Académique Documents
Professionnel Documents
Culture Documents
4 – July 2009
Authors: Jason Beardsley, Bill Browne, Mark Gedak, Nathan Irving,
Shane O’Connor, Marc Sant, Stefen Styrsky
Editor: Still none, but that doesn’t stop us from trying.
Design/Layout: Slowly accomplished by Mark.
Companies I’m Excited About This Month: Adamant Entertainment, Louis Porter Jr. Design, Open
Design, Paizo Publishing, Radiance House, Rogue Games, Tricky Owlbear Publishing, Vigilance Press
Foreword by David S. Gallant 2 OGL Horror 51
Game Reviews 3 I’ll Be Right Back… (Genre Set) 51
OGL Fantasy Content (3.X) 5 OGL Modern 53
Class Variations 5 GreenWay 53
Feats 7 GreenWay Advanced Classes 54
Fighting Mages 11 GreenWay Adversaries 58
Gods of the Grand OGL Wiki 14 Modern20 Character 59
Otyghinomicon 17 Modern Magic 60
Psionic Bestiary 18 Public Service Announcement 60
Races 23
Templates 25 Map of Mystery (12 Room) 63
Unusual Rogues 43 Appendix of 3.X Monsters 74
Appendix of 3.X Spells 84
OGL Crusades 45 Swords and Wizardry Adaptations 86
A Collection of Demons 45 Open Game License 87
This edition of DM Sketchpad V.4 ‐ July 2009 is produced under version 1.0 and the System Reference
Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
later versions of the license and document.
Artwork: Some artwork provided by Louis Porter Jr.’s Image Portfolio series. Some artwork copyright
Octavirate Entertainment, used with permission. Some artwork by Maciej Zagorski and Pawel Dobosz
of Forge Studios. Some artwork provided by Shaman's Stockart. Some artwork provided by Kiss Márton
Gyula (Kimagu). Some artwork by Black Hand Source.
Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch. Purple Duck
Creations has no affiliation with Mythmere Games or Matthew J. Finch.
Modern20 is a trademark of Rpgobjects. For more information about Modern20 check out its website.
Map: Poorly drawn by Mark on Battlegraph Tiles.
Designation of Open Game Content: All text on the following pages (XX‐XX) that were first published on
the Grand OGL Wiki (http://grandwiki.wikidot.com) are designated as open game
Content with the exception of the product identity indicated above.
pirated scans from a friend). I knew that I could
FOREWORD never use that material commercially, despite
my desire to see it published. The OGL didn't
Hello. My name is David S. Gallant, often times change that, but it did change my perception of
known by the aliases Roudi, Zvarri, or HWY_Z, how to write my material from that point
and I was made by open gaming. forward. I no longer had to look through my
illicit D&D books to find rules to represent my
Perhaps I should explain: to start, I am indeed a ideas, or even use those books as the basis for
human being and not a construct of stats and my ideas. Using the core rules in the System
mechanics. I am twenty‐six years old and have Reference Documents, I could craft the
been writing ever since I was introduced to a mechanic I wanted for my ideas, represent my
computer at the tender age of seven. I am a ideas the way I wanted to represent them, and
product of the digital age; I was surfing the web see them published legally. It was a mind‐
on a 14.4kbs modem before most of my peers opening experience. Then d20 Modern came,
even knew a computer could be used for more and brought with it the Modern System
than playing Oregon Trail. My friends would Reference Documents; that was it. I was hooked
come to invite me to a game of street hockey to for life.
find me busy programming math games in
QBasic. I socialized with contacts online as My final years in elementary school and most of
much as I did with my family and friends (if not my university days saw a huge dip in grades as I
moreso). With this in mind, it's no surprise that I focused less of essays and more on feats, NPCs,
came to discover roleplaying digitally. My first and adventures. In a three‐year timespan I
game was a haphazard AD&D 2nd Edition contributed tens of thousands of words to UKG
adventure run online by a group I barely knew Publishing, TheLe Games, Reality Deviant
from high school. It was inconsistent, loose with Publishing, RPGObjects, and even Green Ronin.
