain against your attacks round, all successful bull rush Advancing attempt againstBlows: a foe.tactical maneuvers. During the next Benefi +6. bonus attack Prerequisites: You employ leverage and strength battle. in to effect great ghter bonus feats. etPeeusts Benefi Charger Cavalry Feat Prerequisites Formation Expert Giantbane Combat Brute 1 Afi ofhis asone fi this feat mayselect ghter feats. bonus ghter Sun School Shock Trooper Raptor School Elusive Target t: 1 Afi

The Combat feat Brute enables of thethree use rst round, and you must make an attack using 1 ghter may select Cavalry Chargerghter one as of may his select Cavalry 1

Improved Bull Rush, Power Attack, base attack bonus +6 +6 bonus baseattack Attack, Power Rush, Bull Improved You attempts mounted make overrun can 1 Player’s Handbook Player’s Mounted Combat, Spirited Charge, Trample Charge, Spirited Combat, Mounted To maneuver, this use you must mounted be 1 Baseattackbonus+6 Improved Sunder, Power base Attack, To maneuver, this use you must a make To maneuver, this use you must charge [TACTICAL] Medium or smaller size, Tumble 5 ranks, base attack bonus +6 See feat description feat See Wis 13,Jump5ranks,baseattackbonus+6 +6 bonus size,Tumble baseattack smaller or 5ranks, Medium Dodge, Mobility, base attack bonus +6 +6 bonus baseattack Mobility, Dodge, Improved Sunder, PowerAttack,baseattackbonus+6 Flurry of blows ability, base attack bonus +4 +4 bonus baseattack ability, ofblows Flurry ). If you do so, you gain an you an If doso,you). gain Player’s Handbook Player’s . Your FORMATION EXPERT TARGETELUSIVE fi Special: hands. two weapon in wielded weapon or aone-handed you’re if atwo-handed points using 18 extra or of damage, an 9points extra an deal youroll, can on your penalty attack you a–6 to if choose take instance, For hands. two in wielded weapon one-handed a or weapon ×1-1/2, penalty roll you’re or ×3if atwo-handed using to your abonus the second attack equal roundduring gain take on your attack roll must be –5 or worse. Your attacks have this feat. have this even you fi are if maneuvers. You benefi the tactical gain three Benefi Prerequisites: You at fi trained are your fails. attempt you if trip foe, foe the not and does get to this achance attempt against you, trip afree make thefoe you misses If ened can square. afoe out by from moving of athreat- of opportunity attack an Cause Overreach: you, normally. its second function subsequent and attacks against attack afull themaking designated is attacker footed. If considered is normally, roll its and ally attack fl an makes the other fl strike you may and misses automatically designated the attacker from byyour feat. Dodge The affected to fi be fl Diverting Defense: roll. on the attack penalty the corresponding takes buton roll thestill damage Power the no bonususes you, feat foe the gains against Attack nate aspecifi To maneuver, this use you must desig- Attack: Power Negate tactical maneuvers. Benefi Prerequisites: ence. amaddening experi- be you ablow to land can against Trying ghter bonus feats. anked and you and anked must designate one of the fl , base attack bonus +6 See feat description feat See +6 bonus , baseattack t: t: Afi The Elusive Target feat enables of three the use c foe to be affected by your Dodge feat. If that foe byyour that feat. Dodge If c foe affected to be The Formation Expert featThe enables Formation Expert of the use ghter may select Combat one as of Brute his ghting in formation with allies that do not anking foe instead; the attacking creature Base attack bonusBase attack +6. bonusDodge, Mobility, +6. attack base ghting in ranks and fi To maneuver, this use you must provoke To maneuver, this use you must be [TACTICAL] [TACTICAL] See feat description feat See See featdescription See featdescription See featdescription See feat description feat See See feat description feat See rst attack of the round attack rst t les. anking attackers t of the feat at- CHAPTER 3 SUPPLEMENTAL

RULES 111 creature creature can against you, because can it try to shake shake to try with it. The The it. with strike at you strike you at you move along the creature moves creature the moves during its action, hag opponent. only awkwardly. If you off by makingyou a gain and you a at-footed, –4 penalty attack on rolls you’re standing on takes a a takes on standing you’re grapple check opposed check by grapple spellcasting plans of their night night their of plans spellcasting A pair of half-orcs thwart the the thwart of half-orcs A pair [TACTICAL] the creature occupies). The creature The creaturethe occupies). Climb as check a free action clam- to limbs back or creature’s the onto ber (you move into one of the squares squares the of one into move (you To use this maneuver, you must have have must you use this maneuver, To your Climb check. If the creature suc- creature the If check. Climb your Wis 13, Jump 5 ranks, Jump Wis 13, base attack bonus following round, you may make a DC 10 make a DC may 10 following you round, To use this maneuver, you must move adja- move must you maneuver, this use To ghter may select Giantbane as one of his of as Giantbane one select may ghter To use this maneuver, you must charge a foe a foe charge must you use this maneuver, To The Raptor School feat enables the use three of enables Raptor feat School The A fi t: ghter bonus feats. bonus ghter ceeds, you wind square.ceeds, you up in a random adjacent Special: fi +6. (see up feet Benefi 10 least at maneuvers. tactical from Swoop: enemy your Eagle’s on down jump or You know martial arts techniques inspired by hunting hunting by inspired techniques arts martial know You birds. Prerequisites: fully ducked underneath your foe). If there is no unoccupied is unoccupied If no fully there foe). underneath your ducked fail you or the Tumble the foe of side square the opposite on remain incheck, you failed are in the square you and to have foe. underneath your duck from Below: Death may successfully You underneath used maneuver. the duck make an immediate single attack ducked against you foe the underneath. is as foe treated fl That attack+4 your on roll. bonus Aboard: Climb than two least In larger the size at you. a foe categories to cent RAPTOR SCHOOL SCHOOL RAPTOR To use this maneuver, you must have have must you use this maneuver, To [TACTICAL] than are.ghting larger foes you To use this maneuver, you must be wield- must you use this maneuver, To Medium or smaller size, Tumble 5 ranks, smaller or Medium size, Tumble To use this maneuver, you must have a ready a ready have must you use this maneuver, To Expert Formation select may ghter ghter bonus feats. bonus ghter The Giantbane feat enables the use of three use the tacti- of enables feat Giantbane The A fi t:

Duck Underneath: cal maneuvers. You are trained inYou fi Prerequisites: base attack +6. bonus Benefi been attacked a by action, have taken then a total defense gain a than least two at larger sizefoe You you. categories next your on you, misses foe Armor your to +4bonus Class, dodge stacks which with the that If defense. total for bonus check. turn, make a DC Tumble as may a free 15 action, you unoc- any to immediately move If succeeds, check the you (having foe the of success- side square opposite the cupied on ing a shortspear, longspear, trident, glaive,ing guisarme, a shortspear, longspear, halberd, allies adjacent wielding have must weap- and ranseur, or you gain a +2 You you. of sides opposite on yours identical to ons attack on bonus rolls. Special: his of fi as one Lock Shields: Lock have must allies you of and sides adjacent opposite on shield, gainArmor to bonus a +1 Class. You shields. ready be must you Step use thisinto the Breach: maneuver, To within anof ally falls a single who move and an in combat, allyand fallen the square every occupy between you must can action (as take immediately a single move You comrade. into the square if move had readied an to action you do so) to the fallen ally occupies. Wall of Polearms: GIANTBANE 112 CHAPTER 3 SUPPLEMENTAL RULES SHOCK TROOPER SUN SCHOOL a successful bull rush attempt as part of acharge. For attempt part every as rush bull a successful Directed Bull Rush: tactical maneuvers. Benefi +6. bonus attack Prerequisites: into battle. you rush when soldiers of formations up breaking at adept are You the benefit of the feat. 3rounds of the end of your you observation, within don’t get attack melee the make don’t you if or you’re observing, while observation). the target you of If your observationattacks bonus (for of +6 to rounds of amaximum 3 consecutive full forrolls every round you the foe, have just spent observing damage and a+2 bonus on your attack the foe gains against you melee The no other make next attack actions. take can so, you doing your foe. While round observing 1full least Hawk’s Eye: it. you against make your target is treated as fl bonusof modifi your instead Bluff attack the of 68 page (see combat you in a distracting fashion. Make an attempt to feint in you around whip action, the cloak can astandard As a cloak. Falcon’s Feathers: adjacentmore, an prone in square. you fall Jump check by 5or this youyou your target,fail if and miss Jump check, this you If of fail damage. points 4extra to deal 25for or of damage DC points achance 2extra to deal chance either of the thecheck: DC determine the 15 roll, for DC a to making Prior before attack. immediately youraction next Handbook Player’s the of 77 page inspired by the sun. inspired techniques arts You have anumber martial of esoteric learned fi Special: bonus. to your attack base equal upto amaximum instead, Class Power to your Armor Attack from penalty roll of the attack any portion assign you can give you to AC a–2 a+2 roll), and penalty bonus on the attack –5 or worse. In addition to normal must you feat. roll onbe your The take attack Attack penalty charge modifi at end the your of Power charge the attack the using make Heedless Charge: fails. attempt your if neither and foes at time, the same foe you gets to achance trip another foe. both as You attempt against trip may afree make attempt forces that rush afoe square into the same bull cessful Domino Rush: or to theright. left square yousquare push your foepush you foe back, that one may also ghter bonus feats. t: Afi The Shock Trooper feat enables of three the use To maneuver, this use you must spend at ghter may select Shock Trooper one as of his To maneuver, this use you must asuc- make To maneuver, this use you must charge and To maneuver, this use you must wearing be Improved Rush, Power Bull base Attack, [TACTICAL] To maneuver, this use you must make at-footed for melee the next attack Player’s Handbook Player’s [TACTICAL] ). Make aJump Make afree check as ). er. you If succeed, ), using your using ), base ers (which BEAR FANGBEAR OF THUNDERANVIL bonus against that foe. that bonus against attack highest your at attack single a make immediately can you feature. If or doso, you abundant thestep monk’s class cent to afoe adimension instantaneously, door spell with as Sunset: of Flash for 1d4confused rounds thereafter. rounds a in row. In addition to being stunned, that enemy is two attack unarmed an foe the same with stun cessfully Noon: Blinding Sunof character. either formovement not does of provoke opportunity attack an 5 feet, you and may move This you 5feet wish. if forward from a fl must hit the same foe with the fi Inexorable Progress of Dawn: To maneuver, this use you maneuvers. cal Benefi +4. Prerequisites: axe, or dwarven waraxe). Weaponing, (dagger), Focus hand- Weapon (battleaxe, Focus eye. of an blink the in quarters You the fi dagger at time. the same bring can You have mastered fi the modifi (DC throw 10 saving tude + 1/2 level your character +your Str and your hammer in the same round, it must make a Forti-waraxe). ordwarven handaxe, hammer), Weapon (battleaxe, Focus Two-Weapon Fighting, Weapon Focus (warhammer or of weapons. light pairing unique this with have and at time, the same to thunderous learned deal blows You have mastered of thefi style use of specifi upon anumber of specifi Aweapon feat style one is that provides abenefi technique. there may master only of be asingle theCrescent Moon the kingdom, all Improved and in Disarm—but Expertise of Combat swordsmanshipor studythe pureby art learning Power Cleave, Improvedby learning Attack, and Sunder, fi Many asignature. as unique maneuvers as exotic are that combinations styles, of favoreddistinctive weapons and renowned are for characters their The mostmartial famous ghters discover how to besteffect tostrength their use Prerequisites Benefi Prerequisites: er) for or dazed 1round. be urry of blows.you If do, your foe musturry move back t: t: If you hit the same creature with both your axe you both If with hitcreature the same WEAPON STYLE FEATS STYLE WEAPON The School feat Sun enables tacti- of three the use c weapons. To maneuver, this use you must move adja- : Str 15, Power: Str Two-Weapon Attack, Fight- Str 13, Improved Str Sunder, Power Attack, [STYLE] Flurry of blows ability, base attack bonus To maneuver, this use you must suc- erce of style fi c feats, and that often requires the the requires often c feats, that and ghting with hammer and axe axe and hammer with ghting [STYLE] rst two unarmed attacks attacks unarmed two rst ghting with axe and and axe with ghting ght to close t that draws draws t that CHAPTER 3 SUPPLEMENTAL

RULES 113 [STYLE] ghting with and axe sword at exes, Two-Weapon Fighting, Fighting, Two-Weapon exes, [STYLE] t ghting with two the same maces at time, Combat Refl Combat Str 15, Improved Bull Rush, Two-Weapon BullStr Two-Weapon Improved Rush, 15, : Improved Trip, Fighting, Two-Weapon Whenever you roll you Whenever a threat on an attack roll while If you hit the same creature with both your sword sword your both with creature same the hit you If If you hit the same the hit creature with If both sword you your t: t: t: fall or prone. er) Prerequisites Prerequisites: Prerequisites: Benefi Benefi Prerequisites: Prerequisites: You are a master of fi of are a master You Weapon Focus (light mace). using a light mace in gain each hand, you an additional attack at that same attack bonus. Fighting, Focus Weapon (bastard sword, longsword, or scimi- light or hammer). Focus (warhammer Weapon tar), Forti- a make must it round, same the in hammer your and Str + your character your level + 1/2 tude saving 10 throw (DC modifi style the fi of mastered have You the same learned time, use to this and have unusual pairing off pull to their feet. opponents weapons of your FocusWeapon (bastard sword, longsword, scimitar or Focus (battleaxe, handaxe, Weapon dwarven or shortsword), waraxe). Benefi axeand make your a free in may trip the same you round, immedi- may against succeed, you attempt (If you that foe. ately use your Improved Trip feat to gain an additional attack against foe.) your learned strike to and have with foes your lightning speed.

LIGHTNING MACE LIGHTNING HIGH SWORD LOW AXE LOW SWORD HIGH ghting with and sword exes, Two-Weapon Fighting, Weapon Gain dodge bonus and extra attack when ghting with a hammer and and hammer a with ghting [STYLE] [STYLE] Improved Disarm, Improved Two-Weapon Two-Weapon Improved Disarm, Improved If you hit a creature with both your axe and your with axe a creature hit and your bothyour If you If you hit the same the hit creature with If both sword you your t: t:

Benefi Prerequisites: Benefi

Anvil of Thunder Improved Power Sunder, Attack, Str 13, Two-Weapon Bear Fang hit with Target both axe and hammer Crescent Moon Power Attack, Str 15, Two-Weapon Fighting, Weapon Improved Disarm, Improved Two-Weapon Fighting, Fighting, Weapon Focus (warhammerHammer’s Edge or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe) grapple Free attempt against target hit with ImprovedBull Rush, Two-Weapon Str 15, Fighting, Weapon becomes dazed if it fails Fortitude save hit with Target both sword Focus (dagger), and hammerHigh Sword Focus (battleaxe, Weapon Low Axe handaxe, disarm attempt Free Two-Weapon against Improved target Fighting, Trip, Weapon Focus hit with waraxe) or dwarven Two-WeaponLightning Fighting, Mace Weapon Focus (dagger), Weapon trip Free attempt against target hit with both dagger and axe Focus (bastard sword, longsword, or short scimitar, sword) both dagger and sword exes, Two-WeaponNet Fighting, Focus Weapon and Trident Combat Refl Focus (bastard sword, longsword, or scimitar), Weapon ciency (net), (warhammer or light hammer) Two-Weapon Focus Quick Staff Exotic Dex Weapon Profi 15, Gain extra attack after scoring threat while falls prone if it fails Fortitude save (bastardSpinning Halberd sword, longsword, or short scimitar, sword), combined Make attack with net and Weapon Focus (battleaxe, trident handaxe, or dwarven waraxe) Combat Refl Expertise, Combat Dodge, Two-WeaponThree Fighting, Mountains (light mace) both sword and axe Cleave, Improved Bull Str 13, Rush, Power Attack, (trident) Focus Fighting, Weapon Gain extra dodge bonus when wielding (quarterstaff) Focus Weapon hit twice Target with mace, morningstar, Focus (halberd) (heavy Focus Weapon mace, morningstar, or greatclub) or greatclub becomes nauseated if it quarterstaff wielding two light maces making full attack with halberd fails Fortitude save Feat Prerequisites Prerequisites Feat Benefi You are a master of the style of fi style the of of are a master You the same at time,sword learned hammer and to your have the ground into foes blows. with tremendous your and your dagger in the same round, you may make in an may dagger and imme- your the same you round, diate disarm as a free action. attempt dagger. You know how to twist to how from know weapons an opponent’s You dagger. graspits with a single graceful while two using your motion together. weapons Fighting, Two-Weapon Fighting, Weapon Focus (dagger), (dagger), Focus Weapon Fighting, Two-Weapon Fighting, FocusWeapon (bastard sword, longsword, scimitar, or short sword). You have mastered the style the fi of mastered have You bonus (with the normal the (with –4bonus penalty attacking for in a grapple). can attack rounds, to you useIn dagger the while subsequent grappling the normal at penalty.

dagger in the same round, you deal normal damage with with damage normal deal you round, same the in dagger can both and attempt you immediately choose weapons, to startto an as a grapple a free attack action provoking without attack base opportunity,of grab as if ability. No had the improved you highest your initial attack touch is required. at dagger your drop axe, your you attempt, grapple your succeed on If you with immediately gain you but an additional attack against foe your grappled

HAMMER’S EDGE EDGE HAMMER’S CRESCENT MOON Table 3–4:Table Weapon Style Feats 114 CHAPTER 3 SUPPLEMENTAL RULES SPINNING HALBERD QUICK STAFF ANDNET TRIDENT THREE MOUNTAINS [STYLE] Strength modifi Strength ofto bludgeoning 1d6 points equal damage deals +1/2 your additional attack with the weapon at a –5 penalty. This attack an as well as a+1you dodge Class bonus to gain your Armor (halberd). Weapon Focus must make a Fortitude saving throw (DC throw 10 saving must +1/2 aFortitude make your char- or your mace, morningstar, greatclub, heavy round with it devastatingbutt—to blows. strike hook, or spike, weapon—blade, ofthe parts all use can You have mastered of thefi style a+3 dodge bonusgain to your AC. rolls. attack your on take you rolls, For on your you a–1 attack example, take penalty if you penalty the than higher points 2 adodge you bonus gain aquarterstaff, wielding bonus while Fighting, Weapon Focus (quarterstaff). unique weapon. maneuvers haveand complement special that learned this You have mastered of thefi style trident. step toward your opponent and make a full attack with your check, you a5-foot may Strength immediatelytake opposed the control your you foe by winning if hit successfully and you your net First, your with trident. throw and net; attack (trident). Focus Weapon Fighting, Two-Weapon a deadly jab of trident. the net with throw followhave upasuccessful to quickly learned You amaster are of fi the net and the trident, and with ghting hexblade character class detailed in Chapter 1). in detailed hexblade class character tion of new divine Chaptertioned in 4(see The Warrior Pantheon) aselec- and spells and men- of new descriptions domains contains section This new hexblade spells (for the 1 round. levelacter modifi +your Str club). Weapon orAttack, great- mace,morningstar, (heavy Focus weapons. You amaster are of fi Benefi Prerequisites Benefi Prerequisites Benefi Prerequisites: Benefi Prerequisites: t: t: t: t: When you use Combat Expertise to gain adodge to When gain you Combat use Expertise As a full-round action, you can make acombined make you action, can afull-round As If you strike the same creature twice in the same same the in twice creature same the youIf strike When you make a full attack with your halberd, er. : Combat Refl Dodge, Two-Weapon: Combat Expertise, Str 13, Cleave,Str Rush, Improved Power Bull Dex 15,Dex Exotic Weapon Profi [STYLE] ghting with powerful bludgeoning er) for or nauseated be by the pain [STYLE] exes, Two-Weapon Fighting, ghting with a halberd, and and ahalberd, with ghting ghting with a quarterstaff, [STYLE] NEW SPELLS NEW ciency(net), Fate Domain Fate Spells Domain Courage Domain Courage DOMAINS NEW greater cloak of bravery, lion’s bravery, roar, of cloak and fury greater valiant here— detailed spells the new divine All book Hand- availablebe deities to the following Player’s from chapter. this later in * New described spell CloakofBravery, Greater*: You and your allies become 9 8 Lion’s Roar*: Deals 1d8points ofdamagepertwolevels 7 Heroism, Greater: +4bonusonattack rolls, Gives saves, 6 Heroes’ Feast: Food foronecreature/level cures and 5 Valiant Fury*: +4Str, Con;+2 Will saves; extraattack; 4 Heroism: +2bonusonattack rolls, Gives saves, skill CloakofBravery*: You andyour alliesgainabonuson 3 2 Aid:+1onattackrolls andsaves againstfear, 1d8 1 Remove Fear: Suppresses fearorgives +4onsaves are unconscious or dead. you while conscious, are functions but you not if ability ral bonus on saving throws against fear effects. This supernatu- morale 10 a+4 feet within (including allies yourself) all book Hand- availablebe deities to the following Player’s from the DM chooses. so if to the pantheon of deities presented the in below includes notes described on how domain Each to add it fornew bards. spell a phantom and also is threat for anew assassins; spell also blade is cursed for anew sorcerers spell wizards; and also is here, detailed new the augment Of hexblade familiar spells ery (described above). of the Courage domain brav- of spells Cloak bilized. If you If have gives that you another class uncanny bilized. However, bonus to immo- AC if loseyour Dexterity you still fl caught even if bonus to AC (if any) you your Dexterity to retain allowing Granted Power: Deities: Granted Power: Deities: is also a new spell for anew paladins. and clerics spell also is : Nerull, Obad-Hai. : Nerull, Yondalla. Heironeous, : immune tofearandget+2bonusonattacks. fear, hp. plustemporary to enemies;alliesget+1onattacksandsaves against hp.skill checks; immunitytofear;temporary grants combat bonuses. cures 1d8hp+1/level (max.+20). checks. saves againstfear. hp+1/level (max.+10). temporary against fearforonesubject+perfourlevels. Lyris. At the DM’s option, this domain may also may also domain DM’s Atthe this option, Lyris. may also domain Valkar.DM’s Atthe this option, at-footed or struck by an invisible attacker. You of courage aura thatgrants radiatean You gain the uncanny dodge You ability, uncanny the gain Player’s Handbook Player’s cloak of bravery, bravery, of cloak —are domain domain —are

CHAPTER 3 SUPPLEMENTAL

RULES 115 ee for 1 round/level. Add +1 to the save DC of any compulsion compulsion DC any of save the to +1 Add Ranged attacks against you have 20% miss have Ranged attacks against you Learns whether an action will be good or an action : Learns whether Captivates all within 100 ft. + 10 ft./level. Captivates M F Typhos. At the DM’s option, this the At DM’s domain also may Typhos. Determines properties item. of magic : Determines M round. subject/level. or grapples. 30 ft. creature. bad. for 1 min./level. bonuses. combat grants object. : Hextor, Vecna, Wee Jas. Wee Vecna, : Hextor, invisible). powerful. rounds. chance. Granted Power: Granted Deities: 2 Augury 2 Augury In following the list, an after asterisk a spell (*) name indi- spell a new cates described in later this chapter. for 2 hours/level. an area Wards Alarm: a personal rune or (visible Inscribes Mark: Arcane more familiar becomes Your Familiar*: Augment ees for 1d4 of 5 HD or less fl creature One Cause Fear: friend. one person your Makes Charm Person: spells and magic items within 60 ft. Detects Magic: Detect appearance. Changes your Self: Disguise Shield: Entropic 30 ft. by speed increases Your Retreat: Expeditious Identify from Player’s following the the to deities be available Hand- book cast.spell you subject obeys selected command for 1 1 Command: One 2 Enthrall: deliberate falsehoods. Lies: Reveals 3 Discern within cone fl Subjects 4 Fear: As command, but affects one Greater: 5 Command, As lesser geas, plus it affects any creature. 6 Geas/Quest: 7 pushes, cover, provides Hand Hand: Grasping Bigby’s 8 but all within As charm monster, Mass: Charm Monster, As dominate person, but any Monster: 9 Dominate Hear or see at a distance or see at 3 Clairaudience/Clairvoyance: Hear of allies. position condition, Monitors 4 Status: Scrying: Alerts eavesdropping. to magical you 5 Detect and cures creature/level for one Food Feast: 6 Heroes’ As scrying, but faster and longer. Greater: 7 Scrying, or exact location of creature Location: Reveals 8 Discern for 1d4+1 rounds. act freely You Stop: 9 Time HEXBLADE SPELLS HEXBLADE 1st-Level Hexblade Spells Tyranny Domain Spells Tyranny Tyranny Domain Player’s ). You have the spell-like have You ability inspire to You gain Extend Spell feat. as a bonus You Learns whether an action will be good or an action will be : Learns whether , but quicker and strenuous. , but quicker : As legend lore Captivates all within 100 ft. + 10 ft./level. Captivates M F Altua. option, this At the DM’s domain also may Halmyr. option, this At the DM’s domain may M X : Boccob, Vecna, Wee Jas. Wee Vecna, : Boccob, magic and scrying. damage rolls. levels. per four enhancement subject/level. hail. 30 ft. are. bad. or 50% chance of losing each and checks; saves, action. on subject.

: Heironeous, Pelor. : Heironeous, Deities: Deities: Power: Granted Granted Power: Granted

“Sixth sense” warns of impending danger. 9 Foresight: 2 Enthrall: Armor or shield gains +1 Vestment: 3 Magic deliberate falsehoods. Lies: Reveals 4 Discern As command, but affects one Greater: 5 Command, As lesser geas, plus it affects any creature. 6 Geas/Quest: you. approach can’t Creatures 7 Repulsion: As sending,8 Demand: can send suggestion. plus you rains acid, lightning, and Storm Vengeance: of 9 Storm Handbook death subjects within near how Reveals 1 Deathwatch: Subject is immune to mental/emotional is immune to mental/emotional Subject Blank: 8 Mind from following Player’s the the to deities be available Hand- book on attack and levels gain +1 per three You Favor: 1 Divine also from following the the to deities be available allies, giving saving on bonus morale throws, a +2 them attack and damage rolls, ability checks, and skill checks. speakAllies 1 round. this Using you hear for to be able must ability equal is rounds a standard of lasts action. a number It Charisma your to and can bonus day. be per used once dodge, your cleric levels add to that class’s level for determin- for that class’sto level add cleric levels your dodge, uncanny gain class dodge you feature the improved ing when Player’s the of 26 page Handbook(see +20 on your next attack roll. next +20 on your Strike: 1 True 2 Augury –6 to an ability score; –4 on attack rolls, –4 on attack rolls, –6 to an ability score; Curse: 3 Bestow position of allies. condition, Monitors 4 Status: 5 will trigger action that curse Designates of Justice: Mark plus it affects any creature. As lesser geas, 6 Geas/Quest: 7 Vision

Planning Domain Nobility Domain Planning Domain Spells

Nobility Domain Spells Fate Domain SpellsFate 116 CHAPTER 3 SUPPLEMENTAL RULES 3rd-Level Hexblade Spells Hexblade 3rd-Level Spells Hexblade 2nd-Level Nondetection Magic Weapon,Greater: +1/fourlevels (max.+5). Invisibility Sphere: Makes within10ft.invisible. everyone Hound of Doom*: Creates shadowy protector. Dispel Magic: Cancelsmagicalspellsandeffects. Deep Slumber: Puts 10HDofcreatures tosleep. Confusion: Subjects behave oddlyfor1round/lev Charm Monster: Makes monsterbelieve itisyour ally. Arcane Sight: Magical aurasbecomevisibletoyou. Touch ofIdiocy: Subject takes1d6points ofInt, Wis, and Summon Swarm: Summons swarmofbats, rats, orspiders. Suggestion: Compelssubjecttofollow statedcourseof Spider Climb:Grants abilitytowalkonwallsandceilings. See Invisibility: Reveals invisiblecreatures orobjects. Resist Energy:Ignores fi +2toStr andCon,Rage: Gives +1on Will saves, –2toAC. Pyrotechnics: Turnsfi Protection from Arrows: Mirror Image: Creates decoy duplicatesofyou (1d4+1per Invisibility: Subject isinvisiblefor1min./level oruntil it Glitterdust: Blinds creatures, outlinesinvisiblecreatures. False hp+1/level (max.+10). 1d10temporary Life: Gain Enthrall: Eagle’s Splendor: Subject gains+4toChafor1min./level. Darkness: radiusofsupernaturalshadow. 20-ft. Bull’s Strength: Subject gains+4toStr for1min./level. Blindness/Deafness: Makes subjectblindordeaf. Alter Self: Assumeformofasimilarcreature. Unseen Servant: Invisible force obeysyour commands. Undetectable Alignment: Concealsalignment for24 Tasha’s Hideous Laughter:Subject losesactionsfor1 Sleep: Puts 4HDofcreatures into magicalslumber. Read Magic: Read scrolls andspellbooks. Protection from Chaos/Evil/Good/Law: +2toAC and Prestidigitation: Performs minortricks. Phantom Threat*: Subject thinksit’s fl Nystul’s Magic Aura: Altersobject’s magicaura. Mount: Magic Weapon: Weapon gains+1bonus. Light: Object shines likeatorch. Cha damage. action. attack from specified energytype. smoke. attacks. three levels, max8). attacks. hours. round/level. outsiders. saves, counter mindcontrol, hedge outelementals and Summons ridinghorsefor2hours/level. Captivates allwithin100ft.+10ft./level. M : Hides subjectfrom divination, scrying. re into blindinglightorchoking rst 10 (ormore) points ofdamage/ Subject immunetomostranged anked. el. 4th-Level Hexblade Spells Hexblade 4th-Level Augment Familiar Augment SPELLNEW DESCRIPTIONS Solid Fog: Blocks visionandslows movement. Sending: Delivers messageanywhere, short instantly. Scrying Polymorph: form. onewillingsubject anew Gives Phantasmal Killer: Fearsome illusionkillssubjectordeals Invisibility, Greater: Asinvisibility, butsubjectcanattack Fear: Subjects withinconefl SubjectEnervation: gains1d4negative levels. Dominate Person: Controls humanoidtelepathically. Dimension Door: Teleports distance. you short you ofmagicaleavesdropping. Alerts Detect Scrying: Cursed Blade*: Wounds dealtby weapon can’t behealed Contact Other Plane: Letsyou askquestion ofextraplanar Break Enchantment: Baleful Polymorph: Transforms subjectinto harmless Wind Wall: Vampiric Touch: Touch deals1d6points ofdamage/two Stinking Cloud:Nauseating vapors, 1round/level. Slow: Repel Vermin: Insects, spiders, andother vermin stay10ft. Protection from Energy:Absorb 12points/level of Poison: Touch deals1d10points ofCondamage,repeats in Phantom Steed: Magic horseappearsfor1hour/level. 5/magic, throws. bonus a+2 on and resistance saving reduction damage Constitution, and Dexterity Strength, enhancement bonus to a+4 your familiar grants spell This Spell Resistance: Yes(harmless) Saving Throw: Fortitude negates(harmless) Duration: Concentration +1round/level Target: Your familiar Range: Close(25ft.+5ft./2levels) Casting Time: 1action S Components: V, Level: Sor/Wiz 2,Hexblade 1 Transmutation hereinThe presented new are order. spells alphabetical in 3d6 points ofdamage. and stayinvisible. without remove curse. entity. alterations, curses, andpetrifi animal. levels; caster gainsdamageashp. AC andattackrolls. away. damage from onekindofenergy. 1 min. One subject/level takesonlyoneaction/round, –2to F : Spies onsubject from a distance. Defl ects arrows, smallercreatures, andgases. Frees subjectsfrom enchantments, ee for1round/level. cation. CHAPTER 3 SUPPLEMENTAL

RULES 117

Close (25 ft. + 5 ft./2 levels) Touch If a creature is slain by a weapon that is under the effect If a creature is slain by a weapon that is Illusion (Shadow) Level: Hexblade 3 Components: V, S Casting Time: 1 round Range: Necromancy Hexblade 4 Level: Assassin 4, V Components: 1 action Casting Time: Range: Target: One melee weapon Duration: 1 minute/level Saving Throw: None Spell Resistance: No A weapon affected by this spell deals wounds that can’t beA weapon affected by Any damage dealt by the weaponhealed in the usual fashion. from special weapon properties such(not including damage and so on) cannot be cured by any as flaming, holy, wounding, means until the damaged individual has received a removemeans until the damaged a curse). curse spell (or some other effect that neutralizes unless a remove of this spell, it can’t be raised from the dead the body or a true curse spell (or similar effect) is cast on resurrection spell is used. Cursed Blade Hound of Doom The augment familiar spell turns a tiny cat into a formidable combatant. 60 ft.

Abjuration [Mind-Affecting] Level: Courage 9 Range: 1 mile; see text Area: 1-mile-radius emanation centered on you Duration: 1 hour/level 60-ft.-radius emanation centered on you Area: 60-ft.-radius emanation Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Abjuration [Mind-Affecting] Abjuration 3, Pal 2 Level: Clr 3, Courage V, S Components: 1 action Casting Time: Range: As cloak of bravery, except all allies within the emanation As cloak of bravery, except all allies within and gain a +2 (including you) are immune to fear effects don’t have line of morale bonus on attack rolls. Allies who sight to you are unaffected. All allies within the emanation (including you) gain a morale All allies within the emanation fear effects equal to your caster level bonus on saves against at 10th level). (to a maximum of +10

Cloak of Bravery, Greater Cloak of Bravery, Cloak of Bravery Cloak of 118 CHAPTER 3 SUPPLEMENTAL RULES Lion’s Roar Phantom Threat Phantom If youIf asecond cast hound of doom You only have can one hound of doom dispelled. be also but it can effects, and ofspells purpose the hound A of doom destroyed. the damage and negates the stunning effect. negates and damage the stunning the save Fortitude halves them for Asuccessful 1round. stuns and area the spell’s casterper levels two enemies within to all 1d8You deals that of damage sonic roar points emit atitanic Spell Resistance: Yes or Yes (harmless);seetext Saving Throw: Fortitude or partial Will negates(harmless); Duration: Instantaneous or1minute/level burstcenteredArea: 120-ft.-radius onyou Range: 120ft. Casting Time: 1action Components: V, S, DF Level: Courage8 Evocation [Sonic] active, fi the If a (see page 74 skill of the Animal Handle the in listed the tricks all to perform it trained wereif fully You command ahound can of doom normal). as size from –1and penalty ofbonus its (adding own instead its +7 bonus Strength from to your full normal when bonus, its hit points createdto your equal Charisma are hit points, and adefladjustments: It gains equal Class bonusection to Armor it uses your base attack Spell Resistance: Yes Saving Throw:negates Will Duration: 1round/level Target: One creature Range: Close(25ft.+5ft./2levels) Casting Time: 1action S Components: V, Level: Brd 1,Hexblade 1 Illusion (Phantasm) [Mind-Affecting] 1d8+20 at hit points casterlevel temporary 20th). to 1d8 equal hit points level +caster of porary (to amaximum plus saves fear and effects, bonus rolls tem- onagainst attack a+1 morale gain area spell’s the within allies addition, all In tion of the spell. The spell. of the tion companion you serves that for doglike loyally the dura- erful You shape the essence of the Plane of Shadow to create apow- Spell Resistance: No Saving Throw: None Duration: 1minute/level (D)oruntil destroyed Effect: Shadowy hound wolf (see page 65 of the see text hound of doom rst hound is instantly dispelled. hound instantly rst is hound of doom ’s reduced hitare points toit 0, is Monster Manual Monster is treated as a magical beast for beast amagical as treated is spell while the fi while spell has the statistics of a dire of adire statistics the has as a move action just as in existence at a time. at atime. existence in Player’s Handbook Player’s ) with the following the following ) with rst is still still is rst ). Valiant Fury Valiant ACQUIRING AGUARDIAN FAMILIAR wise take an extra action in the round.) in action extra an take wise you so action, it or can’tuse asecond to other- cast spell extra the by provided that as such effects, similar not with is cumulative effect (This modifi any plus bonus, attack holding. The attack is made using the creature’s full base ture may make crea- one affected the attack, afull addition, when In making additional attack with any weapon he is a+2 and saves. Constitution moraleand bonus on Will morale bonus to Strength a+4 gains creature The affected Spell Resistance: Yes(harmless) Saving Throw: Will negates(harmless) Duration: 1round/level Target: One living creature Range: Close(25ft.+5ft./2levels) Casting Time: 1action Components: V, S, DF Level: Courage5 Transmutation target. help the can cast when the spell initially against throw saving cessful avoid asuc- spell its effect—only of this helpcan the victim byothers ofconvincing No amount ened byother creatures. considered is spell by this fl affected thus doesn’t on waste the phantasm), any attacks acreature perceive enemies any additional (andsubject doesn’t actually threatened by more foes thanYou he create the sensation the subject’s in that he mind actually is faces. Though the follows: mum level an arcane spellcaster Guide Master’s must be to create of on Dungeon the page chapter 200 also and this in earlier one, are as construct to her below. entry each Then must the completed the character bind with the Improved in described time the gold, and points, expending experience Familiar to wondrous item feat similar creation, aprocess in the construct (describedcaster of suffi aspell- First, process. atwo-step is familiar aguardian Getting or sorcerer. wizard fragile for otherwise effective bodyguard an an be can creatures one of these of other familiars, versatility the lack familiars companions that fi familiars—construct guardian themselves build may also weakness Obviously, well. as to compensate spells most use for their in a combat characters martial top-notch are spellcasters Few arcane situation. Some arcane spellcasters GUARDIAN FAMILIARS ciently level high (see the table below) must build ). The various guardian familiars, and the mini- the and familiars, guardian The various ). guardian While behalf. ght on their haste spell, nor does it actually grant an an grant nor it does actually spell, ers appropriate to the situation. to situation. the appropriate ers anked, even if not threat- CHAPTER 3 SUPPLEMENTAL

RULES 119 7,000 7,000 nd its master. its nd ies pre- nearby, c task for its master, master, its c task for No matter the dis- the matter No above their master, shoot- their master, above Craft Construct (see page iar. They usually They circle iar. ing sparks their of beaks out lightning bolt, lightning locate creature, Cost to Create: to Cost gp; 10,000 ), at enemies. If it isn’t undertak- isn’t it If enemies. at inga specifi a spark guardian fl pared to defend its master with master its its defend pared to leather, and copper. The materials The and copper. leather, A spark guardian is built from wood, Construction spark attack. cost 2,000 guardian’s gp. The master a spark guardian can fi A spark guardian is size the a of 10 pounds. Sparks spark (Su): The guardian’s tance, as long as it is on the same plane, songbird or an owl, but it weighs about about weighs it but owl, an or songbird Combat may assemble the body or hire some- hire or body the assemble may Prerequisites: Prerequisites: requires a DC 16 Profession (engineer- Profession requires a DC 16 ing) check. After is body the sculpted, sparkthe guardian is animated through Spark guardians know that they’re ill- they’re that know guardians Spark

inging sparks from them above. at one else to do the job. Creating the do the body else job. to one fl their best to remain out of enemies’ range, range, enemies’ of out remain to best their sparks have a range increment of 100 feet. 100 of increment a range sparks have equipped for melee combat. Instead, they do Instead, they combat. melee equipped for Find Master (Su): 7th; Monster Manual minor creation; Market Price: Market creation; minor gp + 400 XP. 303 of the of 303 an magical extended ritual that requires a specially prepared laboratory an alchemist’s similar to workroom, or laboratory the if gp and costing 500 is personally gp establish. If to creator the 5,000 by building the ritual and the constructing body, creature’s the increases together. can performed be price the and A spark guardian with than Dice 2 Hit can more be each 1,000 additional Die but Hit adds created, gp the to price, market modifying size Medium, to increases creature’s cost to the accordingly. create Level: Caster This copper-colored creaturelooks like a toy hunting bird, with obviously mechanical wings and a strangely glowing beak. Spark guardians are mechanicalsparks birds that shoot at anyone who threatens their master. Spark guardians type basic are most the guardian of famil- A spark guardian A spark er, as a bonus on on as a bonus er, y 20 ft. (good) at-footed 16 at-footed vision low-light nd master, er, not its Strength its not modifi er,

natural), touch 14, fl +5 ranged (2d6 or sparks electricity) melee (1d2–1) or +5 ranged (2d6 sparks electricity) 2-1/2 ft. 60 ft., 5/–, darkvision damage reduction Construct traits, 1, fi fast healing Familiar Spellcaster Level Arcane Spellcaster Familiar Spark guardian Gauntlet guardian Blade guardian 9th 7th 11th base attack bonus as its master. A sparkbase guardian attack master. as its bonus its applies modifi Dexterity * Because it’s usually* Because it’s a familiar, a spark guardian has the same its melee attack roll. melee its 18 (+2 size, +2 Dex, +4 +2 Dex, Armor Class: 18 (+2 size, +1/–8* Attack/Grapple: Base +2* melee (1d2–1) Talons Attack: +3* Talons Attack: Full 2-1/2 ft./ Space/Reach: — Attacks: Special Qualities: Special Tiny Construct 2d10 (11 hp) Dice: Hit +0 Initiative: fl 20 ft. (4 squares), Speed: a new guardiana new familiar already pos- she if or he sesses one. +0 Will +2, +0, Ref Fort Saves: Cha 1 10, Wis —, 14, Con —, Int 8, Dex Str Abilities: Any Environment: Organization: Solitary Rating: 3 Challenge None Treasure: Always neutral Alignment: 5–6 HD (Small) 3–4 HD (Tiny); Advancement: familiars). However, a character cannot familiars). start build to However, constructs, they don’t get smarterconstructs, attains get as master the don’t they higher Guardianlevels. familiars speak. never If a guardian familiar wait to dies, have master does its not is case the (as with it replace normal to and a day a year Unlike familiars, other guardian familiars retain their own pointshit if than higher they’re one-half the master’s of the or total. effective HD character is Their the master’s level guardian lack the They familiar’s is greater. whichever HD, link and empathic evasion abilities other most that improved familiarsAlertness the possess, confer on don’t and feat they commands, verbal master’s the to respond They their master. understandand they language any knew when master the guardian the created she familiar. are mindless Because they SPARK GUARDIAN SPARK 120 CHAPTER 3 SUPPLEMENTAL RULES GAUNTLET GUARDIANGAUNTLET Combat same base attack bonus its as master. attack base same the has agauntlet guardian afamiliar, it’s* Because usually Advancement: 5–8HD(Small);9–12(Medium) Alignment: Alwaysneutral Treasure: None Challenge Rating:4 Organization: Solitary Environment: Any Abilities: Str 20,Dex 12,Con—,Int —, Wis 10,Cha1 Saves: Fort +1,Ref +2, Will +1 Special traits, Qualities: Construct damage Special Attacks: — Space/Reach: 5ft./5ft. Full Attack: 2slams+9*melee(1d6+5) Attack: Slam +9*melee(1d6+5) Base Attack/Grapple: Armor Class: Speed: 20ft. Initiative: +0 Hit Dice: 4d10+10(32hp) Construct Small spell (orspell spell). the same store it used, is can another spell Once this arises. situation predetermined a when or commanded when spell this uses of 2nd level or lower into it cast by another is It that creature. fi can agauntlet plane, on guardian same the (Su): Master Find fi immense their adjacent with pummeling to foes their start and aren’t subtle. They exactly simply moveGauntlet guardians pounds. 200 than more weighs and tall feet 4 almost is guardian gauntlet A master. on anyone its focuses attacks who its attacked let guardian Unless ordered tasks. duty, not to, agaunt-sentry similar and Gauntlet guardians can handle detailed tactical plans, they anyone punch well; very who gets master’s their way. in task Theythat perform bodyguards. implacable, frightening sorcerers and to be created are by wizards guardians Gaunlet gauntlets. spiked oversized, in ending pistons massive are forearms Its legs. spindly relatively and chest abarrel-shaped has construct squat This spell storing healing 1,fi reduction 5/–,darkvision 60ft.,fast +3/+4* footed 18 touch 12,fl Dex, +7natural), 19 (+1size, +1 Spell Storing Spell Storing sts. at- nd master, low-light vision, (Sp): A gauntlet guardian can store can one spell A gauntlet guardian No matter the distance, as long as it is nd nd its master. A gauntlet guardian BLADE GUARDIAN Market Price: Market Treasure: None Challenge Rating:6 Organization: Solitary Environment: Any Abilities: Str 24,Dex 10,Con—,Int —, Wis 10,Cha1 Saves: Fort +2,Ref +2, Will +2 Special type,damagereduction Qualities: Construct 5/–, Special Attacks: — Space/Reach: 5ft./5ft. Full Attack: 2claws+13melee*(1d6+7) Attack: Claw+13melee*(1d6+7) Base Attack/Grapple: +6/+13* Armor Class:20(+10natural),touch10,fl Speed: 20ft. Initiative: +0 Hit Dice: 8d10+20(64hp) Construct Medium the of Caster Level: create accordingly. the costto creature’s increases to Medium, size modifying market price, to the gp created, but Hit adds Die additional 2,000 each be can 4Hit more Dice than with Agauntlet guardian and the price together. performed be can the ritual and building increases the creature’s body,the creator constructing personally is the by 10,000 to If establish. gp 500 costing and laboratory alchemist’s to an gp prepared if aspecially requires orlaboratory workroom, similar the ian is animated through an extended magical ritual that that ritual extended magical an through animated is ian light vision, spellstoring darkvision 60ft.,fasthealing 1,fi Monster Manual Monster 20,000 gp; gp; 20,000 9th; Prerequisites: the body is sculpted, thegauntlet guard- sculpted, is the body Profession (engineering) check. After Profession (engineering)After check. job. Creating the body requires a DC 16 16 DC a requires body the Creating job. the body or hire someone else to do the the do to else someone hire or body the ), The guardian’s master mayThe assemble guardian’s Cost to Create: to Cost fabricate, locate creature, stone shape; stone creature, locate fabricate, steel. The materials cost 3,000 gp. gp. cost3,000 steel. The materials built from brass, stone, and Craft Construct (see page Construct 303 Craft A gauntlet guardian is A gauntlet guardian nd master, guard, low- 11,500 gp + 800 XP. 11,500 +800 gp Construction at-footed at-footed 20

CHAPTER 3 SUPPLEMENTAL

RULES 121 Illus. by W. England 18,000 18,000 SKILLS a dagger ipping Craft Construct page (see fabricate, locate creature, Tenser’s Cost to Create: Create: to Cost gp; 30,000 ), ), ashy movements of a weapon and a weapon of movements ashy Prerequisites: Prerequisites: . 11th; Market Price:

Monster Manual A blade guardian A blade Player’s Handbook gp + 1,200 XP. You are skilledYou in quick, fl in combat. off prowess your a displaycan that shows on put skill sort Perform any the This of category of covers weapon display, such as twirling a sword or fl from hand hand. to the Despite skill’s can name, you use it The following skill descriptions supplement those found in following those skill found The descriptions supplement the price, and price the 15,000 increases by gp if creature’s the modifyingsize Large, to increases accord- create cost to the ingly. Level: Caster the of 303 transformation; PERFORM (WEAPONPERFORM DRILL) (Cha) nd No matter the distance, as as distance, the matter No A blade guardianA blade can (Sp): (Sp): its near stays it command, c

A blade guardianGuard A blade (Ex): swiftly moves StoringSpell

16 Profession (engineering) check. (engineering) After Profession is body the sculpted, 16 guardianthe blade is animated through an magical extended ritual that laboratory requires a or specially work- the prepared constructing personally similarroom, is an to alchemist’s laboratory and costing 500 creator the If establish. to gp building the ritual and the body, cancreature’s be performed together. guardian A blade with than Dice 8 Hit can more be cre- each additional 3,000 but Die Hit adds ated, gp the market to A blade guardianA blade is built from wood, materials and The steel. cost stone, silver, 4,000 gp. guardian’s the body The or assemble may master quires a DC Creating do the job. thehire to body re someone long as it is as the same it on long plane, guardian a blade can fi master. its to defend its master by its side, blocking blows and disrupting All foes. attacks against the take penaltymaster a –2 if guardian the blade is adjacent. that is lower or spell level one 3rd of store cast by another into creature. it uses this It spell when commanded or when a pre- determined situation arises. this Once spell spell another is can used, it store same the spell).(or Blade guardians are relentless combatants, strik- guardiansBlade combatants, are relentless withing foes at their whirling blade-arms and strayingrarely far from their masters. Find Master (Su): guardiansexist only to fight on their master’s behalf. guardian A blade car- of is capable tasksrying involve that complex out carrying not it’s If way. some in combat a specifiout attacks attacking who master, anyone her. guardian A blade tall 6 feet is some than 400 more and weighs pounds. When they are created, blade guardians tied blade to are created, they When are forever their masters with a familiar’s bond. Unlike the general familiars most assistance blade that provide, base attack master. as its bonus its Where spikes. in covered is metal of human-shaped creature This hands should be are instead two whirling blades. Alignment: Always neutral Alignment: 14–24 HD (Large) 9–13 HD (Medium); Advancement: usually* Because it’s a familiar, guardian a blade has the same

Construction Combat 122 CHAPTER 3 SUPPLEMENTAL Illus. by W. Reynolds RULES KNOWLEDGE courage, fascinate, fascinate, courage, music bardic his abilities (weapon checks to perform drill) Perform use cannot Abard Focus, Attack. Whirlwind and Weapon Fighting, Weapon Greater Weapon Draw, Quick Focus, Two- Expertise, Combat checks: drill) a +2 bonus on relevant Perform (weapon failure. previous each of the DC theincrease Perform check by 2for afailure subsequent attempts after Perform skill, action. astandard is book), performance match the (see Chapter 4ofthis to impress the crowd at agladiator or trying youring skill demonstrat- you’re If between. in breaks with performances, of 20-minute at 4hours least requires public, aweapon drill on Perform (weapon checks. drill) nonprofi –4 the take you using, you’re weapon you any PerformIf aren’t check. with as profi modifi Your checks. (weapon Charisma drill) (rounded bonus on down) Perform acircumstance as dwarves of the Brass Hills defeated the orc hordes Hills ofdwarves the by Brass starting Knowledge You check. (history) know, for example, the that fought of 20 the battle aDC there thewith details recall can If you’re standing the cavalry. with generals ride often platoon, or elf that every 20-soldier include in ashaman bears on or near For check reveals itself. that bug- example, asuccessful nizes a historic orga- army check, you know of the basics how aparticular battlefi History: bonusstronghold, on the a+5check. you circumstance gain you mapofthe If have accurate an fortress. the for assaulting give the DM you exceeds can tip the DC, another strategy of the defense. For every by 5points which your check results check reveals aspect aweak engineering) and (architecture enemy to an view point stronghold, 20Knowledge aDC Engineering: and Architecture prove useful. Handbook character. to amartial useful be can Several categories of knowledge (weapon drill) skill is. Apply half your base attack bonus your attack base Apply is. half skill (weapon drill) bonus) isprowess an important with opponent. factor imaginary an against orniques shadow boxing the weapon inwhen unarmed how by demonstrating diffi good (indicated your Perform by your base attack Try Again: Yes, other of the uses but with as Again: Try Special: Special: Action: Check: Check: Check: Check: , the following aspects of the Knowledge skill may of Knowledge the skill aspects following , the With a successful DC 15 Knowledge DC (history) Withasuccessful Unlike other categories of the Perform skill, your other Unlike categories of the Perform skill, In addition to the checks described in the Player’s Varies. If you’re performing to earn money in The following feats each grant The feats following grant each and so on). (inspire (inspire If you If have agood vantage cult martial arts tech- arts martial cult er also applies, applies, also er ciency penalty cient with the eld, you you eld, or you don’t. simply action—you answer the know an check doesn’t take family. or thenoble unit you checkof tells thename 30 themilitary to or the city) province aheraldic design comes ADC from. you of 25check tells the world ADC whatlands. part (down of you far-off aboutcheck tells something the heraldry Nobility and Royalty: lands. far-off from aldry the her- royalty) and (nobility to identify required check is AKnowledge area. local the from hails or family the unit the or noble’s unit byits heraldry, if family amilitary identify Local: orcs retreated somewhere into thelava tubes viving ahead. to your that most and of left, the sur- avalanche onan the hills bonus on Sleight of checks. Hand bonus on Sleight of checks. Hand combat. the same in twice you from for trick same the fall no foe will succeeds or fails, feat. Draw the Quick you because have your to hand put action dagger in the a free dagger. the you with make attack single next the check. If you succeed,a Sleight by your of check opposed Hand opponent’s Spot your foe is consideredhand. At the beginning of fl your turn in the third round, make opponent to idea the used you that your have off in nothing foethe same for at least 2consecutive rounds to get your You hand. yourmust off in holding be nothing must fi adagger, with mustarmed have feat, Draw Quick the and Action: Synergy: Synergy: Special: No. Whether your Again: SleightTry ofcheck Hand Action:

Try Again: No. The check represents Again: Try what you know, A DC 10A DC suffi check is Knowledge (local)

hand. Usually none. In most cases, making aKnowledge making none. most cases, In Usually Unlike other uses of the Sleight of Hand skill, it’s it’s skill, Hand of Sleight the of uses other Unlike Check: Check: your opponent when your it in suddenly appears If you feat,If have Hands you Deft the get a+2 If you you Bluff, If have get in a +2 5or more ranks If you palm a dagger in combat, you can surprise adagger combat, you in If palm you surprise can and thinking about atopic doesn’t asecond time thinking and SLEIGHT OF HAND only common knowledge (DC 10 or lower). check. Without actual training, you know training, Withoutcheck. actual For this technique to work, technique For you this must be edge check is simply an Intelligence the Knowledge skill in general. in Knowledgethe skill Synergy: Synergy:

let you you that know something never learned in the fi in learned describes many bonuses apply that describes to A Knowledge royalty) and (nobility above, but the Untrained: Untrained: Knowledge checks described specifi synergy for skill An untrained Knowl- There no are bonuses rst place. Player’s Handbook Player’s at-footed for c to the cient to cient ght

ost fantasy sagas are replete with massive ports a more modern kind of warfare, in which fl ying armies stretching across the horizon, clash- creatures provide air support, soldiers use camoufl age or ing in battles that involve tens of thousands magic to hide themselves from enemies, and spells that of soldiers. The D&D game is focused on small affect a large area can devastate clusters of troops. groups of characters, but such grand battles can make an It’s useful to think of D&D warfare as a continuum exciting backdrop for adventures. Low-level characters with historical medieval warfare on one end and might be foot soldiers, facing off against a horde of orcs modern warfare on the other end. Before you take determined to loot and burn more civilized lands. Mid- to your D&D game to the battlefi eld, decide where on high-level characters could be elite commandos and shock that continuum you want your battles to be. troops, taking on missions behind enemy lines to capture or destroy key installations. Because the battlefi eld is a HISTORICAL WARFARE turbulent place, the characters can be thrust into new Medieval armies marched in rank and fi le for a simple situations and new dangers at a moment’s notice. reason. In a world without radios, accurate maps, and Whether you plan to make warfare central to your D&D global positioning systems, marching in one orga- game or an occasional diversion, decide what a grand battle nized group was the only way to make sure every looks like in your campaign. soldier made it to the battlefi eld and followed orders once there. Amid the din of battle, soldiers have to be able to hear the shouted orders of their commanders, TWO VIEWS OF so they couldn’t spread out very much. FANTASY WARFARE Because historical armies marched in rows The D&D game is clearly rooted in the medieval warfare and columns, obtaining cover and concealment tradition. Soldiers wear chainmail or plate armor, and they is next to impossible. Battlefi elds are often large wield weapons such as swords and bows. Knights gallop plains, because only in such places can each general stay across the battlefi eld on horses, and catapults bombard castle in contact with the army’s units. Camoufl age isn’t an walls. Yet, the presence of fantastic creatures and magic sup- issue, so armies wear colorful uniforms and carry 123 standards identifying their unit to make it easy to tell friend apply to the damage roll even if the archer is wielding a com- from foe. Generals send runners with new orders to units, and posite bow. because the units are easy to identify and reach, those orders Set for Charge: A halberd, longspear, spear, trident, or are likely to reach subordinate commanders. Catapults are the dwarven urgrosh can be set against a charge as a readied only artillery weapons, and they’re rare sights except during action. If a charging foe moves into a threatened square, the castle sieges. Horse-mounted cavalry was a powerful force on soldier who set against the charge makes an attack (with the the battlefi eld, because it could reach the critical ground in a charging foe taking a –2 penalty to AC) that deals double battle quickly. The high walls and arrow slits of a castle provide damage on a successful hit. If a noncharging foe moves into excellent protect for the defending army; a siege against a well- a threatened square, the soldier who set against the charge supplied stronghold can go on for years. can still make an attack but won’t deal double damage. The biggest advantage to historical warfare is that it feels A formation can have spears, tridents, halberds, or dwarven properly epic, with row after row of grim-faced soldiers urgroshes in the fi rst rank and longspears (which have reach) marching in lockstep toward the enemy. Castles and knights in the second row to get double coverage on the squares just FANTASY WARFARE are central to battles in the medieval tradition, and unit tac- in front of the formation. In such a case, the charging crea- CHAPTER 4 tics respect the diffi culties of communication, navigation, tures gain a +4 bonus to Armor Class against the longspears and command. in the second row because the soldiers in the front row give Historical warfare doesn’t always interact well with magic the charging creatures cover. or monsters. A single fi reball can devastate large groups of Phalanx: A formation of soldiers advancing under a hail of marching troops, and high-CR monsters can wade through ranged attacks may raise their shields to protect themselves at column after column of foot soldiers with impunity. Tradi- the cost of speed and attack capability. To do this, the soldiers tional castles are hard to defend against enemies who can fl y all take the total defense action (see page 142 of the Player’s or teleport. Handbook). Soldiers on the outer edge of the formation gain If you want your D&D battles to include a strong historical a +4 bonus to Armor Class and ones on the inside gain a +8 element, use feats such as Hold the Line and Phalanx Fight- bonus (+4 for total defense and +4 for the cover their fellow ing to bolster the effectiveness of soldiers in formation. Have soldiers provide them). soldiers prepare for spells that affect a large area by thinning Disperse: If soldiers in rank-and-fi le formation are con- out their ranks with the disperse maneuver (see Historical cerned about spells that affect a large area, they sometimes Tactics, below). Make fl ying creatures and monsters with advance at their speed every round, then ready an action magical abilities rare on the battlefi eld. in order to disperse if they hear a command to do so. The commander, and sometimes scouts deployed ahead of the Historical Tactics formation, can ready an action to give the disperse command Soldiers marching in rows and columns commonly employ if they see a spellcaster or monster that might be about to use the following techniques to increase their effectiveness on such a spell. the battlefi eld. When a formation disperses, soldiers on its perimeter Arrow Volley: If at least ten archers are in a contiguous make a single move away from the center of the formation, group (each one adjacent to at least one other), they can loose and everyone else moves to a space not adjacent to any other a high, arcing volley of arrows as a full-round action. Rather soldier. This dispersal can help to reduce the casualties from than aiming at a specifi c target, they concentrate their arrows a fi reball, ice storm, or other spell that affects a large area. in a specifi c area, hoping to hit whatever’s there. Because they This tactic is effective, but it comes with a cost: The forma- fi re in such a high arc, they can ignore any concealment and tion can’t move twice its speed each round. This disadvantage cover that’s not essentially a roof. may expose the formation to more danger, either from ranged The commander of the archers (generally an offi cer or vet- attacks or from melee attacks made by enemies that overtake eran soldier) makes a special attack roll using only his base the soldiers. attack bonus, Intelligence modifi er, and range increment penalty. If the attack hits, arrows land in the target squares, MODERN-INSPIRED WARFARE which must have the same shape as the archers in the group. It’s not hard to imagine a different means of waging war. For example, if two rows of fi ve archers each hit with an arrow By replacing technology with magic and monsters, D&D volley, arrows land in a two-square by fi ve-square area. armies can employ tactics and techniques that wouldn’t be If the arrow volley misses its intended target, it still lands out of place on the 21st-century battlefi eld. A band of elf somewhere. Refer to the diagram on page 158 of the Player’s rangers might hug the tree line on the edge of the forest, Handbook to determine the misdirection of the attack. seeking concealment and cover among the trees. Every Any creature in a square where an arrow lands must suc- squad of soldiers might have a cleric to act as medic, a rogue ceed on a DC 15 Refl ex save or take damage from the arrow. sniper, and a sorcerer to provide fi re support with lightning Because each arrow expends much of its energy getting to bolts. Dragons can provide combat air patrols. Teleporting 124 the high point in its fl ight, an archer’s Strength bonus doesn’t monsters function as paratroopers, suddenly appearing A horde of orcs mounts a charge against a phalanx of dwarves who are braced for the attack. 126 CHAPTER 4 FANTASY WARFARE Modern-Inspired Tactics Modern-Inspired (to before use battle) and the modern style. in battle representative are tactics ahigh-fantasy in of warfare of clever sorts ways all in on the battlefi combine monsters, can high-levelMagic, and characters an inviting target. you theopenmakes out in standing because or hiding, in battlefi To set-piece battle. cal observer, an the modern-inspired some lacks of of ahistori- the grandeur also battle style Amodern- the front lines. through marauding giant frost every1st-level a almost does character, as kills of damage single A magic. and monsters characters because the battlefi to deadly low-level very be can warfare Modern-inspired spells. powerful and monsters embraces fantastic warfare the because of variety deal a great for battles adventure ideas. Combat has movies real-life and war countless from material The take Dungeon Master can disposal. have their at characters high-level to mid- that tools the and to players, tactics it and rewards smart familiar it’s that is warfare The advantage of modern-inspired layoutstheir into teleport them. can’t above, from enemies attacked and be can’t who don’t know holds (dungeons, other words) in they popular,because are turn your fortress walls to mud. Thus, underground strong- enemy an against fl whocially can other and Castles strongholds harder are to defend, espe- more afew won’t than of them round. the giant each kill they’re spread out, if and arrows, wearit with down they can fi even often; more attacks ranged use and widely more disperse on cover concealment and to protect them. Foot soldiers also of Low-level punishment. foot soldiers tend relying to in, dig to alot absorb built and frightening, fast, equivalent of tanks: battlefi the modern-inspired monsters Powerful rule magic and battlefi between communication pering wind objectives. Whis- enemy important behind or seizing lines to wounded soldier. wounded from hand, wand soldier in he while runs, safe him wand of cure light wounds. cure of wand charged armor, afully a1st-level with equipped be cleric can check to notice at the eagle height. that 26 aDC Spot it eagle, for takes sky the giant the scanning aunit).as Unless on specifi the are creatures the ground aHugeof (or creature spotting 10 Medium moving creatures have even and than abetter chance feet still 300 higher than tomovements. watch fl troop altitude can eagle Agiant thethey battlefi excellent make scouts, circling fty 1st-level warriors can’t bring down a giant in melee, in but agiant down bring can’t 1st-level warriors fty Aerial Recon: Aerial For half the price of a suit of full plate of of asuit full theprice For half Medics: Clerical eld. other and Giants big monsters the are D&D everyoneeld place; deserted aseemingly is dug is and message Giant eagles have eagles Giant aSpot modifi bless prepares bless Such acleric typically entropic shield spells can provide instantaneous provide instantaneous can spells fi 5d6 deals points reballthat eld is rich with powerful eld eld commanders. y, to magic or use teleport, and eld. The following following The eld. sanctuary sanctuary er of +15, so so +15, of er eld at great to keep keep to cally y

attack and a breath weapon that’s effective against massed massed weapon abreath against and effective that’s attack but the fastesthorses. They have all as fast astrong melee army. advance main ofthe key seize and objectives of asort paratroopers as in function theymove can so feet trackers, effective upto are 640 and Barghests can use use Barghests can to theeaten deck be sharks. them off by waiting rushing bull aship at anchor, the crew swarm orthey simply can attacking ray scorching A4th-levelon sorcerer, the battle. four for cast example, can fi arcane bring whomore can spellcasters lack forlack a good fi plentypromises danger, and of action theplayers and never D&D that challenges enjoy tactical the your agood choice players is if campaign A mercenary have at command. their army an theenemy.fear in to theranks through Some PCsmay rise inspiring comrades and of their admiration the earning level. in Eventually,rise they may become elite unit, an asfootbegin soldiers, andthey asthey become specialists organization amilitary in mission the same would assigned be druid sorcerer,a human fi dwarf two ghter/rogues, ahalf-elf and that army, that it’s of easier the regular because to imagine part prizes outfi mercenary fl Many such campaignsdefeat for the larger army. have or dangerous might that missions meanvictory theundertaking characters dungeons,exploring they fi as part than Rather around organization. of alarger military part PCsas the campaign of entire an build to a possible also It’s lization. theycreatures fi exploreprominently. adungeon, fi PCstypically D&D Traditional what tothey to have report headquarters. back spell learned or the enemychecks). Once in rear, use they can Diplomacy and Disguise, Bluff, conjunction with in (perhaps enemy byusing behind slip lines easily then slower that exploit. can line troops wolves winter so ahole oftenpunch adefensivetroops, can in ming ashore ming and at guard, night slaughtering and the coastal enemy by swim- in abeachhead establish territory they can knight. a typical itrocket costsless to launcher—and the equip sorcerer than youand and have sorcerous the gun equivalent of amachine (750 missile of fi scrolls magic three gp) and reball a with him Equip reserve to in protect himself. spells Blitzkrieg: Blitzkrieg: A squad of infantry often includes often one or of infantry Asquad Support: Fire Behind Enemy Lines: Enemy Lines: Behind Sahuagin make effective marines; marines; effective make Sahuagin Troops: Specialized suggestion A MERCENARY CAMPAIGN spells and have and ofmage plenty and armor spells to gather intelligence and an messenger animal With a speed of 50With feet, aspeed wolves winter as are nd there, and carry the treasure back to civi- back treasure the nd there, carry and t or guerrilla organization rather than as as rather than organization t or guerrilla