the rules, and eventually fell apart due to Somehow I've been behind the scenes for some
scheduling. Nonetheless, it hooked me into of the most important events in the history of
"this RPG thing" for life. I soon after found a open gaming. I've witness the establishment of
group of RIFTS players and engaged in a true RPGNow as a legitimate outlet of electronic RPG
tabletop game. It's a miracle that my gaming material, saw the rise and fall of the EN Game
career survived that table. Store, and was a publisher myself when
RPGNow and DriveThruRPG merged into
It should also come as no surprise that my OneBookShelf. I was once a one‐man publisher
introduction to open gaming came from a under the name Gallantry Productions,
conversation with a stranger in an IRC chat producing 11 PDFs as well as the OGC modern
room. The stranger, known to me then only by gaming periodical MODERNIZED. My proudest
the handle "Ralts," was looking for writers for moment was when Phil Reed used some of my
3rd Edition D&D material. I sent him some of OGC mech equipment in one of his Ronin Arts
my material to evaluate, and I soon found PDFs. That's the power of the Open Gaming
myself writing for The Brood and for the License; when a nobody like me can produce an
indefatigable Tim Willard. My early work was idea and one of the most talented writers in the
very rough and most of it remains unpublished, industry can include with his own work. In any
which might be for the best. I still remember my other field, that might be plagarism; thanks to
first introduction to the OGL and my fascination the OGL, credit went where it was due.
with what it meant. Before The Brood, I had
written reams of homebrew material based on The experiences that formed me as a writing
all the D&D books available to me (which were professional were all centered around the OGL.
many, because in all honesty, I had received My understanding of copyright law sprung from
a need to understand the OGL better. Even my
desire to share my work came from the pride I GAME REVIEW
got when I found my OGC used by those I
admire. Who I am as a person has been directly
and indirectly shaped by open gaming. So you
see, I really was made by open gaming. I hope
that the Grand OGL Wiki inspires you, and not
just by the content you find there; I hope that
you become inspired, like I was, to use the OGL
to create and share your creations with the
world.
Kobold Quarterly 10
I can’t believe it’s been 2 ½ years since the
launch of Kobold Quarterly. This magazine
has grown and matured as the page counts
and issue numbers have swelled. Wolfgang
has had a difficult path to walk since the
release of 4th edition as he has tried to
cater to multiple games and I think under
his skilled editorial hand this issue
represents a really good balance for all
gamers of OGL Fantasy.
I’ve been going back and forth on how
exactly to review a magazine and what I
should focus on and I think what I’m going
to do is talk about my five favourite articles
in this volume.
First up on my list of articles to talk about is Zobeck takes the third spot for me and this
Swords Against Darkness – Dungeon and time the two articles that I like most about
Underground Skill Challenges by Michael Zobeck are Ed Greenwood’s take on
Brewer, Quinn Murphy and Jonathan Ninkash the dwarven matron goddess of ale
Jacobs. If you are not familiar with 4th and Wolfgang article on the spring and
edition a skill challenge is a type of harvest festival that are held on the edge of
challenge that does not necessarily involve Zobeck. Open design has been focused on
combat. This article presents three skill dwarves a lot lately so it is not surprising to
challenges – one for 5th level and two for see that another dwarven faith snuck into
10th level. The three skill challenges this issue. Both articles are concept rich and
presented here are very cinematic in nature mechanics light making them very useable
involve chases on mine carts, moving for gamers of any system. Okay, I know I’m
through machinery and navigating cheating and lumping articles together but
submerged rooms and tunnels. They are it is really hard to pick just five.
clear “good action sequences” from a movie
standpoint and with a quick renaming of The coveted fourth spot goes to the Kobold
some of the skills involved could provide a Ecologies entry for this month. Richard Pett
nice narrative challenge that isn’t bogged looks at the ecology of the Hill Giant and I’m
down by precise map movement. I think I’ll really glad he did. I don’t remember ever
be stealing these skill challenges for my 3.X using hill giants in my campaigns for some
game and will look for more challenge‐ reason I always seem to go ogre, troll, stone
related 3pp niche products. giant, frost giant and stone giant – totally
skipping the hill giants as nothing more than
Second has to be the Pathfinder Roleplaying bigger ogres. There are a host of new giant‐
Game preview. In this section Jason based feats that can make these opponents
provides an overview of some of the more devastating. It looks at the traditional
decision goals and some of the changes that view of hill giants as powerful but stupid,
did and did not occur as a result of the stupid opponents, as well as providing a
playtesting process. I’m very excited for the rationale for having some hill giant tribes
release of the Pathfinder RPG and since the better prepared and better armed. What I
Grand OGL Wiki did not receive a publisher like about this article is that it is forcing me
preview copy (didn’t really expect to either) to relook at a monster that I’ve traditionally
I’ve had to check the blogs, scan the forums glossed over.