Playersght. their enjoy often planning campaigns feature site-based adventures featuresite-based campaigns dimension door ght the enemy on the battlefi Low-level characters exibility. A team of 4th-level bards can of can 4th-levelA team bards once per day to instantly invisibility

combat offers. It repower to bear bear to repower (375 gp each), each), gp (375 detect thoughts ght the evil ght the evil alter self self alter or wand of of wand shield eld, eld,

CHAPTER 4 FANTASY

WARFARE 127 gure out out gure cers who clearly clearly who cers It’s natural that as characters characters as that natural It’s Because the PCs are assignedBecause the Low-level characters characters maces of disruption. Low-level spells cast on them before they move out. spells move they cast before them on Rank Matters, to a Point: Point: a to Matters, Rank The Army’sBehind You: take NPCs, course, of are great fair glee players game. Many in ordering around NPCs and shouting like drill sergeants. Giving authority PCs that the is an important part a mer- of the in everyone that emphasizes it because campaign, cenary military—PC and NPC alike—is same the playing rules. by NPCs see they when orders accept to likely more are Players accepting from orders them. improves as well. can Promotions be animproves extra effective reward gen- a mission, and of players successful the for completion things simple rank—even of privileges the appreciate erally NPCs. by saluted such as being Issues rank of and authority can make the game less fun if PCs high-level of handled players carefully. not they’re Some minimize can You are. may resent taking they as orders from superior offi powerful personally as aren’t ifthis identify generals the such problem as objectives broad gnoll the to army” supplies PCs fi the and let “disrupt in up wind how to pull PCs it off. Looking some at it if as from PCs gingerly, treat the high-level to reason every have they the generals’ perspective, divisive results. get as they long become also can Rank as higher-ranking PCs. the As other long of command PC pull just consults with PCs and doesn’t rank other the on the at a problem. this become them, to need situation doesn’t trouble for recipe a players like other feels can he order if player that’s one However, wants, he whenever around course, of this problem, avoid to way easiest The game table. allis keep to the same PCs at the rank. as As the players long other with authority their abuse don’t and themselves police a difference in be rank a problem. players, won’t magic items and researchmagic spells items without feeling like they’re something. missing missions with timetables, they have less freedom than they they than freedom less have they timetables, with missions inwould a traditional campaign. part Because they’re a large of organization, support more a lot than can on they small a rely disposal. its has at delvers If PCs’ the mission dungeon band of is it. important, resources to more smart devote commanders NPCs are assigned often assist act to as PCs. the may A cleric as a ranger a medic, a guide a dragon pro- or and scout. Perhaps vides air illusion- gnome a group support a mission, of or for PCs attack. the charactersists before The distracts enemy the spells or alsomight important equipment be given their to spawn PCs facing army a vampire might mission. Mid-level be temporarily issued extended outpost have might sneak to an into asked enemy invisibility assigned their if extra for characters the Even weren’t help mission, they might be able to get assistance in the middle of battlethe if If their plans awry. PCs are the go pinned down whispering a wind back to message forest, the of edge the at headquarters could call unit another the bombard to for with catapult stones. enemy gain experience and attain their status levels, in the military ght- game; cer show cer show exibilityis does as it eld short, In ght. es the objective, such es the objective, Many DMs devote a lot of effort devote to Many DMs the clock”cult, can being “on but add their nextt for train operation, sol- new cer simply identifi simply cer usually PCs The eld. bad guys the are who know because already and know eld, they they’re there, rst unless place, has a particular the DM for reason When PCs explore a dungeon, PCs a dungeon, Own explore When Has Its Tempo: War Following Orders: It’s easy to start an adventure in a mer- Clarity of Purpose: Purpose: of Clarity diers, and wait for a move from the enemy. By including some including some By from enemy. the a move for diers, andwait can PCs timedowntime DM the create give during to a war, urgency and excitement to the adventure. Timepressure is a the adventure. to and excitement urgency it for account should and DM the likechallenge other, any planningwhen a military adventure. wars most are interrupted lulls by in fi the Conversely, ing as armies the refi days, and return the characters their on own When schedule. undertake a military units—and mission, other potentially the army—might characters on depend achievingthe whole a certain at their objective time. time The pressure makes diffi more PCs’the job cenary campaign by simply having a superior offi superior a having simply by campaign cenary chafe at players some battle. PCs into the But and order up following because detailed planning miss on they orders out expect while others NPC in the themselves, operation the best directcommand to work their action. every Adventures offiif superior the the DM doesn’t need to convince the characters to come to to come to characters the fi to paid being paign, they’re that PCs know the convince to need doesn’t DM the battlefithe expected they’re do. what to as “seize that stronghold” or “defend that hill,” that leaving the “defend or stronghold” that as “seize details PCs. the mission the This to of mission fl another reason less why formal organizations such as merce- PCs. nary for choice are a good companies characters slavishly force to follow shouldn’t DM The disobeying for should consequences an The order orders. circumstances the match and importance in order the of fi the being harsh Did the characters lenient. or fail take to the wounded? hill gravely PCs were because two four the of call commanders that.Most at it a failed it mission and leave should they when city the shop into to PCs teleport the Did commander the Have walls? castle the defending been have punishment. devise a suitable a few for rest wounded, they’re when leave free to they’re military operations, then seeing them come to fruition on on fruition to come them seeing then operations, military battlefithe hoping to earn higher ranks, posting to better units, and and units, better to posting ranks, the appreciate can players they Many be found. and where higher and experience points, earn better equipment beyond rewards to hoping and valor success. for decorations D&D your about change much to have don’t You the game’s use of the word “campaign” to describe a series of describe a series of to “campaign” word the use of game’s the hasroots its in adventures wargamingrelated and military is central game the rules. to Combat history. Challenge The battlefi the on as well just Rating works system differences do exist Some in dungeon. the between a merce- nary campaign and a traditional however. one, developing characterdraw to the hooks PCs into andeveloping adven- ture and risk convince In to them a mercenary danger. cam- 128 CHAPTER 4 FANTASY WARFARE battle istoinfiltratetheenemy’srearechelonsandattack actually occurs. the players’relativesuccessorfailuredeterminewhichone develops alistofhalf-dozenpossibleoutcomesandlets battle istoassignthemanimportantmission.ThentheDM war effortatleastsomeofthetime. DM shouldhavethePCs’successorfailureimpactlarger are PCs.Bythetimecharactersreachmiddlelevels, battle involvingthousandsofcreatures,onlyfourwhom battle, ifnotthewar.It’sobviouslyunrealistictoplayouta their effortstobereflectedintheoveralloutcomeof down firefromtheskyandrenderanentirecompanyunseen. inate thecommandstaff,andclericwizardcanbring can effortlesslysneakintotheenemyheadquartersandelim- against dozensoflow-levelopponentswithimpunity,therogue though, it’sadifferentstory.Thefightercanwadeintobattle thousands ofcombatants.Ifit’saband15th-levelcharacters, level characterscan’tchangetheoutcomeofabattleinvolving The PCsTurntheTideofBattle:Asmallband1st- For example,saythePCs’missionduringanupcoming An easywayfortheDMtohavePCsaffectlarger As theircharactersgainlevels,playersincreasinglyexpect A teamofplayer characters “infiltrates”atentfullof enemycommanders. next move. ahead. Instead,itrests,reorganizes,andbeginsplanningits army winstheday,takingsometerritorybutnotpushing spread outandvulnerabletocounterattack. busy fightingthePCs.Theenemyarmywinsday,butis didn’t getorderstodosobecausethecommanderswere enemy armyadvances,exceptforitssouthernflank,which wavers, butholdsitspositionfornow. heavy casualtiesorsurrender.Therestoftheenemyarmy the unitsthatcompriseenemy’ssouthernflanktake the armybecauseitscommandwasdisrupted.Surrounded, enemy army’ssouthernflanklosescontactwiththerestof thwart inasubsequentadventure. members revealimportantplans,whichthecharacterscan the riverwithheavycasualties.Capturedcommandstaff army’s southernflankcollapses,andithastoretreatbeyond these: the enemyheadquarters.Thepossibleoutcomesmightbe PCs FailtoReachHQbutDisruptEnemyRear:Theenemy PCs FightEnemyCommandStaffbutDon’tSeizeHQ:The PCs ForceEnemyCommandStafftoAbandonHQ:The PCs KillorCaptureEnemyCommandStaff:Theenemy CHAPTER 4 FANTASY

WARFARE 129 eld. ). through army’s the c items req- ying creatures or NPCs) at specifi c NPCs) at specifi ying creatures or area-effect spells). objective. doesn’t exist, and so on). Guide Master’s Dungeon enemy units. or high-level NPCs). time. giants, and so on). on). so howlers,bugbears on and d% 01–05 Artilleryc time (catapults or support of Support at specifi Type 06–10 11–15 Artillery support when requested. extraction. 16–20 Artillery support on continuous basis. Air 21–25 Air insertion (with monsters or magic). 26–30 Air support (fl d% Complication d% 01–05 06–10 Objective moved has to new location. 11–15 with magic. is hidden, possibly Objective 16–20 Objective heavily is guarded. lies in wait around false It’s a trap! Enemy 21–25 Intelligence failure wrong, (map is objective 26–30 31–35 aid. In mid-mission, friendly unit requests 36–40 In mid-mission, commander issues new orders. 41–45 enemy target presents itself elsewhere. Tempting Weather turns 3–23, foul (see Table page 94 of the 46–50 51–55 nearby. units engage in unrelated mission Friendly 56–60 Enemy units engage in unrelated nearby. mission re between friendly and PCs caught in crossfi 61–65 66–70 Objective overrun by main force of enemy army. 71–75 mission changed. Timetable of 76–80 PCs’ support or relief never shows up. 81–85 icting or garbled orders. PCs receive confl 86–90 Friendly army retreats, leaving PCs exposed. enemy unit (such as monsters PCs face unusual 91–95 96–100 Friendly unit mistakenly attacks PCs. Enemy forces counterattack PCs’ position. 31–35 36–40 Air support when requested. 41–45 Air support on continuous basis. c time (heavy infantry, Shock troops at specifi 46–50 51–55 Shock troopers when requested. c time (mounted knights, cavalryFast at specifi healing. 56–60 inspiration. 61–65 Clerical cavalry when requested. Fast 66–70 Bardic distraction. 71–75 insertion. 76–80 Magical Ranger or druid scouting. extraction. 81–85 Magical stealth. 86–90 Magical 91–95 Magical divination/communication. 96–100 Magical Note that some support options (such as magic- and monster-dependent ones) are more appropriate in modern- inspired campaigns than historical ones. uisition system (which, depending on the army, could be any- could army, the on depending (which, uisition system thing from an Grizzlehook entire bureaucracy to dwarf the exactly get always smith back won’t headquarters). at They can DM the they that course, ensure of but want, they what earned the battlefi on have they the gear get even let players ask for specifi for ask players let even Table 4–3:Table Support Table 4–2:Table Complications The The ciency ciency by having the characters’ the despite ght best efforts, and ford, or mountain pass). wall, trench, or stronghold). or armories). cers, or communications). offi honor guard, and on.). so Treasure or Gear: In a traditional dungeon-based cam- PCs Are CapturedPCs or Pinned Down Enemy in Territory: The PCs’ army retreats by by retreats army PCs’ to Reach Fail PCs Enemy Rear: The d% Orders d% 01–05 Seize and hold a terrain feature (such as a hill, 06–10 11–15 a terrain feature. off enemies holding Drive 16–20 Reconnoiter a terrain feature. 21–25 feature. Defend a terrain Seize and hold a defensive structure (such as a 26–30 31–35 Destroy a defensive structure. 36–40 Reconnoiter a defensive structure. 41–45 Defend a defensive structure. Disrupt enemy supply system (such as caravans 46–50 51–55 Guard friendly supply system. 56–60 Deliver supplies to friendly unit. (such as HQs, Attack enemy command structure 61–65 66–70 Guard friendly command structure. 71–75 to friendly unit. Deliver orders 76–80 c area. Patrol specifi 81–85 c enemy unit. Attack specifi 86–90 Rescue friendly unit in trouble. 91–95 for another mission. Provide distraction Perform noncombat duty (train, recruit, provide 96–100 different front. part the to of Redeploy Dungeon Master’s Master’s Dungeon the of 135 page 5–1, gures Table on given fails. In this case, the possible outcomes describe varying varying describe outcomes possible PCs’ army loses a fi the case, ifsometimes army the characters’ the succeeds even mission this In fails. like feel shouldn’t success failure. of or players degrees The is writing DM the their story the per- match war the to of sonal like victories, feel things should they but have would PCs’ the presence. for but worse been and monsters defeating by treasure get characters paign, fallen of powerful. that makes more them equipment buy use to it bodies the from be less lying treasure to A lot tends around in a mercenary gear some take campaign. characters The are being paid if mercenar- can they’re they and ies, facing creatures in not captured Because they’re or enemies. level by wealth character the behind fall may they lairs, their fi Guide. can DM this The make up for defi army issue the characters more and better gear as they attain can also equipment Superior for be supplied levels. higher particularly dangerous missions. In most cases, the DM can The PCs might get orders to attempt a rescue. attempt to orders get PCs might The army captures surrounds or and enemy units. the noon, some enemy army advances rapidly, exploiting army gaps in major advances rapidly, theenemy extricate PCs must The themselves lines PCs’ the army. of from their situation desperate and friendly reach territory the next assault.before major While has the list PC success paralleling above the army’s be case. the always the Sometimes success, that shouldn’t Table 4–1:Table Missions 130 CHAPTER 4 FANTASY WARFARE MERCENARY MINI-ADVENTURES elves to relieve dawn. them after shortly must The hold characters out long enough for unicorn-riding to retakethe tower (inwaves EL4groups). trying of gnolls Finally, the DM to introduce helping plans and allies. their the river. the tower The PCshave toguarding between choose about to patrol ambush across skirmishers bugbear afriendly the adventure. Once they have taken the The DMcomplications of the two uses the second tower, in part the PCs see hyenas, the have with to which have deal scent the ability. case) upon to tower, the sneak this in spells, but they will ( stealth the form of magical offeredare in support it with gnolls and hyenas. The DM sketchesby gnolls. amap of tower the populates and Before they move out,adventure tower centerson ariverbank assault on guarded an characters 51 table. on For the support evening’s that game, the D&D table,mission 53 99and on the complication table, and 84 and For example, aDM for on the 4th-level 04 PCsmight roll session. you units, have support and the seedsofD&D your next Once you have one one and mission or more complications launch to tables adventurean out. centered on the PCsmust amission carry previous the from choose or roll can DM The enemies. fallen valuable and souvenirs items grab from may still characters soldiers, the real equipment Like of periodic form upgrades. the in reward just a receive will they that know they because weapon every last collecting deadwaste from enemies time the players As get to system, they the used requisition won’t develop level. for most in cam- advancing In your rules own events, you may want sporting to onrelies nonlethal heavily game your D&D If your campaign. in occurrences occasional combat. These events such awards appropriate are if only are asporting award point suggested for experience winning of competition Each type below described includes a objects) well. as combats (cash, come jewelry, prizes sporting with or art saw NPC the victory. the Many if improve attitude NPC’s an (+2 for contests routine for +4 and championship events) to combat generallyA recent of gets asporting abonus winner reputation. acharacter’s acontest enhance can winning and (or nonlethal in at lethal) less points least settings, rience expe- earn to characters for way good a is combat Sporting countless others. world adiverse but fantasy in there are sports, inspired tests areperhaps the most common examples of combat- con- matches, archery and gladiatorial Jousts, to use. skills have diversions and developed put that warrior’s the sports cultures fantasy Many spectators. tomany appeal danger but and its action adeadly business, Combat ordinarily is SPORTING COMBAT SPORTING invisibility invisibility

JOUSTS winning archery contests archery atestate. the viscount’s winning shouldn’t characters levels beablepaigns, to simply attain by blunted Such alongsword longsword lance. he loseshis if In some versions of a joust, a knight ajoust. can during rolls attack continue with a bonus on a+4 feat gains Attack Ride-By the with knight A damage. but it’s nonlethal charging), both are knights (doubled damage blow lance deals the successful because the sunderenemy’s attempt weapon or shield. Neither attempt nor thetrip provokes attack) the (treat or asunder make attempt atrip against as an rider the attempt to unhorse also attack can knight the it hits, if of opportunity.simultaneously. Each knight makes attack an roll normally; resolved are attacks blunted of the results both and lance, A the with attack simply knight each aspecial makes pass, each mounted during combat. isn’t Initiative necessary; with at one another full-tilt the joustersrunning are Because blunted knights. heraldry, oftenidentify or banners dress, weapons, colorful and accompanies most jousts, ritual and of pageantry jousts the saddle. deal Agreat from one yields or knocked is knight function They repeat until on side the process their of the rail. track with great differently momentum When they meet the middle, they tracks. in clash parallel and force, two divides that blunted byother arail separated with lances, then from continue on horseback charge each knights two joust, atraditional In down the ing ating her side gives pause to even aconfi steed phantom a on mounted The a joust. sight of awizard in effective be PC can Given any music aknight. use enough to imagination, inspire efi helpthey ben- can acombatant cast other ways. in can Clerics profi or fi and riding have time classes ahard two latter the though rangers, and feats dobarbarians togood as jousters, make likely to be drawn into most PCsare bonus to on good use—paladin NPCattitudes a joust. Fighters to to put mention victor’s the Ride—not diplomatic the skills have the they’re Because to most in likely have skills asteed ranks and and pass. dragons themselves each other each during attack the and red dragons, have riding jousts The githyanki pegasi. ing such exotic choices as worgs, dire boars, or hippogriffs, to steeds is horses, other use includ- than Another variant possible, not the attacks prowessthese special of the knights). (the hits charges makes attack momentum opposing of two or his sunder attempt trip if afree make still can a knight mounted normal combat, as exactly except that functions simply to is joust on traditional the The most variation obvious use real lances and above,attempt attack. attack described but not thetrip with lethal sunder free the make can and damage nonlethal deals force. This ghting in heavy armor. Other classes lack the horsemanship lack armor. heavy classes Other in ghting cial spells on steed rider, and spells cial for example, can a bard while ciency with the lance to make effective jousters, but jousters, toeffective make lance the ciency with with a glowing ’s sword fl dent knight. oat- CHAPTER 4 FANTASY

WARFARE 131 Illus. by W. England Treat the crowd as a single NPC, and use its attitude Treat the crowd as a single NPC, and Unless a particular gladiator is exceptionally well known, A gladiatorial fight follows the normal rules for combat in A gladiatorial fight follows the normal presence of the the D&D game, with one exception: The crowd can inspire or demoralize a gladiator. bonus or penalty toward each gladiator to track the morale a gladiator, that he receives. If the crowd is friendly toward and damage rolls. gladiator gets a +1 morale bonus on attack a +2 morale bonus If the crowd is helpful, the gladiator gets on attack and damage rolls. An indifferent or unfriendly crowd confers no bonus or penalty, but a crowd that’s hostile to a gladiator confers a -1 penalty on attack and damage rolls. the crowd starts indifferent to both combatants. Each glad- iator typically makes a Perform (weapon drill) check (see the section on skills near the end of Chapter 3) before the fight begins, using the check result in an attempt to influence the crowd (as described under Influencing NPC Attitudes on page 72 of the Player’s Handbook). Once the fight begins, only certain actions change the crowd’s attitude, as described in the table below. Note that the crowd’s attitude toward each gladiator is tracked separately. It’s possible for two inept gladiators to both be loathed by the spectators, and two veteran gladiators can both have the crowd on its feet cheering them on. Gladiators and the Crowd The area is littered with victims, but the spectators—and the triumphant winner—are having a good time. The area is littered with victims, but the spectators—and

The most common gladiatorial match is a one-on-one To award experience for jousts, calculate the Challenge To award experience for jousts, calculate fight between two lightly armed foes. Armor is rarely issued to the combatants, because the spectators want to be able to see each wound. Magic items are likewise prohibited, because they tend to make matches end quickly. If spell- casting is allowed, it’s typically restricted to flashy evoca- tions and conjurations. Some cultures have built massive arenas where thousands gather to watch armed gladiators fight in bloody battle, while other societies gather around pits, rings, and other informal structures to watch (and usually wager on) fights. Because organizers of gladiator matches want to provide entertainment, they frequently introduce rules to make the fight last longer than a few rounds. Unless they’re used as a means of public execution, gladiatorial fights don’t usually result in the death of the loser. Rating of the rival knight normally, but award only half the Rating of the rival knight normally, but less lethal and less usual XP award because a joust is both resources. likely to force the character to expend significant experience points, Only the actual combatant receives the in a significant unless another character in the party helped behalf. way or cast important spells on the knight’s GLADIATORIAL MATCHES 132 CHAPTER 4 FANTASY WARFARE Table 4–4: Gladiator Crowd Reaction Gladiator Table 4–4: ARCHERY CONTESTS award for underdog the byupto 25%. match punishment), as serves point the experience increase when only happens the (which usually unfair deliberately is combat.match the If anormal than it make lethal less rules match’s the if equipment toence award50% point by25% or Encounter Level for the match normally, but cutthe experi- To the for awardmatches, gladiator calculate experience to attend match agladiator they see. can’t not pay likely inside the will arena, spectators although built themselves. or arm stockade Sometimesis amaze gladiators over the toas amadscramble weapons arena,leading the all hide other each Some doom. to their organizers rush bull fi gladiators two times afi elements tomake commonplace It’s to for also add terrain match organizers includes mounted combat or ranged combat. match Occasionally, agladiatorial gladiators. of smaller pits Largeor asingle variation Huge ateam against creature convenient, participate). One common PCscan all because (and may more be popular common, matches team also are gladiator contests the are most one-on-one While crowd’s steps. by two attitude may reveals improve your that opponent’s the brains grace the crowd composed is of fl mind might worsen the crowd’s toward you attitude by one step. If on horseback, for saddle the from example, knocked being infl to ways In more exotic gladiatorial matches, there may be other divided into three concentric into placeddivided is three 150 sections feet the simplest In contest, form of archery around target targets. as include elaborate mannequins tests favored the archery sometimes although by the nobility equipment— the way in of extra contests little very require archery matches, gladiatorial and jousts Unlike peers. their to against the chance testarchers relish mettle their or forWhether good warfare hunting, abow in they use Trip opponent Situation Check Consequence ucsflProm(epndil hc DC20Perform weapon opponent’s Destroy 25 DC Successful Perform(weapondrill)check square enemy through tumble Successful Bull rush opponent 10 feet Pin anopponent opponent Disarm — incombat feint Successful Gladiator confi rmscriticalhit roll 1onattack natural Gladiator rolls ucsfldmrlz poet Intimidatevs.levelcheck Successful demoralizeopponent Gladiator caught cheating cheating Gladiator caught 4 If you fall prone during a failed attempt, the attitude towardyouworsens. attitude the attempt, afailed during prone 4 Ifyoufall inafail yourself ordisarmed 3 Ifyouaretripped inthe modifi description skill 2 Special appropriate the See check. tothis apply ers noted. unless otherwise tounfriendly) indifferent example, (for step areone changes attitude 1 All uence the crowd. In a match featuring gladiators gladiators uence crowd. the amatch featuring In ght more memorable or deadly. Some- ght atop tall platforms, attempting to to attempting platforms, tall atop ght 4

ayers, a successful coupayers, de asuccessful — See triprules See grapplerules rules disarm See See bull rush rules rules rush bull See — See sunder rules rules sunder See Bluff vs. Sense Motive Sense vs. Bluff ed attempt, the attitude towardyouworsens. attitude the attempt, ed Tumble CONJURERS’ CHESS edge of the target. Compare the attack roll against each of each edge against of the target.roll Compare the attack the outer forhits that the 1point in and every circle, arrow for forpoints 2points the bullseye, every every hit hit in eye Fine is (AC 13). archer Each gets fi (AC Diminutive is in section 9), bulls- next the inner and away. The outermost of section the target Tiny (AC is 7), the other planes. It requires that the spellcasters be able be to cast other It thespellcasters that planes. requires in a test of their ability other elaborate each This contest against pits spellcasters to two summon fi points. experience danger. earns the winner Only archer, to account cutthe award and for of by 50% the lack encounter to of acreature the aCR bestNPC equal with To award contest, for archery experience an treat it an as fl game,but they use target. The drow playthe next asimilar (the missed roll) chooses highest attack they all the closestif the target, whoever and examine hit the target fi totiative seewho goes fi fi archer other afl Fine target, typically play archers where agame by 5.Elf one identifi diffi simple two are ways limb atree dulum from to the increase apen- it the target like onmounting awagon or swinging target; amoving The to most commonis arrange variation ACan of 35. has arrow Such an bullseye. the lodged in already that’s arrow It’s possible—but exceedingly diffi targets. moving at fi arrows the matter with or settle atie declare typically feet away. that, contest after tied organizers they’re If still they shoot tied, each fi they’re still away shoot each archers the tied fi and moved are targets the toeveryone 250feet hadaturn, has or the mostonce more two points with If tied archers are outward. the bullseye from turn, in Classes Armor the three eeing goblins as targets. as eeing goblins 2 Attitude toward opponent worsens towardopponent Attitude AC the culty. Either increases technique of targets the 2 Attitude towardopponentworsens Attitude toward gladiator worsens by two steps steps bytwo towardgladiatorworsens Attitude Attitude towardyouimproves Attitude Attitude towardyouimproves opponent worsens Attitude towardyouimproves,attitude Attitude towardyouimproves Attitude towardgladiatorimproves Attitude toward you improves you toward Attitude Attitude toward youimproves toward Attitude Attitude towardgladiatorworsens Attitude Attitude toward you improves you toward Attitude res an arrow as quickly as possible, rolling ini- rolling possible, as quickly as arrow res an Player’s Handbook Player’s uttering leaf or swaying branch. Each The elvesrst. over then walk and 1 . ve arrows at a target 350 cult—to hit and split an an split hit and cult—to ghting creatures from from creatures ghting ve arrows, earning 4 earning ve arrows, ve arrows again. If 3 3 rst or came or came rst es a far-off es afar-off red red CHAPTER 4 FANTASY