and hunt down other pieces wherever
possible. In this preview Kobold Quarterly The final article that made my list this issue
also released the first glimpse of the is PCs without Backgrounds by Amber E.
shadowdancer prestige class. This is the first Scott. This is a game advice column that
class preview that I’ve seen that we can looks at the role of backgrounds for the
look as the class format and not just a development of player characters. In my
finished npc. There is also another article on campaigns, I’ve had problems on both sides
protean magic (the salad‐replacements) and of this spectrum I’ve have character sheet
an Katapesh location covered in another players who are not attached to their PCs at
section. all and often have unexpected accidents
then new rule supplements come out so
they can bring in new characters and I’ve
have the generologist who has their entire OGL FANTASY (3.X)
past outline so that everything they do has
to be consistent with their backstory
otherwise they lack the motivation to
continue (why isn’t it always about me).
Amber provides suggestions for a middle of
the road approach that PCs can take to
support the story (without overwhelming it)
and avoid character apathy from
poor/nondevelopmental characters. I’ll
problem find a way to leave a couple copies
of this article around the table to see if its
read by any of my usual suspects.
John Wick’s article on halflings did not make
the cut of top five articles. It is an
interesting premise and I’m interested to
see what he does with the next fantasy re‐
envisioning. I think the problem for me is
that I like halflings just the way they are in
3.X so I can’t see haffuns making an
appearance in my game. I expect other
reviews will definitely mention it though
because is clear a break from tradition while
seeming consistent with our expectations of
the fantasy genre.
I have one complaint though for this issue.
It’s one that has been nagging at me for a
while but it’s just been getting worse and
worse each issue as the overall magazine
continues to improve. Why is this magazine CLASS VARIATIONS
still quarterly? How come we can’t get six
issues a year? Please keep up the good RANGER CLASS BUILDS
work.
Beast‐Man Ranger
Beast Combat Style At 2nd level a ranger
may choose the beast‐man combat style
rather than the archery or two‐weapon
combat style. Once selected it can not be
changed. As with other rangers, he only
gains the benefits of his combat style when
wearing light or no armor. He loses all The Trapper
benefits of his combat style when wearing
medium or heavy armor. Rangers are woodsmen, protectors and
hunters. This last role is sometimes
He gains the Improved Unarmed Strike feat. neglected when there are orc tribes to
In addition, he can make a bite attack as a defend against or undead to keep in check.
standard action. This bite is considered a However, many rangers are first and
natural weapon which means the ranger foremost hunters, men who capture and
does not get additional attacks for a high subdue prey for their pelts or other valuable
base attack bonus. This bite deals 1d6 body parts such as scales, teeth and organs.
damage (1d4 if you are Small). These rangers are known as trappers and
develop a combat style based around the
At 5th level this bite attack is considered a net, a way of fighting no less deadly than
magic weapon for the purposes of other methods.
overcoming damage reduction.
Trapper
Combat Style Expertise: The beast‐man
ranger has spent most of his life in the Combat Style At 2nd level a ranger may
open, developing characteristics of an choose the net combat style rather than the
animal. Instead of choosing a new favored archery or two‐weapon combat style. As
enemy at 5th, 10th, 15th and 20th levels, he with other rangers, he only gains the
may instead choose a feat from the benefits of his combat style when wearing
following list: Alertness, Animal Affinity, light or no armor. He loses all benefits of his
Beast Senses, Blood of the Lycanthrope, combat style when wearing medium or
Howl of the Predator, Improved Grapple, heavy armor.
Improved Natural Attack, Killer’s Reflexes,
Run, Self‐Sufficient, Stealthy, Weapon He gains Exotic Weapon Proficiency (net).
Finesse (bite) and Weapon Focus (bite). He He may make trip attempts with his net
must meet each feat’s prerequisites, if any. against entangled opponents.