WARFARE 133 nal cant NPC contestants. Dungeon Master’s Guide. Master’s Dungeon MAGIC ITEMS MAGIC cast on them by NPC clerics clerics NPC by them on shield other cast fi the for gather contestants the nal day, Armor with the anti-impact quality is This armor is magically enhanced to turn away away turn to enhanced magically is armor This ght begins. You lose the duel if you yield to your your to yield if you duel lose the begins.ght You ; Price +2,000 gp. beginsrst day described with (as an archery contest Axeblock: Axeblock: Anti-Impact: Anti-Impact: blocking armor qualities (axeblock, hammerblock, and spear- grants it 5 points just damage owner of reduction its block), before the fi the before opponent, fall unconscious, or have taken more damage the of the minute the is judgment up (in than when opponent your wounds). for eye has a keen who host, coins the counts After noblewoman the banquet, another contes- declares a winner. then The in each alabaster goblet, 1,000 cup (worth the gp, keep tant to with coins most the gets and has right the unlucky sell to it) considered although it’s be calledto the Alabaster of Cup. Champion in Alabaster the Cup, events experience the award for To with an as a single encounter EL equal events treat each day’s signifi the with encounter normal a to than asAs coins a character end day’s long she has at more started earns she with, or experience day. that he points for and special following magicThe items materials supplement those described the 7 of in Chapter traumas. from blunt massive cushion the blow designed to Anti-impact armor extra give doesn’t protection against weapon damage (beyond its bonus), AC but bludgeoning damage that affects all the entire as of most body (such or constriction and falling is halved. damage) Faint Abjuration; CL 4th; Craft Magic Arms and Armor, feather fall wearer such as axes The slashing weapons swords. and most piercing. gains or 5/bludgeoning damage reduction armor suit of If or has two a single three the shield of The fi The run contestants an course winds that obstacle Then above). featuring around estate, the way its walls to climb, to pits a single- and narrowjump, beams have they cross. to Finally, an back elimination rendered wrestling lose if you’re match—you bring to pinned. or orders unconscious with forest are they a single-elimina- have contestants the noon, At day, second On the morning. the nearby in a tournament jousting tion into out sent albino banquet. After dire boar the evening’s elusive the for all—the says of is strangest the banquet event noblewoman to each contestant in turn, “Impress me.” She awards coins at her sole discretion. At noon on the a single-elimination fi event: tournament dueling worth twice the usual of coins. number Characters nonmagi- any can have can They weapons. like ranged they cal for except equipment begins. duel the before so do don’t they as long as spells cast exactly and lasts is 1 minute fully for Each duel lethal, but have duelists both NEW ARMOR SPECIAL ABILITIES SPECIAL NEW ARMOR spell, choosing a monster spell, choosing a monster summon monster mon- 1d4+1 VI get to that cup cup has coins). (if any nisher’s

ght at the direction of their summoner. Once the calling the Once direction the at theirght summoner. of The Alabaster Cup is an example of the multievent sporting Alabaster multievent is the of The an Cup example a many at days several of course the over occur that contests villa.noble Originally would- for tests as a series of designed be knights the realm, into of the Alabaster has evolved Cup from near hopeful draws that combatants an annual event far. and three days. over held events seven of consists contest The noblewoman—typicallyA young an unmarried of daughter with table a low before event—sits the hosts who noble the After each contestant. for each one alabastera dozen goblets: drops three she platinum coins inevent, winner’s the cup, two coins in coin runner-up’s the in and one third- the cup, takes half she Then cup. of coins the out contestant’s place fi last-place the The most common variation on conjurer’s chess is to to is chess conjurer’s on tures until the time limit is At that reached. point, whichever variation has creatures in squares grid most the the of conjurer is the common winner. most The calling of number the referee, the die the rolled by change experience a success- time the rounds, or award for limit. To ful game of conjurer’s chess, base the award on the CR of the 50% the by award the for account to and reduce opponent, lack danger. of the referee rolls a 4, the conjurers can summon any monster can monster summon any rolls conjurers the a 4, referee the as summon monster the cast not summon list. IV need from They the conjurer to that cast could summon they monster V to to however; monster adjacent IV, appear close must as or or monsters 1d3 get monster it, summoned Any summoned sters. who conjurer possible. calling In subsequent rounds, two things happen: The again, die monster a new based on cast summon conjurers in summoned previous and monsters roll from referee, the calling square in one direction. any move Each may rounds they directing for mon- summoned the is responsible conjurer square, same round per square than one more move and if ever sters, they the in up wind contest. the forfeits grid, the conjurer that leave or monsters opposing If fi direct to continue their crea- conjurers the are over, rounds from the list that corresponds to that number. For example, if example, For from list the number. that corresponds to that (four is typical) and a time limit (1 minute is common, enter- common, an is not it’s Accordingly, conjurers, minute creatures. (1 called spells monster summon numerous the times and high-level with that they be able to limit mid- communicate to of time a province the and tainment the masses. for typical) is two spellcasters The calling of agree a number to rounds (four 30 seconds). casters for opt sometimes although lower-level chessboard the corners of opposite to spellcastersThe move 10-by-10-square(a the battle area on grid). start the At calling the each of of rolls a rounds, referee a two con- The and calls d6) a number. or out (usually a d4 die monster summon a cast each jurers ALABASTER CUP ALABASTER 134 CHAPTER 4 FANTASY Illus. by M. Smylie WARFARE DESCRIPTIONS SPECIFICNEW ARMOR ABILITIES SPECIAL WEAPON NEW Craft Magic Arms and Armor, and Arms Magic Craft Moderate Abjuration; CL 8th; exhaustion. and wearer the provides it qualities, protective withlong-range immunity patrols. In addition to its by the elveswas built for rangers on to chainmail +2 mithral This fatigue +2 bonus. Price any object; Armor, and Arms Magic Moderate CL11th; abjuration; Craft of 5/bludgeoning or slashing. except it reduction that provides damage functions bonus. +2 theArms same and Armor, Price any object; polymorph Moderate Magic CL11th; abjuration; Craft as axeblock reductiondamage of 5/piercing or slashing. same as axeblock armor, armor, except that it provides Armor, and Moderate Arms Magic CL11th; abjuration; Craft onlyties provides DR 5/piercing. hammerblockand (DR 5/piercing abili- or special slashing) (DR the axeblock with chain 5/bludgeoning shirt or piercing) For example, a twice. appears by whatever type damage Armor, and Arms Magic Craft CL9th; Moderate divination; undead, constructs. and plants, oozes, against chance). The blood miss seeking 50% concealment total (and has thus a target, the target and still for path to the reach ammunition the unobstructed be an cover, but she must know the target there, is there must The shooter even can fi target might have due cover. to intervening the Class anynegating bonus to Armor creature, aliving to strike necessary if blood seeking fi Ammunition them. on sights seeking Guide. Master’s supplement found those the in The followingweapon abilities special Weight XP; +848 gp 20lb. restoration; Armor of Unending the Hunt:Armor Hammerblock: Blood Seeking: WeaponsBlood Seeking: the blood with Spearblock: Spearblock: Price +2 bonus. Price any object; polymorph arcane eye; arcane

ability often have strange-looking have often strange-looking ability Price 21,500 gp; Cost 10,900 Cost10,900 21,500 gp; Price

weapons fl Armor with this quality Price +1 bonus. Armor with this quality functions the the functions quality this with Armor re at a target with full ies cover around polymorph armor red from from red Dungeon

ability doesn’t function doesn’t function ability Armor ofthe unendingArmor hunt +1 +1

bestow the explosive weapons enhanced damage) so or rangedweapon. Projectile melee weapon (though the wielder may subject be to the extra target. The explosive original (Refl burst a5-foot targets in all explosive an hit with damage to anyone near the intended target.to the touch, Each weapons successful with the explosive you succeed,the ranged weapon or defl projectile enhancement by amount). that increases bonus, the DC If 20 Refl hitweapon, byaranged be you may aDC make normally at youaimed out of Once per the air. round when you would oryour projectiles one larger, size to knock size you try can Defl harmlessly. You not must and aware fl be of attack the footed. Only meleefooted. Only have ability. weapons can this ecting: ex saving throw (if the ranged weapon has a magical (if rangedweapon the amagical throw has ex saving Faint transmutation; CL 5th; Craft Magic Arms Arms Magic Craft CL5th; transmutation; Faint and Armor, entropic shield; Armor, and

Disarming: Disarming: ferently depending on whether it’s applied to a melee weapon or aranged applied weapon. to If nates theopponent’s bonuses for weapon both size and two-handed weapons. If applied applied If weapons. two-handed and size a melee weapon, the disarming If you’re wielding a defl ability to aranged weapon, the disarming target in the path. When an exit wound When exit the path. target an in gain a +4 bonus to AC a+4 for previous each gain entirely through living targets they hit. living entirely through weapon or projectile hits an object, it stops. stops. it object, an hits projectile or weapon targets additional these target; original the ammunition propeltheir wound ability +2 bonus. Price This effect deals an extra 1d6 of points extra an deals effect This The exit wound ability can be applied be to can The wound exit ability any ranged weapon; weapons projectile makes possible a disarm attack; you can you can attack; adisarm possible makes damage. Thedamage. weapon con- or projectile Exit Wound: Weapons the exit with Craft Magic Arms and Armor, and Arms Magic Craft ability on ammunition. their ability a weapon in two hands. two a weapon in bonusdefender for a+4 wielding gains so enhanced bestow the ability on their bestow the enhanced ability so Moderate transmutation; CL 11th; attacked using the same attack roll as as roll attack same the using attacked are path that Targets in target. original beyond line the astraight in tinues

shoot aweapon out of someone’s hand. weapon deals 2d4 points of damage to ammunition. The relative don’t weapon sizes matter for a ranged disarm attempt, but the for aranged disarm Moderate transmutation; CL 8th; acid arrow; Armor, and Arms Magic Craft Explosive: This weapon ability functions dif- functions ability weapon This

ex DC 15 half), including the the including half), 15 DC ex ability can be applied be to any can ability Price +2 bonus. Price Price +1 bonus. Price Always slightly warm ecting

ability deal extra extra deal ability ability elimi- ability

weapon of of weapon ectsaway telekinesis; Melf’s Melf’s at-

CHAPTER 4 FANTASY

WARFARE 135 searing searing searing re damage. re tivity. The dialtivity. The returns to the the to returns middle position position middle . Even though though . Even with light sensi- light with after each slows the target for for target the slows light of damage to creatures Price 26,325 gp; Price 26,325 Cost only one of the pair contains lens-and- the to undead, andto 6d8 points dial apparatus, both brac- both apparatus, dial nal an answer” edge get to tures, 6d6 points of damage damage of points 6d6 tures, This leather glove bound in brass glove This leather nondetection; gauntlet of lassitude 3d8 points of damage to most crea- most to damage of points 3d8 Dungeon Master’s Guide. Master’s Dungeon that deals unleashinga target, deals a beam searing of that light re-based attacks is while glowing. Fire Price 24,000 3 lb. gp; Weight glows red-hot for 10 rounds, illuminating 10 red-hot for glows everything Price 26,000 1 lb. gp; Weight This iron gauntlet gauntlet Gauntlet the Dwarven of iron This Forge: Lassitude: of Gauntlet These bejeweled bracers have a min- bracersBracers have Dawn: of bejeweled These ers must be worn for the magic be effective. to be for worn ers must Moderate evocation, CL 6th; Craft Item, Wondrous light; touch. wearer’s its to cool and is always elbow the extends to a gauntlet is of spoken, the command dwarven word its When forge within 10 feet as if by torchlight. Anyone else touched by the gauntlet during this time takes 1d6+10 points of fi a gauntlet of of the wearer dwarvenThe half forge damage takes fi from half for ex saves damage deal the attacks that allow Refl damage no ifwearer makes his he save. re fi Item, Craft CL 10th; evocation; Moderate Wondrous shield; in the arena. Since has his passed death, the weapon from gladiator to gladiator, with many unaware of its magical nature. transmutation and abjuration; Craft CL 10th; Moderate Magic Arms and Armor, gp + 1,04013,325 XP. iscule lens-and-dial exterior the of on mounted contraption dial the pair. the of When bracer is turnedone left, the to the bracers appear normal. turns the wearer When the dial to a beam light action), of emerges move position (a the middle illuminatingfrom lens, the surroundings the as a bullseye can wearer the turnlantern. times Four day, dial the per to rightthe as position a standard action and aim at lens the +5 bonus on Perform (weapon drill) section the checks. (weapon (See Perform on bonus +5 skillson Oglien, 3.) gladia- a noted Chapter of near the end usedhis age, “fi from bygone tor a in those found supplement items following wondrous The the 7 of Chapter magically transforms the match hand to owner, of its shape successful a With hand. either on worn be can it thus and melee touch attack, the negates). (Will5 rounds DC 14 NEW WONDROUS ITEMS NEW WONDROUS ing ing ability,

weapon

Bracers of dawn Bracers effect A DC it. on must be pulled out out pulled be must +2 spiked chain has a glit- +1 The weapon gives its wielder a wielder its gives weapon The nondetection Price Price Price +2 bonus (+3 bonus for ranged ranged for bonus Price (+3 bonus +2 Price 167 gp; Price gp Cost 87 + 6 XP. 167 Knockback weapons often emit a low, almostKnockback a low, often emit weapons Price 8,306 gp; XP. gp Cost 4,306 + 320 Oglien’s fi nal answer. fi Oglien’s allows a free bull rush attempt on a successful hit. If

Bigby’s forceful hand; Price bonus. +3 charges a mounted foe from the back of a steed, the the from a steed, back the foe of a mounted charges sticks into its target on a successful on sticks target its and embeds into hit

Oglien’s Final Answer:Oglien’s This Whenever the wielder of this this of wielder the Lance the Last of Rider: Whenever Burrowing Arrow: This A melee weapon (usually a dagger) with (usually a dagger) weapon Resort: A melee Last Knockback: Knockback:

the bull rush attempt succeeds, the enemy rider moves back, moves bullthe rider rush succeeds, enemy the attempt is. it where stays mount enemy’s the but 25 Spellcraft is check a spellcaster required the for detect to magic of weapon Faint transmutation; CL 5th; Craft Magic Arms and Armor, strength;bull’s before naturalbefore healing can and this deals occur, a removal further magical points damage. of If receives the 1d8 target healing, the burrowing arrow points of deals immediately 1d8 the wound. of out damage it as the magic forces as it Faint necromancy; CL 4th; Craft Magic Arms and Armor, ict light wounds; infl identify +1 lance don’t spellcasters most but sheen, tering the persistent to magic due burrowing arrow itself in A burrowing wound. the arrow The following weapons supple- following weapons The in 7 those found Chapter ment Guide. Master’s Dungeon the of Craft Magic Arms and Armor, movement; of freedom +1 bonus. and they bestow it on their ammunition. on it bestow and they Craft evocation; CL 11th; MagicArms Moderate and Armor, lastthe resort abilityis particularly in effective a grapple. take doesn’t the –4 wielder Its penalty attacking for with while grappling,a weapon deals and weapon an the extra points size damage every of in category for a grapple 1d6 a halfl example, isthe target than For bigger the wielder. deal an would extra dagger 2d6 resort last armed with a +1 7th; an being by grappled ogre.points damage of when CL transmutation; Moderate a knockback drawn. when hum inaudible Whenever initiates it target, a bullhits its rush attack in to addition the bulldealing rush resolve normal attempt, damage. To treat projectile the as creature a Medium with a +8 Strength an attack projectilebonus. opportu- provoke The of doesn’t tries as always far the target and it push back to asnity, pos- sible. Only ranged weapons can the have knockback transmutation; Moderate CL 10th; Craft Magic Arms shatter;and Armor, weapons).

DESCRIPTIONS WEAPON WEAPON SPECIFIC NEW 136 CHAPTER 4 FANTASY WARFARE NEW SPECIALNEW MATERIALS Will save, or attemptWill their to fl fl to anchor were subjected to adimensional extradimensional travel within 30 feet, just as if creatures a 1 lb. Item,drous heroism, remove fear; Won- Faint enchantment CL5th;Craft abjuration; and checks. saves, skill rolls, and within 30 feet of the item gain a +2 moraledard of courage, bonus on attack Weight gp; 1lb. 15,000 Price Wondrous CL5th;Craft Faint abjuration; Item, fear; remove fear against any allies within 30 feet of the item and The or of bearer alance. standard the ahalberd as such effective, it must be affi however, discovers, quickly a that of sword some sheath. sort Auser it like chance looks 50% a and case, axe an itdagger like chance looks sheath, a25% When fi destruction; Wondrous CL13th;Craft Strong necromancy; Item, A damage. savetitude 10d6 the target takes succeeds, of instead points For- the If cinders. smoldering of pile a to reduced be or save melee target20Fortitude the must aDC touchmake attack, wearer the succeedson a If of brimstone. faintly steel smells Weight 27,000 gp; Price 2lb. Wondrous CL5th;Craft Faint transmutation; Item, slow; Chapter 7ofthe supplement materials The special following found those in fear; anchor, remove dimensional Moderate CL11th; abjuration; Wondrous Craft Item, them here ends. when that brought disappear the spell the still standard’sarea to enter thejust area, to leave it. Summoned within creatures travel doesn’t prevent extradimensional using from creatures weapon; Faint transmutation; CL 4th; Craft Wondrous Item, bless the weapon inside. utter acommand word,scabbard, invoke and per day, times up to three may user the place aweaponthe in addition, In sharp. it and clean in keeps any weapon carried even making allowances for double weapons.shape to fi This scabbard material. one madeofonly special be can object aparticular weapons, standard of courage, outward prevents also it that except Gauntlet of Utterdeath: This standard functions as functions standard This No Retreat: of Standard astan- as functions standard This Heroism: of Standard Scabbard: Sacred For a standard a For of Courage: of courageStandard must thearea standard’s ee from succeedon 19 aDC Price 4,400 gp; Weight gp; 1lb. 4,400 Price a it like found, chance looks rst there a25% is t whatever dagger, sword, touched is or to axe it, is usable three times per day. usable times is three utterdeath of gauntlet Price 96,000 gp; Weight gp; 2lb. 96,000 Price effects. except that the standard bearer and any allies Dungeon Master’s Guide. This item has a variable appearance. appearance. variable a has item This xed to a two-handed hafted weapon hafted xed to atwo-handed This spiked gauntlet of jet-black gauntlet of jet-black spiked This ee fails. A ee fails. Price 145,000 gp; Weight 145,000 gp; Price 1lb. Price 40,000 gp; Weight gp; 40,000 Price sacred scabbard scabbard sacred

gain a +4 morale bonus morale a+4 gain spell. Creatures trying trying Creatures spell. standard of no retreat retreat no of standard Except for double bless weapon weapon bless can change to be be to on on

Pandemonic silver can be used to coat the striking surface of of surface striking the coat to used be can silver Pandemonic on table the indicated below. DC of the Will save depends on the strength of the wind, as savemust succeedon or aWill cower for 1d4 The rounds. than the wielder, those within 30 feet who hear the scream compulsion Other afear that is effect. mind-affecting sonic, a is it’s scream atbreeze. unsheathed alight least This in whenever silver pandemonic of made weapon bladed a from Guide silver (see ofthe page 284 ofalchemical ties proper- the all has silver pandemonic Pandemonium, of plane Raise dead, resurrection, resurrection, dead, Raise weapon (the the old the thinaun ing newdisplaces one). soul the weapon destroyed is or touch- another dieswhile creature fi soul is sucked into the weapon ratherweapon than passing on to its is touching melee for application melee has athinaun If weapons. this a creature recently Obviously,tion to released souls bodies. their from when it dies, that creature’s susalian chainweave armor is worn. gives wearer the reduction damage 3/piercing long as the as quality This the force ofof the attack. contact disperses and chainweave, at the point stiffens the armor susalian wearing or bludgeoning aslashing with weapon attack hits acharacter provide additional protection together knitted to links against elaboratean system of chainmail some blows. When an chainweaveto the greatest elven is susalian armorsmiths, the of cost The steel. weapon of shown as increases below. made weapon piercing or slashing any nal reward. The soul remains in the thinaun weapon until weapon until thinaun the in remains The reward. soul nal Tornado (175–300mph) Hurricane (75–154mph) (51–74Windstorm mph) Severe (31–50mph) mph) Strong (21–30 Moderate (11–20mph) mph) Light (0–10 Wind Force Heavy armor +42,000 gp +42,000 +35,000gp +28,000 gp armor Heavy ItemCost Modifi Medium armor Light armor Type ofSusalianChainweaveItem gp +13,000 double weapon gp +9,000 ofasladhingorpiercing heads or both weapon, slashingorpiercing Two-handed +11,000 gp double weapon ItemCost Modifi or oneheadofaslashingpiercing weapon, slashingorpiercing One-handed weapon slashingorpiercing Light Type ofPandemonicSilverItem Mined from thin veins of ore on thin the from Mined Silver: Pandemonic Thinaun: Thinaun: Chainweave: Susalian ). In addition, a thin, unearthly scream issues forth forth issues scream unearthly addition, athin, In ). This dark, glittering steel alloy holds steel attrac- alloy an glittering dark, This and similar spells won’t a back spells bring similar and Made by a technique known only known Made byatechnique Dungeon Master’s Save DC 22 28 25 19 13 10 16 er er CHAPTER 4 FANTASY

WARFARE 137 . Talk to your DM to to DM your to Talk . ghters. c in the degree to magic items ) in a setting spellcasters, without ghters. Replace 25% Replace ghters. clerics the of with character withrst least a 3rd-level be at 3 ranks each cantly curve behind the power a traditional of single- Part is scarcity the anda low-magic parcel of world of if spellcasters in Even magic world, the items. are present traffi they that unlikely it’s Guide Master’s Dungeon the assumed by exactly determine magic” means what in “low terms magic of accordingly. plan and items, in a low-magic even example, setting, be able may For you purchaseto such minor as potions items, the occasional or scroll, from the local wizard. alchemist hedge or Particularly curing a few potions healer, other a cleric or have if don’t you edge. a big can you give Another important issue is magic and weapons armor. survive to be able may withWhile masterwork you only eventually may run a while, you for into oppo-equipment type the or weapons resistant your to damage of they nents deal. exist see if with to Check DM even magic your weapons in the campaign—such be rare may items heirlooms, relics treasured or era, artifacts, bygone a of be just may they or 10 even or triple, extraordinarily (double, create to expensive times normal the create). cost to ranger) do not gain do not spellany may option, he ranger) slots. At the DM’s grantchoose to paladins class alternative features and rangers this make Classes for to up the Variant loss section the (see at 1). of Chapter end the of populating When 137–139 a community pages (see Guide Master’s Dungeon with rogues, any be present bards any might that replace druids with barbarians with (or rangers ifin a particularly the savage or uncivilized area), any sorcerers withmonks, and restrict fi with wizards to any is so paladins, with 75% doing fi and other the of method One ban Assuming spellcasting simply doesn’t DM the classes characters, instead may limithe player PCs’ the accessto classes. such to spell- in a take may character any that levels class of number casting instance, class. character be limited For any might to than more no half his total character in a spellcasting levels class (bard, cleric, druid, sorcerer, or wizard). No character or bard, cleric, druid, sorcerer, begin ascould a 1st-level play wizard. In this campaign, paladins retain and rangers their abilities. spellcasting normal for nature limiting of Another method spells access potent to is to spellcasting the treat classes. like classes Any prestige much clerics; for character wishing begin to gaining as a spellcaster levels religion must fi wizards; or in Spellcraft and an appropriate skill Knowledge (arcana for sorcerers, bards, druids). ensures that such This characters requirement are signifi fall talents to other in back on classed have but spellcaster, times need. of other classes normallyother thatwould gain spells (paladin and MAGIC ITEMSMAGIC - er RAG & D +15,000 gp true resurrec- +10,000 gp +10,000 +20,000 gp UNGEONS Item Cost Modifi Item Cost WARRIORS paladin, and to and ranger, ghter, cult, unknown; rare, simply or magic IN THEIN CAMPAIGN nition, a warrior-oriented campaign be to low tends Reincarnation, dead, raise resurrection, and

require half material of the as relevant much component experience, try putting away the spellbooks and holy holy and spellbooks the away putting try experience, ned as bard, cleric, druid, sorcerer, or wizard), or as bard,ned cleric, druid, and even sorcerer,

Type of Thinaun Item of Thinaun Item Type Light weapon weapon Light One-handed weapon, weapon or one head of a double Two-handed weapon, or both heads of a double weapon symbols to play a warrior-orientedsymbols play to campaign. In this type campaign,of characters most in party the combat- focus on classes:related barbarian, fi and extent, monk rogue.a lesser defi By in magic. This term a variety can simple have meanings, of depending on the DM’s vision of the campaign world. Spell- diffi be may casting be rare expensive; may or and anythingitems than other natural by. healing come to be tough slow, may from his world. In such a world, no character—PC incan a spellcasting take levels this any purpose, class (for or NPC— defi a spellcaster on every adventure, they’re likely to wonder why why likelya spellcaster they’re wonder to adventure, every on can’t pursuethey the same options. Alternatively, the DM may choose to eliminate spellcasters The simplest way to create a warrior-oriented create to campaign is way to simplest The in a spellcasting taking PCs from class, levels but prohibit is to here allow occasional the key NPC spellcaster. for The limit- inferior NPCs by your to making feel avoid players the ing their exposure spellcasting to characters. If PCs meet the For an interestingFor twist the traditional on D ONS This section covers a wide range of topics appropriate to to appropriate topics of a wide range This section covers any campaign that features just even (or includes) martial characters, warrior-orientedincluding tips for campaigns, and dei- exotic improvised organizations weapons, warriors, for the with interactions warrior’s a and warriors, epic-level pantheon. campaign’s ties the of creature whose soul is trapped by a thinaun weapon unless unless weapon thinaun a by trapped is soul whose creature in his caster hasthe weapon the possession. Because soul the are such required for material components fewer is nearby, spells: tion tion (unguents or diamonds) to cast if the soulweapon. is within a thinaun A thinaun captures killed weapon a soul from anyone while This touching the weapon. means that if the thinaun captures soul. weapon her dies, her wielder weapon’s primarily made weapons Only melee metal of can be crafted as thinaun weapons.

SPELLCASTING WARRIOR CAMPAIGNS WARRIOR 138 CHAPTER 4 FANTASY WARFARE Saving Points Hit CAMPAIGN SURVIVING IN AWARRIOR dungeon. you (If have to a bigenoughafford you group, can the aloaded that, crossbow, through whenfailing trudging abow, or your should group in carry Most characters well. them hit opponents along from way away. lesson this Learn prefer Listen modifi tive modifi or initia- ranger—has ahigh asthe barbarian group—such to afoe, you the somebody edge. sure have Make an in gained round attack or asneak youtime avoid up asurprise giving ensure that yoution can never are caught fl fi Here are some ways of avoiding or solving that problem in a agreater enemies,in depletionhis resulting of hit points. signifi face to the fi provided by support spellcasters, lery the bigthem (thebadguy). with Without battle the artil- the fi spells such as sleep them out takes with enemy’s the wizard because minions In a typical party, a fi needed, them restoring and when them until saving lost. general, managing your hit points comes down to two things: there probably isn’t when acleric around you need one). In (since important even more becomes this campaign, warrior fi Awise youbecause have fi lostthe itout doesn’t hithow points, matter strongoryou fast are, to continue what doing fi he best: ability does his afi terms, no In uncertain points. The fi escape (he’sescape probably going for reinforcements), never and let opponents able might be you. to Never damage enemy let an but spellcaster), many number atypical of opponents (unlike the better. most limited you onlyavery rounds, In damage can fi reball his to with incinerate bugbears about two only having plain you. than attacks exception, of course,out of melee The range,your of the better success. chances is if your opponent the encounter.in most fi in fact, In has better you later against attack the monster another full getting from ranged may those few the be keep that points orsword- axe-swing, may not seem shot bythat few the dealt of damage While points begins. impressiveto get at one least off shot at your opponent before melee when compared you aren’t beableAssuming ambushed, you are chances will to yourhave ranged combat.) in at least one who character specializes average ghter-heavy group. Smaller Fights Are Better: Fights Are Smaller Keep Your Distance: Alert: Stay ghter save he needs precious really his hituntil points ghter’s most precious supply his resource is of hit , the fewer, the opponents facedby afi magic missile magic er (Improved Initiative key) is andagood Spot or ghter manages this resource carefully, and in a in and carefully, resource ghter managesthis er. cantly more cantly (and longer) melee combats with While no amount of preparation or feat selec- shocking grasp shocking to or fi or reball ghter can often avoid dealing with the avoid often ghter with can dealing The reason that 1st-level wizards The 1st-level reason that wizards ght. . This tactical advantage lets tactical . This Though a sorcerer may com- may sorcerer a Though ghter’s measure hit points ghts, the longer you stay is that the former lets ghter simultaneously, at-footed, every every at-footed, ghter is likely likely is ghter ght. With- Restoring Hit Points Hit Restoring exchange for readied tough attack), ahit asingle forces apretty in attack (sincesome you’re up attacks afull giving potentially to out step back he of melee). may tries costyouif this While to (including follow just he aspell as him a5-foot-step casts him to to attack ready action is an aspellcaster against tactic potent particularly A off. him above) (see chase to crossbow or your use that, bow Failing spells. his you with blasting from prevent to him position a getin to just necromancer or cleric of to the evil charge the minions past of opportunity attack away. right on him efforts It’s probably provoking an worth amoment.in your If enemies include aspellcaster, focus your tide the turn save can Will failed points—a hit precious those Refl is his tendency to fail Will it away. right through put arrow post, an guard and Refl out fi him take ahorn, enemyan one carries of If shout the goblins awarning. you have defeated Just ablaze? master their set and the castle orcs those going are to around fi to stick think become easily enemy an can avoided forever. you Do really now avoided enemy an right, job your do you if you, behind ever. never advice Despite oft-repeated the to leave enemies you doesn’t mean haveenemy’s to fi fortress between youorcs standing are to the entrance and the away stay bepummeled. rather and than Most situation, spellcasters,the prefer spell. facing this to run Concentration casting to succeedin check the spellcaster from option for rangers and paladins is to is up stock onoption for wands of rangers paladins and higher levels. they attain available as ranger spells have and healing din the and pala- capabilities, healing some supernatural limited have paladin the and monk the Both regard. this edge in an see the end of thehave adventure. some course, classes Of you’re thatyou chance aserious won’t taking to around be average (assuming hit points rolls), normal to full hit points you If don’t havespells. enough to restore potions you 0 from asupply around cure of of potions various PC should carry more when self-reliant it comes possible, to If healing. every assuming they’re available. campaign, for options the following your warrior-oriented ish thecombat. hit they points up use in Consider any or all a cleric (or it’s tough to for replen- at adruid), least characters Namely, group: heavy Without who’s healing? the providing up abig concern for brings some any This damage. fi Despite the fi the fi one hit of to orcs needs those make toscore dois akey critical though the result of the fi fi youbecause can Neutralize Spellcasters: Neutralize Avoid Unnecessary Fights: Avoid Unnecessary Take Care of Yourself: Use All Available Resources: Use All ex save more isn’t to likely costyouof the battle—only ght much more you costly than had anticipated. ghter’s best efforts, he must inevitably take rst. If there’s a big drum in the middle the of the in there’s If abigdrum rst. ght doesn’t orcs the you mean should. Even ght seems aforegone conclusion, all Each character must be much A typical fi Atypical Just because a half-dozen ahalf-dozen Just because afailed ex saves. While An often-overlooked ghter’s Achilles’ heel ght them now, or ght you after ghter-

CHAPTER 4 FANTASY

WARFARE 139 training there. there. training undergoing undergoing encounter a PC encounter time, easily and could ts of becoming a tattooed tattooed a becoming of ts monastery from time to He still visits the resist them. ve senses. Those who would would who Those senses. ve prepared he would be to to be would he prepared of its temptations, the better the temptations, its of reasoning that the more he knew knew he more the that reasoning struck out to explore the world, struck world, the explore to out lifestyle of his mentors. Instead, he Instead, he lifestyle his of mentors. The traditionThe tattooed the from of Ise Zumi the comes monk of high in order the mountains. hidden the Here, Monastery, tattooed while monks in trains their mysteries newcomers worldly more many seeking personal enlightenment. Though world. are Ise Zumi the Monastery at live monks who Most outside ascetic the in their outlook, of preferring quietsolitude life to the com- plex trained andmonks visit have from here time time, to such from monastery the individuals than time away more spend residence. in lawful be of align- merely must one joinmonastery, the To achieving to and enlightenment display a devotion ment monk devotion of display this Typically, temptation. avoiding while tattooed the a three-dayinvolves oneself ritual deny (see must in one which temptations appealing to the fi requirements class must tattooed prestige the monk of learn mysteries the stringent more meet classprestige 2). in Chapter Inaddition the obvious to benefi monk, the Ise Zumi the ismonk, Monastery religious repository a of from a wide varietylore races of and cultures. can One only lie in that deep monastery’s secrets the guess ancient the at basements. his training received Taharqa Mesehti the Ise Zumi at Mon- ascetic the stomach not could he that astery soon found but ISE ZUMI MONASTERY ZUMI ISE Sample Member cure cure , The Ise Zumi Monastery Zumi Ise The wand of ghting. ghting. wand of cure wand of cure culty, even even culty, on their spell lists, cure light wounds light cure campaign. is tied Each one ghter/clerics, barbarian/druids, ghter/clerics, RAGONS get to way ghting a cheap it’s stops & D as soon as you can afford it for quicker quicker for it can afford you as soon as , and cure serious wounds Multiclass fi isn’t likely to save the day in a day the of middle the likely save to isn’t UNGEONS (market price 750 gp) heals about 275 points of 275 heals gp) about price 750 (market c prestige class presented in Chapter 2 of this 2 of in Chapter class c prestige presented When all else fails, take time off from fi from off time take fails, else all When spells. Since both classes have Multiclass: Rest: WARRIOR ORGANIZATIONS course,xes. (Of this be in available not a low- option may to aspecifi book, allowing give to you those classes a rich inbackground your world. The six organizations presented here are appropriate for just just are for appropriate sixThe here organizations presented D any about cure magic setting.) magic moderate wounds moderate canthey spells these use of wands diffi without can they actuallybefore cast the spells. While a light wounds hit per gp fi the battle, 3 once pitched than less That’s exhausted. light wounds it’s before damage of point, is value the which best the Despite deal available. picking a up consider however, wands, cheaper the serious wounds cure fi wands and scrolls, spellcasting, to access gain like the and bard of as or just rangers and paladins a single level Even do. heavily in Magicrogue Device invest the Use allows to you useskill, scrolls, the you staffs wands, or lets which a that otherwise might cleric wield. next the battle. points hit for few is another rest of day Every character least one with at ranks some have Make sure you the duces in the Heal skill—long-term care dramatically re points. hit lost by forced downtime between adventures rid damage. of Assuming a lot of rolls, a average 140 CHAPTER 4 FANTASY WARFARE Finesse, WeaponFinesse, strike). (unarmed Focus ImprovedInitiative, Toughness, Weapon Unarmed Strike, Defl (religion) 14, 13, Dex Str LN; ConAL 10, Int 12, 21, Wis Cha8. +9, Listen +9, Fort SV +11, Ref white mask mind, tattoo; +14; Will still ft., 20 fall slow body, of purity evasion, tattoo, crab SQ tattoo; +19, Move Silently +8, Tumble +16; unarmed strike); SA fl strike); unarmed +10/+5 melee (1d10+1, or +8/+8/+3 strike) unarmed (1d10+1, +10 Atk melee+7; +8; (1d10+1, Grp Atk Full strike); unarmed AC 21, Spd60ft.; touch 19, +6; Init fl CR 11;6; HD5d8 Mediumhumanoid; plus hp 6d8plus 56; 3; and effects from theenchantment from effects school. and is. were 20feet fall the it actually shorter than if as damage He takes it use to slowMesehti descent falling. can his while lycanthropy. mummy as such rot and diseases excepteases for magical reduced. not is hand off his with bonus on damage attack the his any case, In attack. attack(s) the other and forfor regular the extra his or unarmed. If armed with weapon that either with attack extra the make Mesehti can two such weapons, he or siangham, nunchaku, akama, with armed uses If action. next one Mesehti before might make his of opportunity attacks affects take round applies for it 1round, so apiece.penalty This a –1 that penalty in made attack other each and attack this but or a spe cial monk weapon strike unarmed an per round with attack to one make extra at his highest base attack bonus, rival. jealous Mesehti’s attitude shifting from that of friendly advisor to the center of attention. butof feels other threatened dedicated souls, when he isn’t An incautiousmonk PCto widenHe her enjoys horizons. the company PC could easilytemptations of the outside world, urges and any tattooed fi the to handle ill-equipped is monastery the in practiced life ascetic the that characters such to advise Mesehti quick is throw. saving asuccessful with no he damage damage, takes to aRefl attempt him allows mally 6/magic. reduction damage per day.a smite attempt times upto three +5 bonus on the damage roll if the attack hits. He can make bonus a onmelee and asingle a+4 attack smite afoe, gaining weapon. amagic with made were blow the if as reduction damage with creature a to Bluff +16, Escape Artist +16, Knowledge Knowledge +16, Artist Escape +16, Feats: Bluff and Skills Still Mind (Ex): Mind Still (Ex): Fall Slow Strike (Su): Ki Strike Taharqa: Mesehti Purity of Body (Ex): Lion Tattoo (Su): Mesehti may use a full attack action action of Blows attack Flurry (Ex): Mesehti may afull use If Mesehti is exposed toEvasion nor- that any effect (Ex): Mesehti exposed is If This (Su): Tattoo Crab tattoo provides Mesehti with Endurance, Improved Arrows, ect Grapple, Improved Mesehti’s unarmed strike can deal damage damage deal can Mesehti’sstrike unarmed

When within arm’s reach of a wall, arm’s reachof awall, When within +2 bonus on saving throws against spells spells against throws saving on bonus +2 This tattoo gives Mesehti the ability to gives Mesehti tattoo ability the This Male human monk 5/tattooed monk monk human Male ofurry blows, ki

Mesehti has immunity to all dis- to all Mesehti immunity has ex saving throw for half for throw half exsaving at-footed 19; Base Atk at-footed Atk Base 19; strike (magic), lion nd nd THE KNIGHT PROTECTORS Sample Member thoughts, detect lies detect thoughts, cure serious wounds, serious cure The protectors knight have no offi para gons of venerable their code. chivalric lives their as by living ills society’s repair and that process days,” of they “better and believehasten they can the return Those protector who of up theknight mantle take hope for lords who to good works aspired some but way. fell in short fallen of service the or chivalry of orders defunct from come Usually, ofmay backgrounds. come they avariety from of aformerlyremnants but order actually great of knights, chivalry, honor, of and ideals courage. the The of protectors think of themselves restoration) as the (and last preservation a code of conduct, protectors the knight dedicated are to the who share of individuals avariety than organization an Less the abovein statistics). a+10 (included checks He Bluff gains alignment. bonus on all their mission in life. in mission their proudly anyoneand tells interested about new his fellows and decay to fi moral and of corruption Now, search in theland roams Joris protectora knight who of the beliefs group. taught him order. of anew search code In to follow, encountered Joris the disrespect for authority) and banished Joris from their (as the lie well as superiors recognized his know the truth, about superiors to theThough reason. his lied they did not to obey, refused Joris but bankrupt, he to knew morally be duke alocal tofor upon serve many months. When called dilemma this with to order. struggled charity Joris preferring fi eventually deserve that title however, own, their protector who aknight and not does conduct shared the order. by others in police The knights except to the code of or of oath allegiance, of worthiness, proof of protectorservice, no aknight time oneself requires sion procedure. Unlike most knightly orders, declaring too slow to battle fellows to hebelieve were his came that Over time, paladins. corruption WelkerJoris was once aproud member oforder agreat of or moral weakness in others, knight protectors. shunned is and (if not or despised even hunted) by other no adequate reason is no longer considered one of the order, code for violates this knowingly and protector who willingly other dangerous by more assigned mission A senior knights. completing and aquestor by undertaking redeem himself of greater act contributes to good, so doing may that an belief the in violates the code, or violates it willingly unknowingly or who Aknight unwillingly ideals. their against crime high more devout members, who look upon such hypocrisy as a White Tattoo Mask (Su): Mesehti is immune to Possessions: ght against. He allies with PCs with similar goals, goals, similar PCswith with He allies ght against.

Periapt of Wisdom +4, bracers of armor +2, potion of of potion +2, armor of bracers +4, Wisdom of Periapt , and any attempt to magically discern his his discern any, and attempt to magically 250 gp. nds himself in confl in nds himself cial hierarchycial or admis- ict with with ict detect CHAPTER 4 FANTASY

WARFARE 141 +1 at- 47 gp. +1 shock ngers ngers or ghter 5/Order of of 5/Order ghter +1 shock composite shock longbow+1 , and and devoted, pious ned, Male elf fi Chanticleer can Chanticleer attack with a +1 longsword, potion of haste, haste, of potion longsword, +1 Climb +7, Craft (bowyer) +5, Knowledge Craft Knowledge +5, (bowyer) Climb +7, Mithral chain shirt chain Mithral

+1 shock composite shock +1 (1d8+5, ranged ); Full Atk +16/+11 shot; +2d8; SQ close combat precision ); ranged SA [+2 Str bonus]) or +14/+14/+9 ranged (1d8+5, ranged (1d8+5, +14/+14/+9 or Str bonus]) [+2 Possessions: Chanticleer Winterwood: Close Combat Shot (Ex): Shot Combat Close Chanti- action, standard Ranged a As Precision (Ex): Skills and Feats: must be within 30 feet of his target. A ranged precision attack be within precision his A ranged of must target. 30 feet againstworks livingonly creatures with discernible anato- critical to is immune (including that hits creature Any mies. constructs,undead, oozes, and plants, incorporeal creatures) attack. vulnerable precision is a ranged not to virtuous of the Chalice of order Order The is a holy knights quest: extermination the a noble sworn demonkind. to of and nobility, good, standards highest the law, to of heart, Held of pure virtue, of knightsthe are everything this of associate might order one “paladin”—paragons word the with culturedperfect in valor, and refi often,too arrogant and vain. the Chalice of Order relic The takes name from its a holy guarded leaders—an highest the order’s by silver ornate a solar the of blood caught while fought it cup said have to prince.chalice The a demon so is or rich powers, in holy important, is source a constant more of it but talesthe say, As long as he’s been walking,As as he’s long Chanticleer has inhad a bow his a part hands, as and much it’s him of as his fi toes. During in his a great human adventures metropolis, he teachings, and time its no and wasted learned order the of his by aided companion loyal in proving his worth. Today, Quilaembril elf Chanticleer wan- Straylight cleric (male 7), land the hisders test in to talents against search ways of the forces of evil and tyranny. He can be an enigmatic ally to the those to who a deadly foe or archer, a young to PCs, a mentor him. wrong initiate Bow the 4; 9; CR HD 5d10+5 humanoid; Medium 4d8+4;plus fl 59; Init +4; hp 14, 30 Spd touch ft.; 18, AC footed 14; Base Atk +9; Grp +11; Atk +16 ranged (1d8+5, (1d8+5, ranged Base Atk+9; Atk 14; +16 footed Grp +11; Greater Search Dodge, +10; Spot +2, Listen +1, +2, (religion) Blank Pre- Point Shot, Mobility, Focus (longbow), Weapon Weapon Focus (longbow), Weapon Rapid Shot, cise Shot, Specialization (longbow). ranged weapon while in a threatened square without provok-ing an attack opportunity. of aimed make a single attack may precisely cleer with ranged a dealingweapon, an extra points damage 2d8 of if the attack makinghits. When attack, precision a ranged Chanticleer [+2 Str bonus]) or +12 melee (1d8+3, +1 (1d8+3, composite melee shock +12 longbow or Str bonus]) [+2 longsword longbow +1 (1d8+3, melee composite longbow +12/+7 or Str bonus]) [+2 longsword SV Fort +6, Will Ref +9, +4; AL 12, Con Dex 18, CG; Str 14, Wis 8, 10, Cha 12.Int (+2 Str bonus), 20 arrows, Str bonus), (+2 ORDER OF THE OF CHALICE ORDER , Power , Power B Base 24; at-footed Joris can transfer 2 points up to of All of Joris’s allies within 10 feet feet 10 within allies Joris’s of All masterwork lance, masterwork heavy warhorse Joris can take a 5-foot between step Joris skill any can to bonus a +2 add Diplomacy +13, Gather Information Gather +13, +5, Diplomacy Male half-elf ex-paladin 6/knight protec- 6/knight ex-paladin half-elf Male +1 full plate+1 heavy armor, +2 steel long- shield, +1

, or 1d8+2/×3, masterwork lance); SA supreme cleave; cleave; supreme SA lance); masterwork 1d8+2/×3, , or

Possessions: Joris Welker: Skills and Feats:

Attack, Mounted Combat, Trample. Attack, Combat, Mounted Chanticleer Winterwood had wanted to become an Order of an of Order become to WinterwoodChanticleer had wanted such a group. of knew even he Initiate Bow sincethe before the order search for truth, search for order the and beauty patience, through com- diligent practice,mitment, and spiritual origins sincerity. Its scholarsclaim and some originated are unclear, the it among races. regardless, sentient but many has to spread it elves, Way the of is Bow the a spiritual of follower art. Way The learning By the it, each the of learns himself.archer about improving in By Way the goals, himself. improves archer the Bow, shared these with Even sees archery Bow the of in different manners. see Some archery as spiritual believe while others self-improvement, be to a philosophicalit as it a religious art. employ may They only art see the life, of practice simply as or a way it ceremony, organization; killingof as bow the an by important in talent a dangerous this join is Bow the always of Way the say, to As to are wont they world. enough make it. of a little than you more what not is skill Pure an can Bow the of become those truly Way the to dedicated Initiate Bow pres- the of Order the (see initiate order the of classtige in 2). Chapter The Order of the Bow teaches that one’s true that one’s teaches character the Bow of Order canThe Practicing archery. be determined through a form of one’s of members the Bow, the of archery called simply Way the gain against a +4 saves effects. fear on morale bonus If Joris is his helpless, otherwiseparalyzed, or rendered unconscious, allies lose this bonus. +1, protection of ring sword, Stance (Ex): Defensive Armor Class an to ally the by within his AC reducing 5 feet, (Su): amount. same Beacon Shining (Ex): Cleave Supreme feat. Cleave Great or attacks using the Cleave when Best Effort (Ex): day. per once check with chain barding, gp. 27 3d10+6; plus 3; 8*;tor CR humanoid; Medium HD 6d10+12 Spdhp 72; 20 ft.; fl 12, Init touch 25, +1; AC Atk +9; Grp +11; Atk +12/+7 melee (1d8+3/19–20, +1 long- (1d8+3/19–20, melee Atk +9; Atk +12/+7 Grp +11; sword stance shining +2, beacon; SV SQ best effort defensive +2, Int Fort +8, Ref +4, 14, Will AL Dex Con 13, LN;+7; Str 14, Cha 16. Wis 11, 10, lack paladin to of due abilities. adjustment CR hoc *Ad Ride +4, +7, Listen +1, (nobility and royalty) Knowledge Iron Will Cleave, Great Spot Cleave, +5; Search +1,

Sample Member ORDER OF THE OF BOW ORDER 142 CHAPTER 4 FANTASY WARFARE chaste and celibate,chaste and must never defi must be of Chalice the code of conduct. Knights to astricter its members demandsthat Orderthe swear of Chalice the the in described good alignment lawful In addition to the general principles prestige of class. the chalice the knight of paladinhood levels in taking may thereafter,point begin character the and at daybreak, solemn the vows then takes prayer of order the fasting, and becoming into order, the admission quester the spends anightin approves the council plishments. the quester’s Assuming a knight presents and to council the knightly evidence of her accom- in full Once theseclass. qualifi standing.necessary to gain levels the in knight of the chalice prestige requirements to meet full the character the requires Atwhich standing, full in aknight any as to qualify Most questers aim outsiders. evil of tion evil from (including spells divine to eitherand cast the ability Knowledge of Knowledge (religion), (the planes), 2ranks of 4ranks good alignment, including alawful tige class, pres- of Chalice the knight bythe than) required those qualifi minimum meet must of preparation, but acharacter such time going this order the It to possible join aquester is as under- without rank. of this typically are Order of Chalice the members as careers of the adventuring their ters who begin aranger,but occasionally or cleric, other Player class). charac- status the to elevated is of quester now is and a1st-level squire apaladin, (usually character the favorable, is evaluation this onbased testimony given master. by the squire’s knightly If evaluated is largely senior ofsquire by nine knights, acouncil of fi aminimum After aboutof knighthood. theywhile the responsibilities learn calling, serving as squires to older, of the order Most knights prepare more youth from high for this experienced knights level). Sergeants (who Chalice nine 3rd generallyrange from to 6th to commander 8th-level 5th- each characters),and leads cally (typi- Commanders over Chalice authority has nine marshal each to 10th-level characters, 7th- (usually Marshals Chalice of at 10th least a character level) over command has nine (typically Master Each of theChalice the holy itself. chalice safeguarding is responsibility whose greatest Chalice, of the Masters Atits head nine the are organization. in hierarchical rigidly is Order the of Chalice the True to its alignment, order’s well. patron deity as order, as long as they goodhold deitieswelcome are patrons as the other lawful in do not balk at offering However,your at campaign) every gathering. who characters prayers to the ofgood deity you honor don’t if valor and Heironeous use in members offer prayers to lawful Heironeous (or asimilar its Theand order good organization, adevoutly is lawful diffi of order the their they topursue as knights the inspiration cult mission. ), the ability to smite evil, or afavored to smite evil, enemy ability the ), ve years of unquestioning service, the service, ve of years unquestioning cations similar to (but less stringent less stringent to (but similar cations cations are met, the quester returns met, are cations quester the returns le their bodies by touch- by bodies their le Player’s Handbook Player’s protec- , Sample Member after long aquester as years fi after order, the in anewlyColette is knight Daumier admitted from expulsion even the order. or censure in result can conduct of code to adhere Failure todemon this other above priorities. all of must and a always acorpse, placeing the extermination for day. that but ability the no has effect uses not evil is that acreature of Smiting 7points damage. extra an deals She meleeone adds normal +2 and attack. to roll her attack outsiders. evil against checks ability opposed and throws outsiders, saving a+1 and bonus evil on Will against bonus on Sense Listen, Motive, Intimidate, Spot and checks 1d6 a+1 has competence She of damage. points extra also she an attack, deals outsiders. asuccessful On evil against Colette prestige a+1 has rolls bonus class, onChalice attack (warhammer). Weapon Focus Will, Improved Alertness, Initiative, Iron +8; +3, Spot +3, Survival Knowledge (religion) +10, Knowledge (the planes) +5, Listen Cha 14. 17, Str LG; Con 12, AL 8, Int Dex 10, 13, Wis +6; Will +6, Ref SV disease; outsiders remove +2, lay on hands, evil Fort +12, detect evil, good, of aura courage, of aura SQ 5/day; undead 5/day, turn evil smite melee (1d4+4/19–20, dagger +1 (1d8+3/×3,+13 melee (1d4+4/19–20, dagger +1 or warhammer) iron cold +14 (1d8+3/×3, melee masterwork masterworkAC 22,touch 9, fl plus6d10+6 2d8+2 plus 1d10+1; hp 61; 20ft.; Spd +3; Init cold1/knight iron of the Chalice warhammer)characters. 1; CR 9;order), Medium for arecruiter the order, or avigorous as enemy of evil humanoid; of aquester or other new of the knight PCs (particularly or +13/+8 HD of good-aligned ally foes. an She as serve otherand can evil demonsprove against into her battle boldly launching worth, Colette gains a+2 bonusColette on gains her Sense Bluff, Listen, Motive, thropy. mummy as such rot lycan- and diseases magical including (already fi throws to of that a7th-level equal cleric. is spell) good fear effects. against throws bonus on saving or otherwise). Allies within 10 feet of her gain a +4 morale Female human paladin 7/ranger paladin Female human Daumier: Colette Aura of Courage (Su): of Courage Aura Turn Undead (Su): (Su): Smite Evil (Ex): Fiendslaying Feats: and Skills Favored Enemy (Ex): HealthDivine (Ex): (Su): Grace Divine Detect Evil (Sp): Aura of (Ex): Good gured into the abovegured statistics). Bluff +2, Concentration Bluff +11, +5, Intimidate At will, as the spell of the same name. of same the spell the as Atwill, divine grace, divine health, favored health, enemy divine grace, divine at-footed 22; Base Atk +9; Grp +12; Atk +12; Atk Grp +9; Atk at-footed Base 22; Colette may attempt to smite evil with Colette may with attempt to smite evil As a4th-level cleric. As As a member of the knight of the the of knight the of member a As

Colette’s of aura good (see the detect Colette gains a+2 bonus Colette on gains saving

Colette is immune to all diseases, diseases, Colette to immune all is Colette is immune to fear (magical (magical fear to immune is Colette From aranger, her as experience ghting demons.ghting She eager is to ); SA fi ); Full Atk +14/+9 Atk Full ); melee edlyn +1/+1d6, endslaying CHAPTER 4 FANTASY

WARFARE 143

Thorvald gains his on bonus a +2 Thorvald the attitude can of improve +4 bonus on ability+4 on bonus resist checks to

a magicaluence beast with an Intelligence Masterwork chain Masterwork shirt, cloak of resistance +1, t, kidnappers who murdered their victims murdered t, kidnappers who though the Possessions: Dwarf (Ex): Traits (Ex): Enemy Favored Wild (Ex): Empathy Some of the most thoroughly evil the most of hasSome and acts foul the world known Ravagers, can the of ever be feet the laid at squarely a tight-knit group of deadly marauders. Fortunately the for indi- of civilized total the number more world, the areas of these unrepentant vidual descend- remains Ravagers small. However, warning, slayers make up in sheer ferocity what they without lack in numbers. strike they Gathering in warbands having as three as as to few members dozen, two as many some- and hamlets, and villages, towns, unsuspecting on ing caravans. traveling or farmsteads isolated upon even times all are made horrible by depredations the more violent Their factthe that their be maiming principal to seem motives and more other some or kidnapping or theft than rather killing, reason. equally (if understandable detestable) a seminomadic existence, lead establishing Ravagers The more or less permanent encampments hidden in away the areas,wilderness plan from they which remote and other and towns cities occasionally raids. enter They their savage Erythnul to dedicated temple in a secret know they which can often receiving be a similar found, (or slaughter) of deity and sometimes from local the and equipment clergy, supplies specialeven assignments. Those unfortunate enough to come usually as same the fate encampment meet across a Ravager victims. intended Ravagers’ the they for recruit members, not new need those Ravagers The attracts inevitably deeds their of infamy the that know life. for Hatred, malice, and reverence lost any have who Ravagers’ the all of are core folk the bitterness toward other beliefs and some behaviors. are found Among their number of the most irredeemable and vile persons their country betrayed and oaths for who sun.the Soldiers ever to walk under profi ransom paid in was full, crimes whose are mass murderers an animal can check in a Diplomacy improve same the way rolls if He being. 1d20+4, attitudethe 1d20 or a sentient of infl to attempting 2. 1 or of score masterwork battleaxe, composite 10 shortbow +1 Str bonus), (+1 arrows, silvered 25 pp. arrows, 10 being bull rushed or tripped; +2 bonus on saving throws throws saving on bonus +2 Point Negotiator, Combat, Mounted Initiative, Improved tripped; or Blank Track. Rapid Shot, Shot, rushed bull being against poison, spells, and spell-like effects; on bonus +1 attack rolls against and goblinoids; orcs AC +4 to bonus against giants; Appraise on Craft or bonus +2 checks related metal. or stone to Bluff, Listen, Sense Motive, Spot, and Survival Spot, Motive, checks when Listen, Sense Bluff, using skills these same the bonus gets against He goblinoids. damage rolls weapon againston goblinoids. THE RAVAGERS THE bless , mas- c missions against the +1 dagger, ring of sustenance, sustenance, of ring dagger, +1 [+1 Str —; SA bonus]); SQ [+1 ghter 2/ranger 3; CR 5; Medium . Colette can cure 14 hit points of points of hit can cure Colette 14 (2; save DC 11 + spell level): 1st— + spellDC level): 11 save (2; at-footed 14; Base Atk Grp +5; 14; +6;at-footed As the spell, week. per once (Sp): Climb +2, Hide +7, Intimidate +3, Listen +5, Climb +7, Hide +2, +2 full+2 plate heavyarmor, +1 steel shield Male dwarf fi

ve years, though many enjoy lifetime careers in in careers lifetime enjoy many though years, ve +1 composite shortbow +1 composite shortbow Str bonus]); Full [+1 Atk +7

Thorvald: Possessions: Lay Hands on (Su): Remove Disease Skills and Feats: Paladin Spells Prepared Spells Paladin

Ride +8, Survival +5, Spot Endurance, +5; +7, Silently Move Dragon knight, he would seek desperately to impress to thatDragon knight, seek desperately would he throwingindividual, even himself perhaps a situation into his head. above prove himself to his superiors. If he encountered a PC Purple himself his encountered If to superiors. prove he He aims to become a Purple Dragon knight, and speaks of of speaks and knight, Dragon Thorvald is and a scout skirmisherPurple with the Purple a Dragons. become to aims He has listens. his that he knows dream who He with anyone the talents join to the ranks the of knights, to has but yet the organization. Particularly gifted individuals even may Purplebecome knights, Dragon are often responsible who class the prestige (See soldiers. of in leading forces Chap-for information.) more 2 for ter based on hisbased on skill duty in areassigned active the to Some set. as a skir- be designated might while others standing army, detachment part an independent of even or a scout, misher, specifi in part taking soldiers elite of evil. of forces service terms of Most in Purple the last Dragons mini- a mum of fi Membership in the Purple Dragons is open to anyone soldiers loyal disciplined, anyone of army an is to Dragons Purple The open is are widely service the king. to dedicated They a noble of Dragons their skillrespected for a in and battle, heroism and enjoy Purple the traditionproud dating in back generations. many Membership willing service the king. pledge to to After a minimal amount of training to ensure the applicant’s dedication and his initial receives assignment member new the aptitude, weapon, protection from evil evil outsiders. She gets the same bonus on weapon damage damage weapon on bonus same the andSpot, Survival using skills these gets checks when against She outsiders. evil rolls against evil outsiders. day. per wounds humanoid; HD 2d10+4 plus 3d8+6; hp 38; Init +6; Spd 20 20 Spd +6; Init 38; hp 3d8+6; plus 2d10+4 HD humanoid; fl 12, touch ft.; 16, AC ranged +7 battleaxe) or masterwork (1d8+1, Atk melee +7 (1d6+2, ranged +7 or (1d6+2, battleaxe) masterwork (1d8+1, melee +1 composite shortbow ranged +5/+5 or Str bonus]) [+1 (1d6+2, terwork cold iron warhammer, warhammer, iron cold terwork 45gp. dwarf traits, favored enemy goblinoids +2, wild empathy wild +2, goblinoids empathy enemy dwarf traits, favored +4; Ref +6, SV Fort +9, Will AL +1; LN; Str Con Dex 15, 13, Wis 8, 10, Cha 12. Int 14,

Sample Member PURPLE DRAGONS PURPLE 144 CHAPTER 4 FANTASY WARFARE this cruelandhorrificact,thewarbandappliesadistinctively letting followedbyburningthesacrificealive.Following with theunholyritesofErythnul,whichinvolveblood- would-be Ravagermustsacrificethevictiminaccordance (preferably human,butinapinchanyhumanoidwilldo).The members ofthewarbandacquireasuitablesacrificialvictim Erythnul tofillhisheartwithhateandmalice,other the Ravagers’code.) losing thecombattoaninitiateandwhofoughtaccording deity ofyourcampaignautomaticallyresurrectsmembers initiation: thefiresacrifice.(Erythnulorappropriate to thedeath—heissubjectedfinalsegmentofhis of armsalone.Ifthenewcomerwins—thefightisalways that anyRavagershouldbeabletowinaplacethroughforce with theexceptionofspellcasting,fortheyfirmlybelieve to meettheinitiateinsinglemeleecombat,noholdsbarred point, theleaderofwarbandchoosesarandommember for thetimebeing.Atsomelater(andseeminglyrandom) the leader),heearnsaplaceamongRavagers,atleast on thesizeofwarbandandrelativeruth-lessness period oftime(usuallybetween3and10rounds,depending en masse.Ifthenewcomerholdshisownforapredetermined makes hisintentiontojoinknown,theRavagersattackhim to carrychaosanddestructionintotheworld. into theirwarbandseagerly,fortheyaretheidealcandidates too heinoustodescribe;thesepeopletheRavagersaccept While thecandidatewaitsonhisknees,prayingto When aprospectivememberapproacheswarbandand A teamofplayer characters “infiltrates”atentfullof enemycommanders. Sample Member her initiation,Zyerahasprovensavageferocitymany orphan findingahomewiththemonks.)Sincesurviving slain bytheRavagersmanyyearsearlier,resultingin of theRavagers.(Ironically,Zyera’sparentswerethemselves outcast, shewanderedinsearchofapurposeuntilhearing at heradoptedfamily,bothspirituallyandphysically.An increased aftermaturity,andsheeventuallylashedout her innerstrugglesagainstthelawfulnatureoforder Though shefoundgreatfulfillmentinherstudiesofdeath, Jas, andforatimeshemanagedtofitinwiththeorder. Zyera wasraisedbyagroupofmonksdedicatedtoWee of theRavagersmayleadtojustsuchconditions. oppressive, thanthenorm,sinceinclusionandpresence affected byanatmospherethatisgrimmer,perhapseven fellows. TheRavagersworkbestinacampaignnotadversely wanton malice,orfacedestructionatthehandsoftheir be preparedtoparticipatefullyintheirdivinemissionof members exist.Thosewhoseektojointheirnumbershould and decent.Noredeemingfeaturesofthisorganizationorits and herplayinggroup’ssharedsenseofgoodtaste,allows.) cally repulsiveandphysicallyarduousasherimagination, make theRavagerinitiationceremonyasmorallyandethi- the onlyescapeisindeath.(TheDMshouldfeelfreeto marks himasaRavager.Oncetheceremonyiscomplete, repulsive setoftattoostotheapplicant’sface,whichforever To jointheRavagersmeansleavingbehindallthatisgood CHAPTER 4 FANTASY

WARFARE 145 ght- ghter ghter ghter as his his as cing in cing ght ght at the ghter doesn’t doesn’t ghter and barbar-ghters attract. to each deityghters tends ght. nd much to respect to in teachings much the nd ghter worships whichever deity provides deity provides whichever worships ghter ght, some players might simply blow off off blow simply might players some ght, ghter who reveres Erythnul reveres deal who to out only lives ghter DEITIES WARRIORS AND from a deity Player’s the select might ghter Handbook patron, and what type and what patron, fi of each entry and rare deities, patron uncommon the alsoFor tweak to make that how deity to it on brief notes includes appealingmore appropriate warriors to in more a warrior- (or oriented campaign). Each alignment deity’s after in is parentheses given its deity, any can that nonclerics revere remember name, but regardless the of character’s alignment. Erythnul (CE) is a popular choice of evil fi races.ians, As of a deity particularly savage more the among patron(s), paying respect, worshiping, or even sacrifi even or worshiping, paying respect, patron(s), names. their following a The material insight some why into provides fi Erythnul fromslaughter, those fi draws worshipers rarely strict follow martial regimented who ers to belong or codes armies. A fi prevented when and grows impatient death and mayhem, from periods. extended doing so for Erythnul’s worshipers typically increase to high better the Constitution scores, have intheir staying a fi power fi any for deity is best patron the (LG) Heironeous chivalry holds who and as valor high ideals. Paladins obvi- lawful or good fall any but ously this fi into category, fi easily could monk or Courage the fi to tend would characters Such adding Heironeous. of Consider battle, the of against leading charge the forefront tyranny score. and may and outspoken, are often proud and injustice. They Charisma high a have Unlike typical the a combat- character, divinely oriented minded character’s link his to deity is “what less based on I whom “to based on grants deity and more me” my powers A fi victories.” my for respect andpay homage gain to a deity spells specialworship other abilities, or wor- he brings that such worship a deity because believes ships he him in him luck battle good protects or from ill favor. dei- this For deity (or such reason, of a character’s choice is simultaneously less important venerate and more to ties) important than a cleric. by On one made same the choice likelyhand, affect isn’t to since the choice the character’s fi a in capabilities fi “My decision. the it’s Sure, deity. such a player. by healing” statement my is a common patron of choice oppor- your roleplaying by great the ignores mentality that But provided tunities easy a warrior care deities, for doesn’t about that say he to of powers the where is that in a world believable how but are in deities the plain more all much view for see? It’s to as his deities more or likely see one character that any would Common Deities Patron Fighter USING THE THE DEITIES USING FROM PLAYER’S HANDBOOK ) or ) or at-footed exes, Diehard, ); Full Atk +14/+9 +14/+9 Atk Full ); ghter ghter 2/ravager 4; ex saving throw for ); SA cruelest cut2/day, +1 shuriken, 12 +1 gauntlets of ogre +1 shuriken 21 sp. If Zyera declares ahe is ahe declares using cruelest If Zyera Enemies within 10 feet of Zyera take take Zyera of feet 10 within Enemies Zyera’s melee touch attack touch deals melee 1d8+4 Zyera’s When within When a wall, of reach arm’s Kyera strike (magic), pain touch 2/day; SQ aura aura SQ 2/day; touch pain strike (magic), Intimidate +1, Knowledge (religion) +3, (religion) Intimidate Knowledge +1, Zyera’s unarmed strike Zyera’s can deal damage to ki Bracers of armor +3, armor of Bracers

Female half-orc ex-monk 4/fi ex-monk half-orc Female Possessions: Still +2 Mind (Ex): bonus on saving throws against spells Zyera may use a full may Zyera attack (Ex): Flurry action Blows of Ki Strike (Su): Slow Fall (Ex): Pain Touch (Su): Pain Touch is exposed effect If any that to Zyera (Ex): Evasion Zyera: Skills and Feats: Cruelest (Ex): Cut urry of blows, blows, urry of power, boots of elvenkind, can use it to slow her descent while falling. descent her can takes slow use to damage She it as if than shorter actually it the fall 20 feet were is. and effects school. from the enchantment fully, she deals an temporary she points extra of fully, Constitution 1d4 damage. bonus, attack base highest her extra make one to at attack with round per an unarmed strike weapon monk cial spe a or but this attack and each other attack made in penalty thata –1 This apiece. penalty so 1 round, it for applies round take affects attacks opportunity of her make might before Zyera next action. If armed with a kama, nunchaku, siangham, or can make the extraZyera with attack or either that weapon unarmed. If armed for with uses one two she such weapons, extra the regular for her and other the attack(s) attack. In any the attack damage on case, bonus her with his off hand is not reduced. half takes damage, damage she no with a successful saving throw. a creature with damage reduction as if the blow were made made were blow the if as reduction damage with creature a with a magic weapon. canpoints damage. of She also use pain through touch a dealing weapon, melee points 1d4+4 damage. of (Su): Fear of Aura morale penaltya –2 all on saving as they as long throws for range. within remain normally a Refl allows attempt to her CR 10, Medium humanoid; HD 4d8+8 Medium plus 10, 2d10+4 CR plus fl 13, 40 Spd touch 4d10+8;ft.; Init +1; 16, 74; AC hp unarmed (1d8+5, melee 15; Base Atk +9; Atk Grp +14 +14; +1 shuriken (1d2+6, ranged strike) +11 or (1d8+5, melee unarmed strike) +12/+12/+7 or (1d8+5, melee +1 shuriken (1d2+6, ranged unarmed strike) +11/+6 or (1d2+6, ranged +9/+9/+4 fl times to her fellows. She revels in destruction the revels spread She fellows. times her to make recurring an and would Ravagers, the by excellent good-aligned for PCs. enemy of fear, evasion, slow fall 20 ft., still mind; SV Fort +13, +13, Fort SV mind; still ft., 20 fall slow evasion, fear, of +6, Will ALRef 8, Int NE; Wis +7; Str 20, 14, Dex Con 12, Refl Combat Cha 6. 14, +6; Survival +13, Silently Move Endurance, Improved Sunder, Power Attack, Stunning Power Fist. Sunder, Endurance, Improved makingcut before an attack, and attack the strikes success- 146 CHAPTER 4 FANTASY WARFARE Uncommon FighterUncommon Patron Deities high Wisdom scores. Consider adding archery to Ehlonna’s Consider Wisdomscores. high archery adding tend to be very protective deity.a patron Worshipers good and usually of are Ehlonna of the woodlands,world of as the thedeity choose forest, of the woodlands also and may have who those feel closeto particularly the natural barbarians, halfl and byelves, as well as gnomes, half-elves, (CG) worshiped archers, Ehlonna often and byrangers is have often scores. Wisdom high Such characters of things. view may and haveto black-and-white life, avery His worshipers tend to be single-mindedfi in their approach law and monks, Paladins, transgressors. to punishing ful of law order, and the authority who and dedication share his (LN) many worshipers Cuthbert draws who St. believe in Constitution scores. have good often Kord of worshipers scores, Strength high to addition or otherIn diplomatic interactions. functions with the day,where impatient can’twin strength often growing test of muscle or stamina. Such characters chafe in settings deity may subconsciously favor his ask Kordacon- to in grant fi and physical barbarians prowess both including athleticism, and The worship of Kord who those (CG) appreciate attracts to. access Hextor that grants 3) of domains to list the Considerscores. Tyranny the (see adding Chapter domain ring action fi the prefer lead to to subtlety. Hex fi evil tor, do as ing confl They Hextor often (LE) is to. the access have grants Heironeous that evil mirror high (see ofdomains Chapter 3) domains tolist the Nobility and to Charisma Heironeous, promot- for a warrior-oriented campaign. for awarrior-oriented more appropriate him to to make access he grants of domains Fate the (see and Chapter domain 3)Hai’s portfolio to list the whothose abuse it. Consider to retribution Obad- adding to against seekretribution only to but protect also nature, Hai’s more dedicated followers it upon take themselves not their rivals than they might care to admit. Some of Obad- more them like making have scores, Wisdom often and high Those who characters. other and nature-minded of rangers, revere barbarians, worship the (N) attracts Obad-Hai Ehlonna, rival his Like Obad-Hai live campaign. more for appropriate him awarrior-oriented in harmony to make sider to mercenaries Fharlanghn’s adding portfolio with natureworships Fharlanghn may have a high Dexterity score. Con- the open roadeven to acomfortable home. Afi oneably to place stay in for long, doesn’t very like preferring Afi of deity the roads. must sellsword any wandering pay at leastsome homage to Fharlanghn but (N) warriors, associated isn’twith usually campaign. her to make more for awarrior-oriented appropriate portfolio ghters and rangers all make fi make all ghters rangers and ghters. who Even profess not warriors to worship any ict and destruction. Many blackguards worship Many blackguards destruction. and ict good, freedomprefer- and ght against Theseghters monks. characters and ghter who worships Fharlanghn prob- ghter who Fharlanghn worships ne followers Cuthbert. of St. ings. Some ings. ghter who ghter Rare Fighter Patron Deities Rare good-aligned martial characters of all classes, from barbar- from classes, of all characters martial good-aligned venerated is of evil, Pelor by adversary (NG), astalwart as campaign. for more awarrior-oriented appropriate folio him to make personality. Consider adding dueling of advantage better to orof take bard rogue strength of their to Olidammara’s port- may and have scores, levels or Dexterity have good Charisma as much asphysicaland skill prowess. Such characters often on wit who survive characters other and bucklers martial (CN) excellent an for is deity patron swash- Olidammara for whom) sword, long as his job the keeps as him he swings fi have would reasonto venerate also ability A ing Boccob. fi master. multiclass course, Of war- mercenary could aneutral as to the Uncaring, Boccob However, intelligent fi aparticularly devoted theof deity as acharacter inappropriate to combat. knowledge, and of magic would Boccob seem singularly a fi (N)Boccob patron deity for might well bethe most unusual to. access grants Pelor that (see ofdomains Chapter 3) domain to list the ity Consider the Nobil- adding campaign. for awarrior-oriented Pelor’s scores. thus includes perfectlyappropriate is and strength, portfolio Charisma or Wisdom good have typically They tend need. to toin those behelpful friendly, and particularly One. Fighters to offer who Shining the revereof thanks Pelor fi rare a it’s healing, fi What’s more, all since to paladins. ians scores and tend to be quiet, privateFighters who worship Vecna individuals, have often good Intelligence rarely trust- allegiance. full their deity to someas giveand this go far so prayer One, occasional to Whispered amore the than offering fi However, characters. among martial than characters magic-wielding among worshipers more far has Boccob, like Vecna (NE), to. access grants he domains of list the 3) to Chapter (see domain Fate the and considerented conquest campaigns, adding portfolio to his scores. To increase Nerull’s appropriateness for have warrior-ori- often Wisdom opponents,above-average and their apatron deity seekonly as to conquerNerull destroy and Fighters who murderous their choose abilities. enhance levels who to gain of often rogue live. Such characters all ers who work worship to Nerull deliver merciless death to fl among his characters martial evil other and purely counts blackguards but also assassins, and Nerull (NE) is typically associated with necromancers ate for fi appropri- more him make to to access grants Boccob domains port- Boccob’s to (see Chapter of 3) domain strategy to list the Planning folio the and adding Consider score. Intelligence have ahigh typically Suchcomfortably characters supported. ghter about who why worships little may Boccob (or care ghter, barbarian, or other martial character. As the deity character. As orghter, other martial barbarian, ghter-oriented campaigns. ghters with secretsghters to with protect may fi ghter who doesn’t one at know least prayer ghters with arcane spellcast- ock. Above all else, fi else, Above all ock. ghter might pay re spect ghters need frequent nd nd themselves ght- CHAPTER 4 FANTASY

WARFARE 147 ghter who believes that might nd much to appreciate in the one-eyed one-eyed the in appreciate to much nd ghters among his worshipers. Much more more his Much among worshipers. ghters Nadirech (CE) Sulerain (NE) ghters or rangers who also have levels of rogue folio to make him more appropriate for racially make for appropriate to him integratedfolio more warrior-oriented campaigns. a In path the of follow who are few there gnomes, Among wit. of combat to exclusion, and love thus Garl Glittergold (NG) doesn’t Garl’s fi many count appreciate to tend are fi common who and bard, or adding similar share racially who campaign, integrated nongnomes Consider Garl nd an patron. appropriate Fighters likes fi well might scores. and joke a good appreciate Garl Glittergold worship who Intelligence forget craftsmen, also never may they but be accomplished high have vigilance lessons of the They their deity. patron by taught frequently vigilance Garl’s to portfolio make to him appropriate more a raciallyfor warrior-oriented integrated campaign. their from among his of worshipers most draws Gruumsh (CE) orcs and half-orcs, fi any but intimidate to makes right can fi better the no Gruumsh worship have who deity’s teachings. Fighters scores, defend weak, the believing to for those that able mercy only Charisma their may lands right any them. and They to possessions have high have portfolio Gruumsh’s includes followers. and lead enemies a martial and to is perfectly suited thus war, campaign. Paladin Altua (LG) Any Cleric Druid Fighter Any Monk Paladin Altua Ranger Rogue (N), Konkresh (CN), Sorcerer Syreth (NG), Lyris Wizard (any) Abjurer Diviner (LE) Altua (LG), Halmyr (LN), Typhos (NG) Enchanter (LE) (CG), Sulerain (NE) (N) Syreth (NG), Valkar Illusionist Syreth (NE) Halmyr (LN) (CE) (CG), Necromancer Valkar Halmyr (LN), Nadirech (CE) (CG), Konkresh (CN) Typhos Valkar Lyris Sulerain Nadirech Class Deities (Alignment) Deities Class by Deities Class Barbarian Bard (CG),Valkar Konkresh (CN), Sulerain (NE) (N), (CG), Lyris (LG), Valkar Altua ghter-oriented campaign. ghter-oriented alignment alignment and alignment alignment alignment alignment alignment alignment alignment ghters of many races, particularly those who ghters to her worship. Those few who select select who few Those worship. her to ghters

ing Syreth, and or by class Valkar

Deities Race by Race Deities Human Dwarf By class and alignment Altua or by class and Elf Elf Gnome Goblin or by class and Valkar Syreth, or by class Halmyr, Half-elf Halfl Nadirech and or by class by class and or Hobgoblin Valkar Kobold or by class and Typhos Orc or half-orc and class or by Konkresh Nadirech and or by class Name Alignment Domains Domains Alignment Name Altua (F) Syreth (M) (M)Valkar Halmyr (M) Portfolio (F)Lyris Lawful Weapon good good Neutral Konkresh (M) Chaotic good Lawful neutral (M)Typhos Sulerain (F) Chaotic neutral Healing, Protection Good, Good, Law, Nobility*, War Nadirech(M) Neutral Good, Chaos, Courage*, Strength War Planning*, Law, *New Lawful domain described evil in Chapter this 3 of book. Strength Chaos, Destruction, Neutral evil Chaotic evil Battle axe Longsword Heavy mace War Law, Evil, Tyranny*, Greatclub Luck, War Fate*, Death, Destruction, Evil Chaos, Luck, Evil, Trickery Courage Protection, community nobility Honor, Rapier Brute force Greatsword Short sword Greataxe skill Strategy, Tyranny Cowardice, trickery Warhammer Slaughter Victory, fate and rangers, typicallyghters but a small only by is revered domains (or both; see Chapter 3) to the list to both;domains 3) of domains see Chapter (or he grants make access to him to appropriate warrior- more for the to oriented campaigns. discipline magic, doesn’t oversees deity who another Jas (LN), Wee attract fi many adding as a patron are often stricther taskmasters, typically belong- Consider ing a disciplined, to hierarchical organization as a (such scores. military superiors to and demand are obedient They force). similar attitudes often have those them. They beneath of Charisma high to to access Jas and the Planning domainsportfolio Tyranny or Wee of grants she domains of list the to 3) Chapter (see appropriate a fi for more make her elf most of deity Larethian is patron the Corellon (CG) fi racially in a more integrated However, nonelves. of number choice a common easily become could campaign, Corellon and rangers fi of Corellon worship who Fighters bow. the or sword the favor be self-reliant, to high Dexteritytend and often have scores. port- and archery Corellon’s to adding swordplay Consider ing anyone with their plots and schemes. Consider adding with Consider and schemes. their plots ing anyone portfolio and the Planning domination Vecna’s to Tyranny or Race-Specific Deities Table 4–5: The Warrior Pantheon 4–5: Warrior Table The 148 CHAPTER 4 FANTASY WARFARE Syreth Altua THE WARRIORPANTHEON through thelong, darknight. better toprotectthecommunity spells toherclericsatdusk—the cated toguardingothers.Shegrants rangers, aswellanyonededi- include goodfightersand those inneed.Herworshipers Guardian, Syrethprotects Also knownasthe for spellsatsunrise. monks, andanumberofknightlyorders.Altua’sclericspray battle. Herworshipersincludepaladins,goodfightersand Tenets ofWarfarebywhichallcivilizedracesengagein The deityofhonorandnobility,AltuaguardstheSacred the world.Thepantheonofdeitiesdescribedin activities belowwouldhaveportfoliosthatreflect assume thatthedeitieslookingdownon In awarrior-orientedsetting,it’snaturalto access to. to thelistofdomainsthatYondallagrants adding theCouragedomain(seeChapter3) priate forawarrior-orientedcampaign.Consider enemies. Sinceherportfolioincludesprotection,itisappro- to thosetheyguard,butstalwartandruthlessagainsttheir Yondalla asapatrondeity.Herworshipersarekind-hearted a communityorsimilargroupofinnocentsmightchoose grated campaign,anyfighterresponsibleforthedefenseof have goodConstitutionscores. who worshipMoradinarestoicandtenacious,tendto likely bedrawntothebannerofSoulForger.Fighters In araciallyintegratedsetting,manynondwarveswould and ofwar,hefitswellintoawarrior-orientedcampaign. (LG),likeGruumsh,isbothadeityofhispeople Yondalla (LG)isaprotectorgoddess.Inraciallyinte- Symbol ofAltua deities ofwarandcombatyou’re either augmentingorreplacingthe already presentinyourcampaign, one ormoretothelistofdeities structure ofyourworld,oradd entire pantheonasthereligious of theday.Youcanuse martial combatistherule for aworldinwhich this sectionisdesigned Symbol ofSyreth Pantheon. Table 4–5:TheWarrior deities issummarizedon information aboutthese currently using.Basic Typhos Konkresh Lyris Valkar He grantsspells tohisclericsatdawn. including evilfighters,blackguards, andevilenchanters. that thebestmethodofrulership istotaldomination, dom-loving people.Heisthe patronofthosewhobelieve The deityoftyranny,Typhosis theswornenemyofallfree- nature. Hisclericsprayforspellsatdawn. be morediametricallyopposedintheir the brotherofHalmyr.Thetwocouldn’t The deityofbruteforce,Konkreshis the day. spells atnoon,the“balancepoint”of afterlife. TheclericsofLyrisprayfor just rewards(orpunishments)inthe each personshallreceivehisorher wheel offate,whichpromisesthat Others seeherascontrollingthegreat symbolizes theinevitabilityofvictory. Lyris hastwoaspects.Tothebold,she As thedeityofbothvictoryandfate, most needed. midnight, whencourageis His clericsprayforspellsat choose discretionovervalor. but canbefickletothosewho rewards braveryinbattle, fighters, androgues.He good barbarians,bards, Valkar, isafavoriteof The deityofcourage, barbarians andofdruidswhofavorthesavageaspect Symbol of Halmyr believes onlyinstrength.Konkreshisafavoritedeityof Konkresh isrash;Halmyrrewardsskill,while outlook—where Halmyrispatient, Halmyr The deityof strategy andskillinwarfare,Halmyr is patientandthoughtfulinallthings. clerics prayforspellsatdusk. He lookskindlyuponthosewhouse planning andforethoughtintheir endeavors. Manygeneralsandwarlords offer upaprayertoHalmyronthe evening beforeabattle.Lawfulchar- acters ofmanyclasses,particularly some wizardsreverehim.Halmyr’s fighters, monks,rogues,andeven Symbol ofValkar Symbol of Lyris CHAPTER 4 FANTASY

WARFARE 149 endary achievements for a warrior might be to lead an army of paladins and quests. Appropriate leg- angels against the gates of Hell, to free a kingdom (or even an entire plane) from history for his great con- tyrannical rule, or to restore the balance of life upset by to defeat a renowned monster to defeat a renowned fiend, a great such as a mighty pit or even wyrm dragon, a titan, level, your character might have level, your character necromantic forces from another the legendary tarrasque. Alterna- the legendary tarrasque. order to cross the threshold to 21st order to cross the threshold tively, his opponent might be a tively, his opponent nents he fought along the way? In along the way? nents he fought A third mark of a legendary warrior group or organization, such as a cult group or organization, reality. by chronicling the mightiest oppo- the mightiest by chronicling dedicated to Erythnul, an army of fire dedicated to Erythnul, way to describe an epic fighter than an epic fighter way to describe giants bent on mass destruction, or an giants bent on mass Beowulf without Grendel? What better Grendel? What Beowulf without is his weapon. From Roland’s Durandal, is his weapon. From Roland’s Durandal, +5 vorpal greataxe named Deathbringer, enclave of mind flayers intending to take enclave of mind flayers artifact, such as an intelligent holy avenger, a or any other unique weapon. In a low- the Lernaean Hydra or the Nemean Lion, or Hydra or the Nemean the Lernaean magic campaign, even a relatively weak to King Arthur’s Excalibur, to the blade to King Arthur’s Excalibur, to the blade simply be an extraordinarily powerful non- item might fill the bill, as long as it carried Mace of Cuthbert or the Sword of Kas, or it might over the kingdom’s capital. Kas, wielded by Vecna’s traitorous lieutenant special significance in the world. Regardless, a great weapon becomes inextricably linked with its owner. To achieve epic levels, your fighter may have to wield a legendary weapon. This weapon might be an artifact, such as the the weapon should be a special item, something Symbol of Typhos Symbol that you couldn’t just find lying around (or buy off the shelf). You might have to construct the weapon yourself (perhaps with the help of powerful allies), recover it from a long-forgotten tomb, or take it from In other cases, epic warriors are best symbolized by a In other cases, epic warriors are best symbolized its current wielder. great achievement. The assembling of the Argonauts and great achievement. The assembling of as a legendary their quest for the Golden Fleece marks Jason throughout hero, and Alexander the Great is remembered Nadirech Symbol of Symbol Kohresh Symbol of Symbol Nadirech Nadirech pray for The clerics of spells at mid- be a deity of luck. night, and usually in secrecy. Nadirech’s claim to faithful of Lyris dispute for their lack of valor, while the THE EPIC WARRIOR Symbol of Sulerain Symbol Player’s Handbook establishes 20th level as the limit to

Great warriors of legend are often defined by This section addresses some issues relevant to epic

their opponents. What would Hercules be without The passage from everyday hero to epic hero isn’t a given in all games. Every DM has his own opinions about how (or if) to incor- porate epic-level characters into the campaign. Assuming that your campaign offers characters the opportunity to attain 21st level, this section provides some advice for the player of a martial character and the DM to use when approaching that point. martial characters, from becoming an epic-level character, to advancing to epic levels in prestige classes, to new epic feats. The Dungeon Master’s a character’s power and experience. The that limit Guide, however, provides rules for going beyond are called epic- to 21st level and onward. Such characters rules to govern level characters and use slightly modified their interactions. Also known as the Shunned One, Also known as deity of cowardice by Nadi-rech is called the and luck by others. some and the god of trickery deride Nadirech’s worshipers Followers of Valkar The deity of death and slaughter, Sulerain is of death and slaughter, The deity She is pleased the Grim Lady. often called of life—the and loss only by destruction Her wor- loss, the better. greater the evil necro- shipers include assassins, else attracted by mancers, and anyone Sulerain’s clerics the power of death. called “the dying pray for spells at dusk, of the sun.”

EPIC-LEVEL WARRIOR BECOMING AN

Nadirech Sulerain 150 CHAPTER 4 FANTASY WARFARE CHARACTERS PRESTIGE-CLASS EPIC-LEVEL throws and attack rolls. attack and throws ter the of 206 page Bonuses, Attack Epic Save and level. Table use 20th Instead, don’t after increase Epic 6–18: —You continue to gain Hit Dice and skill points as normal —You normal as points skill Hitand Dice continue to gain — (presented book). Chapterclass in 2of this a sample epic progression for berserker the frenzied prestige by followed are and progression, class prestige epic an create how10th to describe level. The guidelines following all, classfrom the Player features classes the for progressions epic-level continue Dungeon the as just Master to accumulateepic-level progression for the prestige class, an create must you addition, In aftervenience.) summarized later in this section, for con- Guide presented the rules in 10th level he the aprestige follows in class, all When epic-level an advances beyond character of level. regardless your character class, ten levels levelthan beyond for indicated that maximum the higher. You fewer with aprestige advance in class cannot or 20th level already your character is levels, but if only beyond 10th level offers ten already that aprestige in class on page advance 206). You also beginning can Characters, beyond level of the basic classes characters 20th (see Epic The 10th. Thus, a 24th-level assassin’s death attack would have10th. Thus, a24th-level attack death a assassin’s levels class above character’s the attack) should add only half levela save the class using death (such DC the assassin’s as level.class However, any prestige feature class that calculates loremaster’s lore a as such levelformula, of amathematical class part as check, continues your feature thatuses any class speaking, —Generally to increase as normal level. 10th beyond by in oneormoreotherclasses.If youhavetakenfewerthanten blackguards, regardlessofthefact thattheyalsohavetenlevels blackguard prestigeclassundoubtedly thinkofthemselvesas short detourfromyourmainclass orclasses. levels, forinstance,youhaven’tnecessarilytakenmorethana other classes.Butaftermaxingoutaprestigeclasswithonlyfive of timeandeffort,detractingsignifi cantly fromyourpursuitof levels toaprestigeclasswithfewerthantenlevels? prestige class,butonlyifitisaten-levelclass.Whycan’tyouadd The epicrulesallowyoutogobeyondthenormallevellimitina EPIC LEVELSANDPRESTIGECLASSES BEHIND THECURTAIN: pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs It’s NotSignifi It’s Too Easy:Maxingoutaten-levelprestigeclasstakeslot ’ to determine the character’s epic bonus on saving epic bonus on saving character’s the to determine s Guide, Dungeon Master . (Many of those rules are repeated are . (Many or of rules those Class-related basesaveClass-related bonuses bonus andbaseattack ’ s Handbook cant Enough: Characterswithtenlevelsinthe cant ’ has information on advancing on advancing information has s Guide Dungeon Master . Many, but not ’ presents presents s Guide ’ s Dungeon Mas- Guide). ing anEpicProgressiononpage 210oftheDungeonMaster’s epic progressionfortheclass (see BehindtheCurtain:Build- gression, that’sokay. Work togetherwithyourDMto createan levels inaprestigeclasswithfewer thantenlevelsinitspro- Thatsaid, ifyourDMwantstoallowacharactergainepic features tobuildauniqueepicprogression. infinite numberoflevels,ortheremightsimplybetoofewclass ment ofaspecialabilitymightbetoofasttoextrapolateoveran sion ofclassfeatureswouldbefortheclass.Therateimprove- to guideyou,it’sharddeterminewhatanappropriateprogres- of yourcharacter’sidentity. levels inaprestigeclass,thoserepresentsmallerfraction after 10th levelafter the fi at rate it the same didduring —For spellcasters, your caster level continues abilities. a much class of those faster normal rate than to increase forDC epic-level at increase prestigeabilities character class levelsclass above 10th). Withoutadjustment, this the save save of 27 DC +Int modifi —Any class features that increase or accumulate levels, continue masters to their gain servants as if increase as part mounts, fi —The and special powers of familiars, level character 20th. after level. caster total However, per day don’t your spells increase adds loremaster 13th-level a 13 caster level to his derived to another determine from class Thus, class. prestige your of levels are gained only level at asingle gained are do not improve. features that improve class epic you as levels. gain Likewise, level of donot options have list that features and alimited aprogression slows that features with or stops before 10th foraren’t these levels. anyfeatures described new Class class —You there because don’tanyfeatures, new class gain levels. three every gets character every that feat the to addition in are 10th improve level. features after wise class These bonus feats other- classes progression not features, because ofall class fi abonus feat four, gains levels, every three, two, class each or nonepic from retained features addition to class —In the seebelow).(which to class; class from varies levels. get these classes Instead, anew bonus feat progression ve levels beyond 10th. This benefi This 10th. beyond levels ve It’s HardtoBuildanEpicProgression:Withonlyafewlevels level. they’re on based that aformula includes the character’s as part of a class feature, these do not increase with epic feature, these donot of with aclass increase part as of a repeated pattern also continue to increase or accumulate after 10th level after accumulate at the er (10 level +class up to 10th +1/2 class feature. If you feature. If getclass bonus feats same rate. An exception to rate. An same progression granted as a as progression granted this rule is any bonus is feat rule this t augments class’s each endish endish rst ten rst CHAPTER 4 FANTASY

WARFARE 151 Int 19, Combat Expertise, Combat base attack 19, Int Str 25, Epic Prowess, Improved Sunder, Sunder, Str Prowess, Epic Improved 25, Greater Weapon Focus and Weapon Focus Focus and Weapon Weapon Greater A character can gain this feat multiple times. Its Its times. multiple feat this gain can character A A character can gain this feat multiple times. Its Its times. multiple feat this gain can character A A character can gain this feat multiple times. Its Its times. multiple feat this gain can character A A character can gain times. this multiple feat When attacking When any double may anyou object, Add a +2 bonus on all on bonus a +2 Add attack make rolls using you You gain points. hit +30 You When you use the attack you When action full or attack Gain all on bonus a +1 attack rolls. t: t: t: t: t: Benefi Prerequisites: Prerequisite: Benefi Special: Benefi Special: Benefi Benefi Special: Special: Prerequisites: Power Attack.Power effects do not stack. Each time you take the feat, it applies to effects stack. to applies do not it Each take time feat, the you a different type weapon. of objects. attacking when extra damage deal You effects stack. type are especially chosen using at one good weapon. of You chosen. with weapon the This stacks bonus weapon. with bonuses selected the other Focus attackon rolls, from Weapon including bonuses the Focus. Weapon and Greater effects stack. are preternaturally You tough. extra damage from derived Strength. attempting When dealing than rather force sudden with object an break to gaindamage, you Strength a +4 your on bonus check. Each time you gain the feat, your damage reduction in creases creases in damage reduction Each gain your time you feat, the by 3. extraordinary have skillYou using combat at talent your for defense. +21. bonus on –5 as much as of penalty a take can you melee, in action as a less) or attackyour rolls (+5 the same andadd number Armor your to bonus dodge Class and the Armor to Class of attack to friendly changes creature. rolls The an and adjacent Armor Class last until next your action. Combat the effect the of supersedes this effect of The feat Expertise can’t gain use simultaneously to both you feats feat; bonuses. dodge two great skill have in combat. You damage reduction granteddamage reduction by permanent magical effects, class itself. this or features, feat Epic Sunder [Epic] Sunder Epic Epic Weapon Focus [Epic] Focus Weapon Epic Epic Toughness [Epic] Toughness Epic Epic Combat ExpertiseEpic [Epic] ProwessEpic [Epic] t er to the 2 + Int modi- 2 + Int An use frenzied may this epic berserker Combat Expertise, Epic Prowess, base base Prowess, Epic Expertise, Combat Con 21. Con Dodge, Mobility, Point Blank Dodge, Point Mobility, Shot. An gains frenzied epic berserker a bonus er rather than your Strength modifi Strength your than rather er Without this feat, you provoke attacks oppor- of provoke this you Without feat, d12. A character can gain times. this multiple Its feat When wielding a melee weapon, add your Intel- your wielding add weapon, When a melee You gain damage reduction 3/–. This benefi This 3/–. reduction damage gain You You gain natural a +1 You armor Armor to bonus attacks opportunity of provoke do not when You An epic frenzied berserker may enter a frenzy An enter one may frenzied epic berserker t: t: t: t:

Prerequisites: Frenzy: Benefi Prerequisites: Benefi Prerequisites: Benefi Special: Benefi Normal: Bonus Feats: Bonus Inspire Frenzy: Skill Points at Each Additional Level: Additional Each at Points Skill Hit Die: Hit

er. Your keen intellect allows you to place melee attacks where attacks intellect melee place where allows to keen you Your willthey deal damage. the most tunity from all opponents who threaten you whenever you you tunity whenever from you threaten all who opponents use a bow. attack +15. bonus ligence modifiligence You can shrug off damageYou from some attacks. weapon’s damage rolls. damage weapon’s You can fi safely. in a bow re melee can fi You Your skin becomes like skin armor. becomes Your Class, existing your or natural armor increases +1. by bonus effects stack. ring a bow. fi stackdoesn’t with granted damage reduction by magic items magicalnonpermanent or effects, does stack it but with The feats below are only available to epic-level characters; epic-level are available to only below feats The a feat of version The level. that is, characters least 21st at of version published previously any supersedes described here of that feat. feat every three levels beyond 10th (13th, 16th, 19th, and so 16th, (13th, 10th beyond three every levels feat on). ability gained additional two every time levels one for day per and so on). 14th, at 12th, 5/day at after (4/day 10th gainedadditional two after every time levels for day per 9th and so 13th, forth). at 7/day 11th, at (6/day

Few mortal can beings Few surpass destructive the capabilities of frenziedthe epic berserker. fi

Combat Insight [Epic] Combat Insight

Damage Reduction [Epic] Combat Archery [Epic]

Armor Skin [Epic] EPIC FEATSEPIC

The Frenzied Berserker Epic Sample Epic PrestigeSample Epic Class Progression: 152 CHAPTER 4 FANTASY WARFARE Legendary Rider for combatrequiresamoveaction). combat (andcontrollingamountnottrained must makeaRidechecktocontrolmountin penalty onRidecheckswithoutasaddle,andyou require anaction). even controllingamountnottrainedforcombatdoesn’t to makeaRidecheckcontrolmountincombat(and riding amountwithoutsaddle(bareback).Youneverneed You canrideamountincombatwithease,evenbareback. Normal: Withoutthisfeat,youtakea-5 Benefit: Youdon’ttakeapenaltyonRidecheckswhen Prerequisite: Ride24ranks. [Epic] You canattackwithyouroff-handweaponasfrequently with yourprimaryweapon. Improved Two-WeaponFighting, Two-WeaponFighting. Perfect Two-WeaponFighting Benefit: Whenmakingafullattack, you canmakeas many attackswithyouroff-hand weaponaswithyour Prerequisites: Dex25,GreaterTwo-Weapon Fighting, primary weapon,usingthe same baseattack bonus. Forexample, acharacterwiththisfeat With theWieldOversizedWeapon feat, this halflingcanholdherown against afrostgiant. [Epic] CHAPTER 4 FANTASY

WARFARE 153 ces ects ght- ghter ghter ghters ghters ghting ghting ghter, for for ghter, c weapon weapon c ghting reach. of out ciency) and gold (in (in and gold ciency) If you have a high Strength, If have you If you have a low Strengthlow a If have but you Instead, use with ght weapon. a big Many feats lend themselvesto being ghter’s choice of weapon an extraor- an weapon of choice ghter’s worry to wants is whether ghter about er is at least 2 points higher than your your than higher points 2 least at is er ghter has made a reputation for fi for hasa reputation made ghter er, Weapon Finesse Weapon er, is better than Weapon ghter with a composite longbow built his to longbow withghter a composite nd out that this weapon he’s spent so much much so spent he’s weapon this that out nd ghters tend to choose a limited group of favorite shame. crossbow the to user cations puts Look at Your Feats: Hide Your Weaknesses: Your Hide If You Have It, Flaunt It: Flaunt It, Have If You he’s going to fi to going he’s effort mastering right the choice. isn’t making right the can be sure choice? you’re So how you guidelines are some there to but perfect answer, no There’s weapon. picking your when consider deal to weapon two-handed a than weapon the better no there’s Similarly, trulyout amounts damage. of massive This option sacrifi points). hit more Armorsome can’t carry Class you (since so you a shield), (for may need to rely on a good Dexterity extra (for points of AC) Constitution high a or high-Strength fi specifi a high fi Dexterity, don’t Finesse with Weapon a rapier) better yet, (or a light weapon dramatically of way as a cheap improving attack your roll. If Dexterityyour modifi Strength modifi using by potential damage some up giving you’re Sure, Focus. be rather would in situations but most you weapon, a lighter thanage hitting hit- often and more dealing slightly less dam ting less often and dealing damage. slightly more A low-Dexterity the character extra need may to bonus Armor Class heavy by armor provided putting and a shield, two-handed weapons and two-weapon weapon fi This getting focus one- character on biggest should the two-handed a can, he such as a dwarven a bastard weapon handed or sword with waraxe. potent more much used with certain types instance, is For Power weapons. of Attack than with a one-handed and is useless with weapon, a light Fighting should weapon. A characterwith Two-Weapon can’t easily change weapons during a battle, so weapons specializing easilycan’t change in witha weapon a limited usefulness of niche as a reach (such a disadvantage at can you put weapon) a ranged or weapon as that the (such the right fi job isn’t when for weapon corridor). in a cramped dungeon All this makes the fi dinarily combat-minded most important 8th By level, one. a specifi on least two at spent feats characters have Critical), Focus and and three Improved possibly or (Weapon last thing The more. a fi Most fi Most as (such investing feats level, low a relatively at weapons FocusWeapon or Exotic Profi Weapon the form magical of into these weapons. enhancements) a fi long, too Before anding style that almost in a certain certainly way, refl his weapon choice. More than characters, most More fi the choice. his weapon rare a fi stickschooses a style It’s and it. generally to sword-and-shield a career of instance, aside sets combat who a two-handedfor a wizard but weapon, druid or can change fi that, most of On top spell day. every her selection A WARRIOR A WARRIOR weapons. of his by ned choice ing with a wield could this feat Str 25, Monkey Grip*, base attack Grip*, Str Monkey 25, AND HIS WEAPONS HIS AND with twinghter with a ranger a swords, short You may only wield weapons of your size your of with- weapons wield only may You Without this feat, you can this make you only a single Without feat, You can treat any weapon as if it were one size one as if can were weapon treat any it You t: fi

Prerequisites: Normal: Bene Normal:

ghting with two weapons. ghting with two out penalty. You can than use larger normal withYou weapons ease. attack with an off-hand weapon during a full attack (or two two (or attack full a during weapon off-hand an with attack Two- Improved have if you weapon off-hand an with attacks Fighting, three or attacksWeapon with an off-hand weapon Fighting). Two-Weapon Greater if have you category smaller than normal “lighter” category for and one the purpose determining of the amount effort of takes it to instance,wield. For a halfl Medium short sword as a Small short a humanMedium sword or light weapon, two- as a Medium Large greatclub an wield could ogre’s still weapon The weapon. handed deals normal its amount of damage. A barbarian test a very different wielding a greataxe presents skillof than a fi a paladin or and shield. with a longsword longbow, composite in the truest a weapon wield often doesn’t who a monk, Even special chal- presents is herself a living that sense, weapon lenges to opponents. In most cases, a warrior is defi is warrior a cases, most In +21. bonus and a base attack bonus of +18/+13/+8/+3 could make four make could four and a base +18/+13/+8/+3 attack of bonus attacks with round per his primary attacks and four weapon with round per his off-hand using sazme the of weapon, set stillbase attack take You normal bonuses. the penalties for fi

feat described in Chapter 3 of this book. *New Wield Oversized [Epic] Weapon 154 CHAPTER 4 FANTASY WARFARE Table 4–6: New Exotic Weapons Exotic New Table 4–6: suits yoursuits temperament. choices, but fine you are Both hit. should pick the one that critical of occasion on atriple-damage the rare wildly fight the or swing basis, on hits aregular critical double-damage on whether you prefer to slog along steadily, out dealing versus range bigmultiplier depends threat of alot wide may end the end, before In the fight the choice it begins. agreataxe with barbarian hit by araging critical damage it’s “morebecause reliable.” the other On atriple- hand, or multiplier pick) aheavy (such abattleaxe as critical yet, preferable ascimitar)is to abigger aweapon with (such range alongsword abigger as threat or,with better given fi youweapons any easily, awider range of in options allowing lets Draw you Quick change between Attack. Spring use you any you round that only get during toone make attack weapons, light since two wielding acharacter greataxe) than big asingle weaponwielding sword (such or abastard as a oppor- of tunity). attacks more make thus (and Spring squares threatened of Attack is muchCombat Refl more useful bonusesother you from feats. If have maximize and alties to a character to reduce hands pen- both weapon in light same wield the Mancatcher Hammer, double xtcWao Cs Dg() m M Ciia RneIceet Weight RangeIncrement Critical Dmg(M) Dmg(S) Cost Exotic Weapon at 1) p — — / b — Piercing 1/2 lb. 3lb. Piercing — 2lb. 10ft. 10ft. — ×2 — 1d4 ×2 1d3 — 1d3 10gp 1gp 10 1d2 15gp gp 1d3 Bolas,barbed Boomerang (10) Darts Blowgun,greater Ranged Weapons Greatbow, composite 200 gp 1d8 1d10 ×3 ×3 1d10 1d8 weapon. 5 Double gp 200 weapon. 4 Reach damage. lethal than rather damage nonlethal deals weapon 3 The of attack). attime choice (player’s orslashingdamage damage piercing either deals weapon 2 The composite Greatbow, asmuch. twice 1 Weight fi weighs weapon aLarge and halfasmuch, weighs ASmallweapon weapons. Medium arefor gures Greatbow Poleaxe, heavy amc 2 p d0 d2 2 1 b Bludgeoning Slashing 10lb. 2lb. Bludgeoning Piercing 20lb. 12 lb. Piercing — — 3lb. — — Slashing Piercing — Piercing ×2 4lb. 1lb. ×2 3lb. ×3 ×4 1d12 18–20/×2 1d8 1d10 — 1d10 — 1d8 — 25gp 1d6 1d8 1d8 20gp 1d6 15gp 1d6 gp 30 18–20/×2 gp 100 19–20/×2 ×3 1d6 Greatspear 1d6 Warmace Weapons Melee Two-Handed 1d4 elven Thinblade, 1d6 Scourge 1d4 50gp dire Pick, 10gp 1d4 Maul 20gp Tortoise blade,gnome Weapons Melee One-Handed elven Lightblade, Buckler-axe,dwarven Weapons Melee Light Lajatang Go with Your Heart: ght. exes, carry areach weapon to widen your range exes, carry 5

4

4 20 4

5 70 gp 1d6/1d6 1d8/1d8 — 18 ×3 lb. Bludgeoning Some fighters insist that a weapon weapon a that insist fighters Some 5 p d 11 ×3 1d10 1d8 150 gp 5g 11 26 ×3 2d6 1d10 25 gp 0g 1616 d/d ×2 1d8/1d8 1d6/1d6 90 gp 0g 11 26 ×3 2d6 1d10 20 gp gp 1d3 3 3 1d4 1d4 3 3 ×2 ×2 8 — lb. Bludgeoning ×2 Weapon Familiarity Weapon EXOTIC WEAPONS for orcs). Thus, agiven fi dwarf ghter might able be to treat the race in the Player toiar no more the number than of weapons with associated famil- as treat can race of that weapons agiven that character To compensate, the consider number of limiting exotic increases in signifi ons, such as the ones included in this book, the advantage However, if you introduce more race-specifi Handbook numberlimited of race-specifi weapons. With the exotic weapons martial as certain treat them to allowing to races, these weapon familiarity grants The Player the dwarven waraxe. and dwarves as Some specifi areassociated races with to the edge you.” you all that’s need. Sometimes, didnot prepare youexperience for what capable Iam of doing you others from have different am fought, your previous and or lajatangopponents, says to his “I chain a spiked swinging from the rank-and-fi below—consciouslydescribed differentiate themselves fl dire whip, a weapons—whether combat and about tactics Those style. who his exotic use stated above,As afi , this doesn’t give any one race an unfair advantage. doesn’t unfair give any one an race , this cance. ghter’s choice of weapon says agreat deal 3 t 6l. Piercing 6lb. 130 ft. 2 t 6l. Piercing 6lb. 120 ft. le sword- and axe-swingers. The fi le axe-swingers. sword-and 0f. b Bludgeoning 2lb. ft. 20 0f. b Piercing 9lb. 10 ft. ’ 7l. Slashing 7lb. — 1 b Piercing or 15lb. — Monster Manual (or the Monster s Handbook in c exotic weapons the Player in ail, or one of the weapons weapons the of one or ail, c exotic weapons, such 1 Type slashing c exotic weap- exotic c ’ s Handbook 2 ghter ’ s

CHAPTER 4 FANTASY

WARFARE 155 - ve range Barbed bolas ciency and similarciency feats, than are larger res blowgun ciency (bolas), you are also profi also are you (bolas), ciency ), the greater blowgun is often used blowgun ), greater the s Guide ’ This weapon is similar This weapon a normal of to set The boomerang is a curved boomerang The throwing stick Dwarven buckler-axe Dwarven Dungeon Master Dungeon Boomerang: Bolas, Barbed:Bolas, Like its smaller cousin (see page 145 of of Like 145 smaller its page cousin Greater: Blowgun, (see cient with barbed bolas.cient catch that returns if thrower misses its it to To target. its a returning make an must attack the thrower boomerang, throwing ifroll were and boomerang) AC the hit (as he The weapons on Table 4–6 with along Table on are described weapons The below, their use. specialany has for wielder options the the poison. darts The deliver to fi it smallerneedles, but than a thrown dart. darts These deal damage in delivering addition to poison. A greater blowgun requires two hands use Loading reload. to or is a blowgun a attacks action opportunity. of that provokes move has blowgun a maximum A greater fi range of increments. balls weighted with are studded its bolas, that except hooked damage. nonlethal) Because barbs and thus deal lethal (not barbedthe bolas other can or leg wrap around an enemy’s profi canlimb, you use this make trip to a ranged weapon attack weapon can’t be trippedagainst during You an own opponent. your of barbed using of a set bolas.trip when attempt purposes For Profi barbed bolas bolas. are as if treated if Thus, were you they Weapon Exotic have EXOTIC WEAPON DESCRIPTIONS c Boomerang rst time time rst rst time time rst . Characters s Handbook ’ Gnome tortoise blade Greater blowgun Greater ts that require the character be to Blowgun inciency all martial 1st (at weapons ghter, paladin, or ranger, or the fi the or ranger, or paladin, ghter, inciency all martial the Once weapons). Greater blowgun dart blowgun Greater Blowgun dart as martial weapons exotic can’t treat any ghter decision is made, it can’t be changed; however, the DM may may DM the however, changed; be can’t it made, is decision allow if race-specifi their decisions characters change new to game. the introduced to are later weapons exotic an as treated still is it familiarity, if a character Even treats as a martial an weapon exotic weapon to thanks weapon purpose the for qualifying weapon exotic of pres- feats, for benefi other or classes, tige skilled in use the an of weapon. exotic level for a barbarian, for fi level in those classes prestige a character of any any gains or a level grantsclass that profi as martial weapons, this decisionthe character gains profi should be made the fi who wish all can master who to weapons select exotic their race’s Familiarity Weapon the Improved described feat in Chapter this3 of book. treat to weapons exotic If choose which character the must exotic weapons according to the Player the according to weapons exotic the dwarven waraxe dwarven the and buckler-axe dwarven the new (a as martial describedweapon here) have would weapons, but urgrosh dwarven treat the A gnome asto an weapon. exotic gnome the or hammer hooked gnome the treat could ranger as a martial not weapon) but new weapon, (a tortoise blade both. An elf fi familiarity weapon have don’t weapons, since elves with any 156 CHAPTER 4 FANTASY WARFARE allowing the wielder to swing it like an axe. Thus, in addition addition in Thus, axe. an like it swing to wielder the allowing edges at bladelike its topbottom, weapon and enlarged has buckler, to astandard but this similar appears buckler-axe profi not is profi determined square adjacent to the thrower (if the thrower arandomly in 10. the boomerang lands indicates Failure or lost. or to destroyed chance be destroyed; a50% has one thatmisses its hits target that is leather holdsAdart that pouch 10 darts. tively amelee as beused come a weapon. in Blowgun darts effec- can’t Ablowgun dart ablowgun dart. with to damage arrow. Youundersized don’t modifi apply your Strength forpaid applied and separately. weapon, ashield, as but enhancements or such both, must be a as enhanced be can shield, aspiked abuckler-axe Like for chance its wielder. failure spell arcane a5% incurs and provides a–1check penalty armor also The buckler-axe AC. you do not getdwarven buckler-axe, shield the bonus to your any shield, a when with with As you attack Class. to Armor its wielder a+1 grants shield bonus Adwarven buckler-axe weapon or emergency weapon when disarmed. it proves acapableto itsprotective off-hand obvious qualities, Buckler-Axe, Dwarven: Buckler-Axe, Dart, Blowgun: Blowgun: Dart, cient) or 1d4 away (if squares arandom direction in cient). A blowgun dart resemblesA blowgun dart alightweight, Maul Atfi Double hammer the dwarven glance rst Greatspear Heavy poleaxe Dire pickDire er er weapons.) and is too heavy to too heavy wield properly is and withoutprofi Greatspear: the cost. to gp by the bow adds bonus 200 granted of Strength point for Each compositerules ratings. bows,strength including when Composite strung. greatbows of the follownormal all for 6feet is sized aMedium character or more length in too unwieldy mounted. to while use Acomposite greatbow abow,use regardless Acomposite of its size. greatbow is greatbow. regular when you acomposite use greatbow (see below) but not a apply you itbonus can rolls forto Strength, damage high when agreatbow.it rolls to using damage you If have a you apply for have low if other bows, Strength, apenalty greatbow too un is wieldy mounted. Like while to use 6feet is character or A morewhen length in strung. for Agreatbowregardless of its sized aMedium size. 160 of the Player the of 160 weapon weapon. alight (See and page aone-handed with with fi associated penalties attack the normal you do, all you incur fi can You Hammer, Double: Greatbow, Composite: Greatbow: ghting with two weapons as if you weapons were two if as with attacking ghting ght with it as if fi if it as ght with You abow, to use hands need at two least This broad-bladed spear has along, has fl spear broad-bladed This ’ for details on fi for details s Handbook A double hammer is adouble Adouble is weapon. hammer Warmace You to hands need at two least ghting with two weapons, but if butif weapons, two with ghting ghting with two Greatbow ciency. at at blade, CHAPTER 4 FANTASY

WARFARE 157 ciency ciency Scourge ciency feat). A character can use a dire feat). ciency A heavy poleaxe has reach; you canA heavy poleaxe has reach; you strike A dire pick resembles a heavy pick, but with but a heavy pick, a A dire resembles pick A maul is use too large to in hand without one as from the Weapon Focus feat). If you grapple a target with a target grapple If you Focus feat). as from Weapon the damage you, attack to grappling, unless but are considered your you a mancatcher, attempt can’t he you, and reach can target weapon can escape pin the or grapple automatically You you. you, by reach a is as a standard target the releasing action. mancatcher In the normal to addition a grappler, options available to The his to can target a mancatcher force of to attempt the wielder a trip of equivalent the ground attack, (the though attack no necessary). is roll cannot be used opponents. against adjacent Maul: Profi special training Weapon Exotic appropriate (the character A can usefeat). a maul two-handed as a martial weapon. Dire: Pick, shaft head. A dire massive andlonger pick a more is too large useto in hand without special one training appropriate (the Profi Weapon Exotic pick two-handed as a martial weapon. Heavy: Poleaxe, can’t against use it with you an but it, away feet 10 opponents strike you Normally, with foe. the heavy poleaxe’s adjacent is useful end the spike the on but axe against head, charging a heavy action poleaxe set use to If a ready opponents. you damage a hit if score against deal double you you a charge, against a charging creature. ght ght ghting ghting Mancatcher Lajatang exible blade slipsexible blade Elven lightblade urry ability, blows of Elven thinblade ). Each end counts as a a as counts end Each ). ). in use. its cient s Handbook ’ s Handbook ’ withcient the lajatang can as treat a it City guards and others who prefer to capture ghting with two you if do, weapons, but you The lajatang islajatang staff a The with a crescent-shaped ligree and tiny a sign their gemstones—as sta- of ghters and rogues favor it. Its thin, Its it. and fl roguesghters favor This rapierlike weapon is the size a is the of weapon Lightblade, Elven: This rapierlike Lajatang: Mancatcher: bonuses you might have on attack on rolls have might with you bonuses (such the weapon their opponents unharmedtheir opponents A wielder use the mancatcher. than smaller category size one or size its of target a hits who withit can a mancatcher grapple to (as immediately attempt an without provoking attacka free action) opportunity. of make using includes a mancatcher Any you check grapple and other any any) the (if mancatcher’s bonus enhancement

similar the quarterstaff how to works. Dexterous as as a dagger. only much weighs but short sword, elf fi special monk weapon, as described in the monk class as described in descrip- monk the special weapon, monk tion (page 40 of the Player purposethe for fl the of separate weapon easily seams the into armor of ribs between the or a foe. of carry elfSome nobles a lightblade—often with decorated fi intricate tion, even if they aren’t profi if aren’t they tion, even canfi You weapon. each at end. A lajatangblade is a double fi if as it with incur all normal the attack penalties associated with fi with two weapons: a one-handed and weapon a light weapon Player the of 160 page (see is A monk profi who 158 CHAPTER 4 FANTASY Illus. by W. Reynolds WARFARE IMPROVISED WEAPONS IMPROVISED WEAPONS PRIMITIVE do not get theshield bonus to your AC. any shield, blade with when atortoise youAs with you attack a+1 Class. shield bonus blade to grants Armor Atortoise out whereting the wielder’s fingers should be. strapped to the wielder’s diffi is weapon wrist, a with where or warrens tunnels swinging cramped in useful a daggerlike blade or It her particularly by his hand. is agnome used be off in jut- elven an thinblade. with can use a warmace two-handed as a martial weapon. amartial as two-handed awarmace use can Weapon Profi Exotic appropriate (the training onetoo large without in special to hand use diffi weight the it weapon of the makes because Class to Armor Warmace: appliedand separately. as ashield, or but both, enhancements such must bepaid for aweapon, as enhanced be shield, bladespiked can atortoise for chance its wielder. failure a Like spell arcane a5% incurs and provides check a–1 penalty bladearmor Atortoise also modifi ity You the Weapon use can feat Finesse to apply your Dexter- enemy. of armor, of an seams or the ribs between favor flrogues it. Its thin, into the exible blade easily slips a longsword, but muchfi lighter. elf Dexterous fails) with this weapon. attack the if disarmed being tokeep from roll the (including opponent an disarm to whenattempting roll attack opposed delivered apoison injury. Youin via get a+2 bonus on your combat. This is most true in the stereotypical tavern the stereotypical in combat. most is true This weapons as to used may be nonetheless in use find As detailed in the DM. your want to play with acharacter, such work balance out afair exoticyou weapons. as sorts) (ofbows crossbows If and all blowgun, greater treat races such that you atradeoff, could rule net.and As boomerang, bolas, barbed bolas, ons: weap- weapons exotic martial as following the blowguns simple as weapons any and or all to treat savage lizardfolk) as such races, (or evencultures some of the more primitive the DM could allow Tohumans. refl Stone as such Age cultures, primitive to common more weapons weapons are exotic so-called Many Tortoise Blade, Gnome: Blade, Tortoise Thinblade, Elven: Elven: Thinblade, Scourge: cult to recover quickly from swinging it. A warmace is is it. Awarmace to recover cult swinging from quickly er instead of your Strength modifi of yourer instead Strength This multitailed, barbed whip is often dipped Anyone wielding a warmace takes a –1 penalty a–1 takes penalty Anyone awarmace wielding cult or impossible. It looks like a turtle shell aturtle or It impossible. like cult looks et ht fact, that ect Player This rapierlike weapon is the size of ’ s Handbook This contraption is designed to ciency feat). Acharacter , objects not crafted , objects not crafted er to attack rolls rolls er to attack ghters and ghters object is in afight. object in is aweapon,use he needs to know how effective the closest or doesn’t can’t want tobrawl, acharacter but any time to use. hands two require shield+4 bonus to AC you defense the total use if action), but object (such abenchor table), as a big,sturdy you add a+2 have ofwhat’s use toavailable! make aweapon, such but made you sometimes with rolls on attack penalty the –4 with combat. deal you course, Of must still these oddly shaped of options in objects offer variety awide (or of adetermined hands the In rope? desperate) individual, What about fi increment of 10 feet. weapon arange has thrown improvised An hit. on acritical double ofdeals 20and hit) roll damage oncritical anatural with it. An made rolls on attack penalty a–4 cient it thustakes and with improvised afi to abarstool—in bottle weapon weapon—from improvised abroken an using creature Any scores a threat (a possible speed, cannot run or may charge, and have run diffi cannot speed, move can to at Dexterity, only half penalty a–4 and rolls on attack a–2 takes entangled penalty creature An attack. chair or abrokenchair wagon wheel) ensnare easily or can that objects (such as a cloak orobjects aladder) (such acloak as thewielder a+2 grants Disarm: bonus check to on push the defender. your back Strength Bull Rush: Bull bonus on opposed attack rolls made to disarm an enemy an made to disarm rolls bonus onattack opposed tables) you a+2(or grant shield Class bonus a to Armor

Defense: (including the roll to avoid being disarmed if such such (including to if theavoid roll disarmed being Any object with a lot of protrusions (such a as alot of protrusions object with Any If you perform a bull rush while carrying carrying while rush you abull If perform ghting with ladders, wagon with ghting wheels, of or coils an attempt fails). attempt an an opponent with a successful ranged touch opponent asuccessful an with (such as a carpet or tapestry) can entangle can or tapestry) (such acarpet as Objects with lots of surface area (such area as of lots surface with Objects Entangle: ght is considered to be nonprofi Any sheetlike fl sheetlike Any culty casting exible object - CHAPTER 4 FANTASY

WARFARE 159 Object Weight Less than 2 lb.² Damage¹ 2 lb.–5 lb. 6 lb.–10 lb. Examples 1d3 11 lb.–25 lb. 26 lb.–50 lb. Mug, torch 1d4 51 lb.–100 lb. 1d6 101 lb.–200 lb. 1d8 201 lb.–400 lb. 2d6 Lantern, manacles 3d6 1 A sharp object deals damage as an object of twice its Chair, shovel 4d6 Ladder, small table weight. For instance, a broken bottle (1 lb.) deals 1d4 points 5d6 Barrel (empty) of damage, not 1d3. Conversely, a soft or malleable object, Chest (full), big table Cart such as a gourd, deals damage as an object of half its Wagon weight, and the damage is nonlethal. 2 If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon. ters, and objects weighing 11 to 50 pounds are two-handed ters, and objects weighing 11 to 50 pounds size category weapons. Halve these numbers for every size category below Medium, and double them for every above Medium. Table 4–7: Improvised Weapon Damage How do you get to be the last one standing? Practice, practice, practice. . . . do you get to be the last one standing? Practice, practice, practice. How

If an object weighs up to 2 pounds, a Medium character Trip: An object with protrusions at the end (such as a hat Long objects (such as ladders) have reach, Reach: Long objects (such as ladders) have can treat it as a light weapon. Objects weighing between 2 and 10 pounds are one-handed weapons for Medium charac- Most improvised weapons deal between 1d3 and 1d6 points of damage (usually bludgeoning, but possibly piercing or slashing). For more guidance on how much damage an improvised weapon deals, see Table 4–7: Improvised Weapon Damage. For every additional 200 pounds of an object’s weight beyond 400 pounds, it deals an additional 1d6 points of damage if used as an improvised weapon. rack or a barstool) or that can wrap around a leg (such as a chain) can be used to make trip attempts. If you are tripped during your own trip attempt, you can drop the improvised weapon to avoid being tripped. allowing a Small or Medium character to strike at opponents allowing a Small or Medium character to These objects up to 10 feet away (but not at adjacent foes). are treated as two-handed weapons. spells (see the Concentration skill description, page 69 spells (see the Concentration skill description, of the Player’s Handbook). Escaping from such an object Artist check. requires a standard action and a DC 10 Escape weapons. These objects are treated as two-handed Improvised Weapon Damage Complete Warrior Errata

When the text within a product contradicts itself, our Supreme Power Attack: A 10th-level frenzied general policy is that the primary source (actual rules berserker deals +100% the normal damage from her use text) is correct and any secondary reference (such as a of the Power Attack feat. In other words, when using table or character's statistics block) is incorrect. the Power Attack feat, a frenzied berserker wielding a Exceptions to the rule will be called out specifically. two-handed weapon gains a +4 bonus on damage rolls (instead of a +2 bonus) for each –1 penalty she applies Page 6: Hexblade’s Starting Gold to her attack rolls. A hexblade’s starting gold is 6d4 × 10. Page 46: Invisible Blade’s Uncanny Feint Page 6: Hexblade’s Curse (class feature) (class feature) A hexblade can utter only one hexblade’s curse per The invisible blade can use his uncanny feint ability round, even if he gets multiple curses per day. once per round. Page 9: Samurai’s Starting Gold Page 58: Master Thrower’s Thrown A samurai’s starting gold is 2d4 × 10. Weapon Trick (class feature) Page 9: Samurai’s Kiai Smite (class feature) The master thrower’s palm throw ability counts as a The last sentence of the samurai’s kiai smite ability volley attack, and only one instance of precision-based should change as follows: damage applies to the attack roll. As a samurai gains levels, he can make a kiai smite more often. However, a samurai cannot make more than Page 65: Nature’s Warrior Wilding Ability one kiai smite during any given round. (class feature) The nature’s warrior’s class levels stack with other class Page 11: Swashbuckler’s Starting Gold levels that grant wild shape for the purpose of A swashbuckler’s starting gold is 6d4 × 10. determining the maximum Hit Dice of a form. Page 16: Bear Warrior [[added 8/1/05]] Page 97: Defensive Strike Whenever a bear warrior enters a rage or frenzy, he can A character that gets multiple attacks in a round applies choose to assume bear form (similar to the polymorph the +4 bonus only to her first attack for the round. spell). He must remain in bear form until the end of his rage or frenzy. When his rage or frenzy ends, the bear Page 99: Faster Healing warrior immediately returns to his own form. The Ability Score Points Recovered per Day table is The number of times a bear warrior can assume bear incorrect. Here are the correct numbers: form is the number of times per day he enters a rage or With With Faster Healing Faster and Long-Term Care frenzy. Ignore the conflicting limitations specified in the Healing from a Successful Heal Check third, fourth, and fifth paragraphs of the bear form Strenous activity 2 4 description. Light activity 3 6 Complete bed rest 4 8 Page 35: Frenzied Berserker’s Improved Power Attack (class feature) Page 153: Wield Oversized Weapon This feat subsumes the effects of the Monkey Grip feat. The improved power attack class feature should read as The feats’ effects do not stack. follows: Improved Power Attack: Beginning at 5th level, a frenzied berserker deals +50% the normal damage from her use of the Power Attack feat. In other words, when using the Power Attack feat, a frenzied berserker wielding a two-handed weapon gains a +3 bonus on damage rolls (instead of a +2 bonus) for each –1 penalty she applies to her attack rolls. Page 36: Frenzied Berserker’s Supreme Power Attack (class feature) The supreme power attack class feature should read as follows:

Complete Warrior Errata 1 08/01/2005 ©2005 Wizards of the Coast, Inc., a subsidiary of , Inc. All rights reserved. The Complete Warrior presents prestige classes, feats, spells, magic items, and organizations geared for the martial at heart. This article expands one of these organizations, the Order of the Chalice, with details of membership, a fully developed chapter house, and complete statistics blocks for three NPC members. THE ORDER OF ORDER OF THE CHALICE THE CHALICE The Order of the Chalice is the organization to which EXPANSION all knights of the Chalice (and those aspiring to that prestige class) belong. Unsurprisingly, its membership A Web Enhancement for is made up largely of characters with paladin levels. Members of the Order of the Chalice devote them- the Complete Warrior selves entirely to the organization’s primary mission: the complete eradication of demons in the multiverse. CREDITS To this end, they seek out and destroy demons wher- ever they exist on the Material Plane and carry out well- Design: Darrin Drader planned surgical strikes against targets within the Abyss Editing: Penny Williams itself. These stalwart knights have battled demonkind Typesetting: Nancy Walker in every place and every situation, and many have sacri- Cartography: Dennis Kauth and Rob Lazzaretti Design Manager: Ed Stark ficed their lives to the cause. Nonetheless, the group has Web Production Julia Martin had enough successes that its existence has become a Web Development: Mark A. Jindra concern to the demon princes themselves. Graphic Design: Sean Glenn, Cynthia Fliege The Order of the Chalice considers its hard-won vic- tories to be the necessary precursors to its inevitable Based on the original DUNGEONS & DRAGONS® game by E. triumph. The leaders of the order have researched the Gary Gygax and Dave Arneson and on the new edition of the Abyss in considerable detail. They believe that if the DUNGEONS & DRAGONS game designed by Jonathan Tweet, demon princes are removed from the Abyssal power Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. structure, the remaining demons will fall to infighting. Those groups that do not simply eradicate one another D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the in the struggle for supremacy will splinter, and the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. resulting subgroups will be much easier for members of the order to confront and vanquish. Thus, the order This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the has targeted the most powerful demons for early material or artwork contained herein is prohibited extinction. without the express written permission of Wizards of the Coast, Inc. OVERVIEW AND BRIEF HISTORY ©2003 Wizards of the Coast, Inc. All rights reserved. The forces of evil have plagued the multiverse since the Made in the U.S.A. very beginning of time. While villainous outsiders take

This product is a work of fiction. many forms and originate in numerous places, demons Any similarity to actual people, organizations, places, have distinguished themselves as the most vile and or events is purely coincidental. troublesome breed. They embody the purest evil, their This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without chaotic nature causes them to wreak havoc indiscrimi- written permission. To learn more about the Open Gaming License nately, their sheer numbers are immense, and they are and the d20 System License, please visit www.wizards.com/d20. physically more powerful than many other beings in existence. In fact, sages surmise that demons would For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd quickly overtake the multiverse if they could overcome their chaotic nature long enough to unite and go on an organized offensive against the rest of creation. The Order of the Chalice was founded by nine pal- adins who had independently encountered numerous 1 demons in their travels. They had found these foul the Material Plane, uncovered demonic plots that creatures manipulating the world in various ways—dis- would have caused key kingdoms and nations to fall guising themselves as humanoids to influence the lead- under the control of dark overlords, and mounted ers of nations, marching armies of their horrid kind numerous successful expeditions into the Abyss to into civilized regions simply to slaughter innocents, destroy demons where they live. and controlling some of the most evil monsters known to exist. Ultimately, the paths of these nine champions THE ORGANIZATION of good crossed, and they found common cause as they The Order of the Chalice maintains a presence in most related their experiences to one another. Deciding that kingdoms and nations of the Material Plane. Chapter the most serious threat to good was the existence of houses exist in most cities as well as a few outlying demons in the multiverse, they began to devise a strat- regions where demons are often found. A few chapter egy to fight them on a grand scale. houses exist on other planes as well. By consulting the paragons of good, they determined Hierarchy: The Order of the Chalice has a strict that demons exist in finite numbers. Knowing that over- hierarchy headed by nine Masters of the Chalice. Nine hunting a species can cause it to become extinct, they Chalice Marshals report to each of them. See Complete reasoned that the same principle should apply to Warrior, page 142, for additional details of the organiza- demons. Though they knew that evil could never be tional structure. completely eradicated, they felt that it should be possible Headquarters: Each of the nine Masters of the to remove its front-line troops from the battle. Chalice maintains his own keep, which functions as an To that end, they founded the Order of the Chalice, official headquarters of the organization. Each such a fraternal organization dedicated to the destruction of keep has full control over the various chapter houses in demons. The name is derived from their most sacred its region. holy item—an ornate silver cup reputed to have caught Members: The organization has 7,380 members the blood of a solar while it fought a demon prince. The when all positions are filled. In addition, more than founders faced two separate challenges: developing 3,000 squires are affiliated with the organization, more effective ways of fighting demons, and building though they have not yet been granted membership. up the numbers of their order. The latter goal proved Religion: The religious views of the membership somewhat problematical to meet in the early days. Not vary, although all members must pay homage to Heiro- every paladin agreed that the destruction of demons neous on some level. Paladins, clerics, and other divine should be the primary concern of paladins everywhere, spellcasters who are dedicated to other deities are and many refused the call to join, though they wel- merely required to acknowledge Heironeous as a force comed the existence of such a group. Thus, recruit- for good and a friend of the order, and to offer prayers ment, particularly of paladins, became a major focus of to him as well as to their own gods. the organization. Alignment: Lawful good. Eventually, the order’s numbers swelled to the point Secrecy: The Order of the Chalice uses some where a hierarchical organization become both feasible secrecy. Chapter house locations are known, but many and necessary. (See Complete Warrior, page 142, for knights of the Chalice find it necessary to conceal their details of the organizational structure.) During this identities, especially when infiltrating evil locations. period of growth, members often pursued independent Symbol: A radiant silver cup. quests to foil demonic plots and learn strategic infor- LEADERSHIP mation about key demonic strongholds. Also during The leaders of the order are devoted to defending the this time, Order of the Chalice chapter houses began to chalice itself. Each is the master of a keep, and the chal- appear in numerous major cities to serve as bases of ice is moved around among the nine of them according operation. At a chapter house, the knights could rest to a little-known schedule. Permanent magical portals between excursions, share information they had that allow only lawful good creatures to pass have been obtained, plan out new operations, and recruit new constructed within each keep so that the chalice can members. quickly be relocated should its current home fall to The Order of the Chalice has existed for more than demonic forces. a century, and in that time, the organization has The identities of the nine masters are known only to accomplished many of its goals. Its members have the Chalice Marshals. Many servants, family members, 2 repelled demonic invasions from various locations in and others living in the keeps that belong to the mas- and death in combat with some of the most powerful ters are unaware of the role they play in the organiza- creatures known to exist. In truth, other benefits do tion, or even that they are affiliated with it. This secrecy exist, most of which revolve around the fraternal struc- is maintained so that the demonic forces and those ture of the organization. Those who join the order are loyal to them cannot easily locate and destroy the com- considered members for life unless they denounce the mand structure of the organization. organization or their behavior proves inconsistent with its ideals (as is the case with characters who change MEMBERSHIP alignment). Knights of the Chalice can find a peaceful Many members of the order started out as paladins, but place to stay in any chapter house, and both current clerics are well represented in its ranks, and rangers and retired members always open their homes to mem- make up a significant minority. A few wizards who bers in need of a place to stay. aren’t actually members serve in permanent advisory Furthermore, members can purchase magic items of positions. In addition, squires (new recruits who have better quality than would normally be available in a not yet been granted membership) number almost half given area through the order. The gold piece limit for the organization’s actual membership. any weapon, shield, or armor purchased in a locale RECRUITING where a chapter house is located increases by 20%. For example, a small city usually has a 15,000 gp limit. If The order loses approximately 8% of its members every the city has a chapter house, however, the limit for year to retirement and death in the line of duty, so buying weapons, shields, and armor is 18,000 gp active recruitment is necessary to keep the numbers instead. In addition, members enjoy a discount stable. About half the new recruits are simply individu- amounting to a 10% reduction in the market value of als who, because of their own wish to join, have sought most magic items, up to a maximum of 15,000 gp worth out the nearest chapter house and presented them- of magic items (base market price) per year. (When selves as candidates for membership. If their petitions deciding what items are available for sale through the are approved, they become squires and work their way order in a particular locale, use the base market price, up to full membership in the organization. A small not the discounted price.) In addition, at the discretion number of recruits come from populations that mem- the local leadership, members can borrow items from bers of the order have rescued from demonic menaces. the order or even purchase them on credit. Full repay- These individuals either feel that they owe the order a ment of such loans is generally expected within a debt of gratitude, or that demonkind deserves payback month. for its crimes against them and their loved ones. Most The behavioral expectations for a knight of the of these individuals are relatively inexperienced, so Chalice are stricter than the standard paladin’s code of they too begin as squires, though a select few qualify conduct. Knights must remain chaste and celibate, for full membership upon application. The rest of the must never touch a corpse, and must embrace the recruits are characters that individual knights of the destruction of demons as their highest duty in all cir- Chalice encounter in their travels and convince to join cumstances. In addition, to ensure the future of the the organization. Most of these are experienced adven- organization, fund the chapter houses, and pay for the turers, and some qualify to become full members upon construction of new magic items, each member must joining. turn over 15% of the gold piece value of any treasure he When a member of the organizational hierarchy finds to the order. falls, a replacement is appointed immediately from the next lower rank. Chalice Sergeants are drawn from new members, while Chalice Commanders, Marshals, ENCOUNTERS and Masters are always drawn from the group one step PCs may interact with the Order of the Chalice in a beneath them. number of different ways. A party of good alignment may include one or more members of the order. Alter- MEMBER BENEFITS AND natively, characters on the trail of some demonic threat RESPONSIBILITIES may enlist the aid of an NPC member of the order or A common joke within the order holds that the bene- trade information with order representatives. Finally, if fits of membership include joining a strict and regi- the characters are evil, the Order of the Chalice may be mented organization, foreswearing the love of others, the source of many opponents. 3 ORDER OF THE CHALICE The symbol of Heironeous (a fist clutching a bolt of CHAPTER HOUSE lightning) has been engraved into the walls, and two The order’s chapter houses vary in size and layout based great statues of the god stand on opposite sides of the on space constraints, the special needs of the local dais on the north side of the room. Members are chapter, and the number of members that frequent the allowed to worship any good-aligned god here, though house in question. The chapter house described here is they are expected to at least include Heironeous in a representative sample that can be inserted into any their prayers and supplications. major city where the knights of the Chalice are active. 4. Storage The exterior walls are constructed of sandstone, and This nondescript room holds the mundane items used the interior ones are masonry. Carefully fitted squares regularly in the chapter house. Cleaning supplies, of white marble cover the floors. The outside of the candles, flags, suits of armor, nonmagical weapons, con- structure is engraved with images depicting warriors in tainers, and other odds and ends can be found here, all full plate armor and scenes that show demons being organized for easy retrieval. vanquished. Portcullises protect all entries into the building. Unless the city is in danger or there are 5. Personal Quarters known enemies of the organization nearby, these are Each of these spartan chambers is furnished with a bed kept open during the day and manned by Chalice and a chest for personal belongings, but there is little in Sergeants. the way of decoration. Any knight of the Chalice with a s Exterior Walls: 5 ft. thick; hardness 8; hp 300; rank of commander or higher may stay in one of these AC 2; break DC 50, Climb DC 20. rooms upon request, unless all of them are occupied s Interior Walls: 6 in. thick; hardness 8; hp 45; when he arrives. Occasionally, some notable guest who AC 2; break DC 28, Climb DC 20. has proven her goodwill toward the organization is s Portcullis: 2 in. thick; hardness 10; hp 60; AC offered one of these rooms as well, but only if no 2; break DC 24 (28 when locked), Open Lock DC 20. knight claims the space. On rare occasions, a knight may be asked to give up his chamber for a royal guest, 1. Foyer or for someone who holds a position of power within a The foyer is used as an impromptu ceremonial cham- church that supports the cause of the order. Lighan ber to welcome distinguished visitors and as a waiting Afaer, the master of the chapter house (see NPCs, room for nonmembers who have business with the below), resides within one of these rooms. organization. Four guards (sample questers; see below) are on duty here at any given time. The room is well lit 6. Common Quarters by an ornate crystal chandelier, and the walls are deco- Bunk beds stacked two high are the primary furnish- rated with various symbols, including stylized versions ings in each of these rooms. Any knights below the of the holy symbol of Heironeous. Several overstuffed rank of Chalice Commander who are staying in the couches ensure the comfort of guests until someone chapter house may sleep here. As is standard policy arrives to greet them. throughout the organization, there is no charge for a member to stay in this room for any period of time. 2. Antechamber Four guards (sample questers; see below) keep a quiet 7. Bath vigil in this otherwise empty room, monitoring visitors Considering how well groomed the members of this to area 3. organization tend to keep themselves, it is no surprise that this chamber sees a great deal of use. Three bath- 3. Chapel/Auditorium tubs take up the center of the room, and a large stove This massive chamber serves as both a meeting room against the west wall is used to heat water. Servants are for members and a chapel. In the former capacity, it is on duty here at all times. most often used to formulate strategies for dealing with expected demonic incursions or plan ventures into the 8. Preparations Room outer planes. Any knights of the Chalice who happen Clerics and others who are leading religious services to be staying in the chapter house usually attend such use this room to don ceremonial attire, examine pres- meetings, though attendance is never mandatory entation notes, and prepare any holy items needed for unless there is a viable demonic threat to either the the coming celebration. Occasionally, the room is also 4 order itself or the city. used as a quiet meditation chamber for the preparation 5 of divine spells. This chamber is open to any members A depiction of the silver chalice that symbolizes the wishing to use it, but it may be reserved prior to order is engraved upon the east wall. specific events. 13. Library/Laboratory 9. Servant’s Quarters This room is the knights’ primary source of informa- The eight servants (each commoner 4) who work at the tion regarding demons. The easternmost section is chapter house are housed in this room. Four sets of filled with bookshelves stocked with leather-bound bunk beds provide sleeping space, and two sets of draw- tomes detailing the various known types of demons, ers hold personal belongings. The servants are here by including their strengths, weaknesses, tactics, and choice, and each is paid 2 gp per week. Their workloads other information. Before the order sanctions any are average, but the knights of the Chalice are more expedition against demonkind, the knights thoroughly concerned with their servants’ well-being than most research the demon to be challenged so that they can other employers, and they give the staff liberal prepare themselves adequately. Also within this area amounts of time off to spend with family. are numerous volumes about planar cosmology, with an emphasis on the outer planes. 10. Kitchen The knights’ alchemical lab is also located here. Food for the chapter house is prepared in this room by Spell components are stored in this area, along with the servants and then served in area 12. Appetizers and pickled portions of demonic anatomy, which the mem- light meals, which are usually eaten in area 11, are also bers study to gain information about their foes. prepared here. (Though knights of the Chalice are not allowed to Three stoves line the east wall, and the entire touch dead bodies, they can touch the jars that contain north end of the room serves as a pantry. The food is the demonic parts, which are prepared by the order’s as high in quality as that found in some of the finest consulting arcane spellcasters.) inns. The knights dine on roasted meats of all types, A lawful good forbiddance effect and a Mordenkainen’s fresh or preserved fruits and vegetables (depending private sanctum spell keep intruders from making off on the season), meat pies, confections, and bread. with the demonic parts. Although many of the body Food is available here at any time of the day or night, parts stored here came from the corpses of slain crea- although anyone wishing to eat between dusk and tures, some were hacked from living demons who did early morning must allow the servants an hour to not perish in battle and would very much like to know prepare the food. where the missing portions of their anatomies might be. 11. Common Area 14. Smithy This chamber is an informal dining area where the This area is used to craft weapons and armor. Metal- knights of the Chalice come to relax. It is used prima- working is done by the knights of the Chalice, and rily for socializing, but light refreshments are always work is rarely given to blacksmiths who are not part available. Numerous comfortable chairs are scattered of the organization. When an arcane caster is needed throughout the room, and tables near the walls are to enchant a weapon, the knight doing the metalwork stocked with light snacks and beverages. A dais in the calls in one of the order’s consulting wizards or northwest corner holds musical instruments and a few sorcerers. chairs for those who wish to entertain their fellows. Those who are musically inclined may strum a tune, or 15. Stables a storyteller may relate the tales of her travels to other The knights’ mounts are stabled in this area. Mounts knights. Because knights come and go frequently, are typically brought onto the grounds through the there are always a few members of the order here look- portcullis in the eastern outer wall, then led into the ing for their friends and swapping tales of their battles stable through a pair of double doors that open from against demons. the building onto the courtyard. Each stall can house a Large mount, and one stall can accommodate a 12. Dining Room Huge mount. The limited space in the stable is avail- Three meals a day are served in this formal dining area, able to the knights on a first-come, first-served basis. and all who are staying in or visiting the chapter house Knights who arrive after every available space has are invited to partake. The room is furnished with long been taken must make arrangements with other 6 tables flanked by chairs covered in black leather. stables in the city. 16. Courtyard smite evil 2/day, turn undead 4/day; SQ aura of Oak trees, flowers, and other ornamental plants spring courage, aura of good, detect evil, divine grace, divine from a carpet of lush grass in each of these outdoor health, lay on hands, special mount (Akabar); AL LG; SV garden areas within the chapter house walls. The court- Fort +5, Ref +2, Will +4; Str 15, Dex 10, yards are available for knights and visitors alike to Con 11, Int 12, Wis 14, Cha 13. enjoy. Skills and Feats: Concentration +4, Diplomacy +9, Knowledge (religion) +9, Knowledge (the planes) +5, 17. Outer Walls Ride +4; Cleave, Eyes in the Back of Your Head, Power Each of the 15-foot-thick outer walls consists of a 5- Attack. foot-wide walkway flanked by two 5-foot-thick sand- Smite Evil (Su): Twice per day, Trelannor may stone walls. This walkway allows those within the keep attempt to smite evil with one normal melee attack. He to access the other structures in the chapter house adds +1 to his attack roll and deals 5 points of addi- without exposing themselves to any harm. The walls tional damage. If he accidentally smites a creature that are 15 feet tall, and ladderlike footholds carved into the is not evil, the smite has no effect, but the attempt still courtyard side provide access to the roof. The roofs of uses up one daily use of the ability. the chapter house’s three structures are open so that Turn Undead (Su): Trelannor turns undead as a defenders may walk upon them. 3rd-level cleric. NPCS Aura of Courage (Su): Trelannor is immune to The following NPCs are associated with the Order of fear, magical or otherwise. Each ally within 10 feet of the Chalice chapter house presented above. They repre- him gains a +4 morale bonus on saving throws against sent the usual range of characters that PCs are likely to fear effects. encounter when visiting the place. They can be used Aura of Good (Ex): Trelannor’s aura of good is within the context of the chapter house itself, or in strong. other dealings with the Order of the Chalice. Detect Evil (Sp): Trelannor can use detect evil, as the spell, at will. Sample Quester Divine Grace (Su): Trelannor applies his Trelannor Vaun comes from a long line of good war- Charisma bonus to all saving throws. (This modifier is riors who have defended the land from the many forms already figured into the statistics given above.) of evil that threaten it. As a child, he was highly com- Divine Health (Ex): Trelannor is immune to all petitive with his peers, and he strove to be the best at diseases, including magical diseases such as mummy everything he did. When he grew older, he felt a call- rot and lycanthropy. ing to seek out and destroy evil wherever it might lie. Special Mount (Sp): Trelannor has a heavy He found faith in the worship of Heironeous and even- warhorse named Akabar as his special mount. He gains tually became a paladin of that deity. the following benefits from Akabar. As Trelannor advanced, he came to realize that Empathic Link (Su):Trelannor can communicate tele- demons, devils, and other outsiders were working pathically with Akabar at a distance of up to 1 mile. He against all that was good. In some cases, they func- has the same connection to an item or a place that tioned as subtle forces behind the scenes, but in other Akabar does. cases, they were direct forces for evil within the world. Share Spells: Trelannor may have any spell he casts About this time, he learned of the Knights of the on himself also affect Akabar if the latter is within 5 Chalice and decided to seek them out. His devotion to feet at the time. He may also cast a spell with a target of the cause of good and his disdain for evil outsiders “You” on Akabar. quickly gained him the rank of quester for the order. Lay on Hands (Su): Trelannor can heal wounds Like his fellow questers, he is now working toward full (his own or those of others) by touch. Each day, he can membership in the Order of the Chalice. heal 5 hit points of damage. He may choose to divide D Trelannor Vaun: Male human paladin 5; CR his healing among multiple recipients, and he doesn’t 5; Medium humanoid; HD 5d10; hp 27; Init +0; Spd 20 have to use it all at once. Alternatively, he can use any ft.; AC 17, touch 10, flat-footed 17; Base Atk +5; Grp +7; or all of this healing to deal damage to undead crea- Atk +8 melee (1d8+3/19–20, +1 longsword) or +5 ranged tures. Using lay on hands in this way requires a success- longbow); Full Atk +8 melee (1d8+3/19–20, ful melee touch attack and doesn’t provoke an attack of ,3ן/1d8) longbow); SA opportunity. 7 ,3ן/longsword) or +5 ranged (1d8 +1 Paladin Spells Prepared (1; save DC 12 + spell D Edainwa Benyth: Female human paladin level): 1st—cure light wounds. 8/knight of the Chalice 2; CR 10; Medium humanoid; Possessions: +1 scale mail, heavy steel shield, +1 HD 8d10+16 plus 2d10+4; hp 75; Init +1; Spd 20 ft.; AC longsword, longbow, 20 arrows, four potions of cure moder- 21, touch 11, flat-footed 20; Base Atk +10; Grp +13; Atk ate wounds, 56 gp. +15 melee (2d6+6/19–20, +2 greatsword) or +12 ranged composite longbow [+3 Str bonus]); Full +1 ,3ן/Physical Description: Trelannor stands 6 feet, 2 inches (1d8+4 tall. He has a fair complexion, blond hair, and blue Atk +15/+10 melee (2d6+6/19–20, +2 greatsword) or composite longbow [+3 Str +1 ,3ן/eyes. He has a large build and is physically strong, but +12/+7 ranged (1d8+4 his actions are tempered by wisdom. bonus]); SA censure demons, smite evil 4/day, turn D Akabar: Male heavy warhorse mount; CR —; undead 4/day; SQ aura of courage, aura of good, courage Large animal; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC of heaven (fear), detect evil, divine grace, divine health, 18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk fiendslaying +1/1d6, lay on hands, remove disease 1/week, +7 melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2 special mount (Dalsha); AL LG; SV Fort +12, Ref +4, Will hooves) and +2 melee (1d4+2, bite); Space/Reach 10 +5; Str 17, Dex 12, Con 14, Int 12, Wis 14, Cha 12. ft./5 ft.; SQ improved evasion, low-light vision, scent; Skills and Feats: Concentration +12, Diplomacy +10, AL LG; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Intimidate +3, Knowledge (religion) +14, Knowledge Con 17, Int 6, Wis 13, Cha 6. (the planes) +10, Ride +5; Cleave, Extra Smiting, Great Skills and Feats: Hide –3, Listen +6, Spot +5; Blind- Cleave, Point Blank Shot, Power Attack. Fight, Endurance, Run. Censure Demons (Su): Any demon within 30 Improved Evasion (Ex): When subjected to an feet of Edainwa must succeed on a DC 12 Will save or attack that normally allows a Reflex saving throw for be stunned for 1 round if it has 4 or more Hit Dice. A half damage, Akabar takes no damage on a successful demon with 3 or fewer HD must succeed on a second save and half damage on a failed save. DC 12 Will save or be sent back to its home plane (as per the dismissal spell). Only one demon is dismissed Sample Chalice Sergeant per censure; check the lowest Hit Dice demon first. When Edainwa Benyth was a young woman, she Smite Evil (Su): Four times per day, Edainwa watched summoned demons destroy her family and may attempt to smite evil with one normal melee most of the small village in which she had been raised. attack. She adds +1 to her attack roll and deals 8 points The knights of the Chalice arrived too late to prevent of additional damage. If she accidentally smites a crea- the tragedy, but they did gather up the survivors and ture that is not evil, the smite has no effect, but the bring them back to their chapter house. attempt still uses up one daily use of the ability. Most of the survivors were extremely young, but Turn Undead (Su): Edainwa turns undead as a Edainwa was almost grown and very much interested 6th-level cleric. in joining those who made a practice of crusading Aura of Courage (Su): Edainwa is immune to against the fiends that had destroyed her family. Imme- fear, magical or otherwise. Each ally within 10 feet of diately motivated to take up a sword, she became a her gains a +4 morale bonus on saving throws against squire to the knights and, five years later, advanced to fear effects. quester. As she became more skilled in combat and Aura of Good (Ex): Edainwa’s aura of good is more committed to the cause of good, Edainwa quickly strong. gained the necessary requirements for a knight of the Courage of Heaven (Su): Edainwa is immune to Chalice and was accepted as a full-fledged member of fear effects cast or created by evil outsiders. the organization. Detect Evil (Sp): Edainwa can use detect evil, as Now, two years after formally joining the knights, the spell, at will. Edainwa has distinguished herself among her peers by Divine Grace (Su): Edainwa applies her rooting out demonic forces poised to overpower Charisma bonus to all saving throws. (This modifier is nearby regions. On one occasion, she even took the already figured into the statistics given above.) fight into the Abyss when she pursued and rescued a Divine Health (Ex): Edainwa is immune to all fellow knight who had been captured by demons. diseases, including magical diseases such as mummy Edainwa has also recruited several new knights to the rot and lycanthropy. cause. At present, she has the first of what she intends Fiendslaying (Ex): Edainwa has a +1 bonus on to be many squires. 8 attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage. She also Sample Chalice Marshal has a +1 competence bonus on Intimidate, Listen, A proven leader within the Order of the Chalice, Lighan Sense Motive, and Spot checks made against evil out- Afaer is the current head of the Crimson Chalice Chap- siders, and a +1 bonus on Will saving throws and ter House, where eighty-one Chalice Sergeants serve opposed ability checks against creatures of this type. under his command. Lighan’s experience as a cleric and Special Mount (Sp): Edainwa has a heavy his degree of devotion to Heironeous, which surpasses warhorse named Dalsha as her special mount. She that of many other knights of the Chalice, have allowed gains the following benefits from Dalsha. him to move up through the order’s ranks quickly. Empathic Link (Su): Edainwa can communicate tele- Lighan joined the knights of the Chalice because of pathically with Dalsha at a distance of up to 1 mile. his religious beliefs. He knows in his heart that order Edainwa has the same connection to an item or a place and good can conquer evil throughout the entire multi- that Dalsha does. verse, and he believes that the existence of demons is Share Spells: Edainwa may have any spell she casts on an affront to his god and his beliefs. Based on these herself also affect Dalsha if the latter is within 5 feet at convictions, Lighan not only takes up arms against the time. Edainwa may also cast a spell with a target of demons himself, but he also actively recruits other “You” on Dalsha. brave individuals into the Order of the Chalice. Lay on Hands (Su): Edainwa can heal wounds (her As a Chalice Marshal, Lighan has the authority to own or those of others) by touch. Each day, she can heal 8 round up manpower to combat demons on all fronts, hit points of damage. She may choose to divide her heal- and indeed he has led the charge against several ing among multiple recipients, and she doesn’t have to demonic incursions onto the Material Plane. He has use it all at once. Alternatively, she can use any or all of also made several expeditions into the Abyss to fight this healing to deal damage to undead creatures. Using lay demons where their power bases lie. While a few of on hands in this way requires a successful melee touch these excursions were simple fact-finding missions attack and doesn’t provoke an attack of opportunity. designed to discover the landscape of the various Remove Disease (Sp): Edainwa can produce a Abyssal layers, Lighan has also launched full assaults remove disease effect, as the spell, once per week. against several minor demon lords, thus weakening the Paladin Spells Prepared (2/1; save DC 12 + power structures that exist within the Abyss. spell level): 1st—cure light wounds, protection from evil; D Lighan Afaer: Male human cleric 11/knight of 2nd—undetectable alignment. the Chalice 4; CR 15; Medium humanoid; HD 11d8+11 Knight of the Chalice Spells Prepared (1; plus 4d10+4; hp 86; Init +2; Spd 20 ft.; AC 22, touch 12, save DC 12 + spell level): 1st—bless weapon. flat-footed 20; Base Atk +12; Grp +15; Atk +19 melee Possessions: +2 full plate armor, +2 greatsword, +1 compos- (1d8+6/17–20, +3 thundering longsword); Full Atk ite longbow (+3 Str bonus), 20 arrows, three potions of cure +19/+14/+9 melee (1d8+6/17–20, +3 thundering moderate wounds, 160 gp. longsword); SA censure demons, turn undead 9/day; SQ Physical Description: Edainwa is a petite woman consecrated casting, courage of heaven (fear), fiendslay- (5 feet, 2 inches) with short black hair and twinkling ing +2; AL SV Fort +12, Ref +6, Will +12; Str 16, Dex 14, blue eyes. Con 13, Int 12, Wis 18, Cha 14. D Dalsha: Female heavy warhorse mount; CR —; Skills and Feats: Concentration +15, Diplomacy +15, Large animal; HD 8d8+24; hp 60; Init +1; Spd 60 ft.; AC Heal +15, Knowledge (religion) +11, Knowledge (the 20, touch 10, flat-footed 19; Base Atk +6; Grp +15; Atk planes) +15, Sense Motive +11, Spellcraft +6; Brew +11 melee (1d6+5, hoof); Full Atk +11 melee (1d6+5, 2 Potion, Combat Casting, Craft Rod, Endurance, Extra hooves) and +5 melee (1d4+2, bite); Space/Reach 10 Turning, Improved Critical (longsword), Improved ft./5 ft.; SQ improved evasion, improved speed, low- Turning, Martial Weapon Proficiency (longsword), light vision, scent; AL LG; SV Fort +9, Ref +7, Will +3; Power Attack, Weapon Focus (longsword). Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6. Censure Demons (Su): Any demon within 30 Skills and Feats: Hide –3, Listen +7, Spot +6; feet of Lighan must succeed on a DC 14 Will save or be Endurance, Run, Weapon Focus (hoof). stunned for 1 round if it has 8 or more Hit Dice. A Improved Evasion (Ex): When subjected to an demon with 7 or fewer HD must succeed on a second attack that normally allows a Reflex saving throw for DC 14 Will save or be sent back to its home plane (as half damage, Dalsha takes no damage on a successful per the dismissal spell). Only one demon is dismissed save and half damage on a failed save. per censure; check the lowest Hit Dice demon first. 9 Consecrated Casting (Ex): When Lighan casts holy smite*, restoration; 5th—dispel evil, flame strike*, true a spell that targets an evil outsider, add +2 to his caster seeing; 6th—blade barrier*, planar ally. level check to overcome the target’s spell resistance *Domain spell. Deity: Heironeous. Domains: Good and +2 to the DC of any saving throw the spell allows. (cast good spells at +1 caster level), War (Martial Courage of Heaven (Su): Lighan is immune to Weapon Proficiency and Weapon Focus with deity’s fear effects cast or created by evil outsiders. favored weapon). Fiendslaying (Ex): Lighan has a +2 bonus on Knight of the Chalice Spells Prepared (2/2; attack rolls against evil outsiders. On a successful save DC 14 + spell level): 1st—detect evil, summon mon- attack, he deals an extra 2d6 points of damage. He also ster I; 2nd—bull’s strength, undetectable alignment. has a +2 competence bonus on Intimidate, Listen, Possessions: +3 breastplate, heavy steel shield, +3 thun- Sense Motive, and Spot checks made against evil out- dering longsword, three potions of cure serious wounds, siders, and a +2 bonus on Will saving throws and winged boots, 245 gp. opposed ability checks against creatures of this type. Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/ ABOUT THE AUTHOR 2+1/1+1; save DC 14 + spell level): 0—detect magic, guid- Darrin Drader was born in Pullman, Washington in ance, light, purify food and drink, read magic, virtue; 1st— 1973, and he attended Washington State University bless, bless water, cause fear, comprehend languages, divine there as well. He has lived in western Washington for favor, magic weapon, protection from evil*; 2nd—aid*, align the past six years and is thrilled to be an employee of weapon, bull’s strength, find traps, lesser restoration, spiritual Wizards of the Coast, Inc. Darrin has done design work 3rd— weapon; dispel magic, invisibility purge, magic vest- for Asgard Online Magazine, d20 Weekly Online Magazine, ment*, remove blindness/deafness, searing light, water Dragon® Magazine, Star Wars Gamer Magazine, Bastion breathing; 4th—death ward, dimensional anchor, dismissal, Press, and of course, Wizards of the Coast, Inc.

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