Improved Combat Style At 6th level, the Also at 2nd level the trapper can rewind his
beast‐man ranger relishes close combat. He net in 1 round, rather than two.
may charge through obstacles and difficult
terrain. At the end of a charge the beast Combat Style Expertise The trapper learns
man can make a full‐attack action against to use the net for maximum effectiveness.
his opponent, including a bite attack. Instead of choosing a new favored enemy at
5th, 10th, 15th and 20th levels, he may
Combat Style Mastery At 11th level, the instead choose a feat from the following
beast‐man ranger is a vicious, natural killer. list: Combat Reflexes, Deft Hands,
The threat range of his bite attack increases Entangling Critical, Expert Cast, Expert
by 1. If he scores a critical with a bite attack, Weaver, Far Cast, Improved Initiative,
he deals 2 points of Constitution damage to Improved Trip, Quick Draw, Stealthy,
his opponent, or half that on a Fort save (DC Weapon Finesse (net), and Weapon Focus
= 10 + damage of critical hit).
(net). He must meet each feat’s prerequisite FEATS
and can only use a feat while wielding a net. Armored Caster [General]
You can move freer in armor.
Improved Combat Style A trapper’s tactics Benefit: Reduce the arcane spell failure of any
involve dragging an opponent to the ground armor you wear by 5%.
and then exploiting their vulnerability when
the foe tries to stand. The trapper gains the Beast Senses [General]
Your time among the animals has sharpened
Combat Reflexes feat. If he already
your senses.
possesses that feat he gains a +2
Benefit: You gain the scent ability. You take a ‐2
competence bonus to hit on attacks of penalty to saves against debilitating poisons and
opportunity against foes entangled in his odors such as a troglodyte’s Stench ability.
net who attempt to stand up.
Blood of the Lycanthrope [General]
Combat Style Mastery At 11th level the You have always felt more comfortable among
trapper has learned superior net technique. wolves. Perhaps the blood of the wolf runs in
He may entangle a creature two size you.
categories larger than himself. An entangled Prerequisite: Must be 1st level.
creature takes a ‐4 penalty on attack rolls Benefit: You gain DR 1/silver, but your bestial
and a ‐6 penalty on Dexterity. The trapper nature repels others. You suffer a ‐4 penalty on
Bluff, Diplomacy, Disguise and Gather
gains a +2 bonus to trip attempts he makes
Information checks.
against a foe entangled in his net.
Close Mind [General]
You are difficult to corrupt from your set
purpose.
Benefit: You receive a +4 bonus on saving
throws against mind‐affecting spells and effects.
Crack of Thunder [Technique]
Those stand against you are awestruck by your
strength
Prerequisites Base Atk +6, Power Attack, Way
of Power
Benefit Any time you inflict more than 15
damage with a single attack, the opponent must
make a Fortitude save (DC damage dealt) or be
staggered for one round. Targets immune to
critical hits are immune to this feat.
Education [General]
You have picked up special skills during your
varied life.
Benefit: Choose two skills. These skills are
always class skills for you.
Entangling Critical [General] Howl of the Predator [General]
You can aim for just the right spot. The wolf weakens prey with a howl that
Prerequisite: Expert Cast, base attack bonus +6 foretells death. You can do the same.
Benefit: When you score a critical hit with a net, Benefit: You can make an Intimidate check to
your opponent’s limb or other vulnerable body demoralize an opponent against all foes within
part becomes tightly wrapped in the net’s 30 feet who can hear you. If successful, they are
strands. As long as the creature is entangled it shaken for 1 round.
takes 1d8 points of damage each round.
Special: A fighter may select Entangling Critical Immune to Disease [General]
as one of his fighter bonus feats. Creatures You are immune to disease.
immune to critical hits do not take extra Benefit: You are immune to diseases of all sorts.
damage from this feat.
Immune to Poison [General]
Expert Cast [General] You have built up your immunity to poison.
You can throw a net into combat without Benefit: You are immune to poisons of all sorts.
hampering allies.
Prerequisite: Exotic Weapon Proficiency (net), Improved Darkvision [General]
3rd level, Dexterity 15 You have keen vision in the dark.
Benefit: You can throw a net into melee combat Prerequisites: Darkvision.
without taking a ‐4 penalty. Benefit: The range of your darkvision improves
Special: A fighter may select Expert Cast as one by 60 ft.
of his fighter bonus feats.
Keen Caster [General]
Your magic can be carefully and mathematically
Expert Weaver [General] applied to have greater effect.
You can make nets of superior quality and Benefit: Three times a day, add +2 to the
strength. Difficulty Class or caster level of a spell you cast.
Prerequisite: Craft (net making) 5 ranks, Use
Rope 5 ranks. Killer’s Reflexes [General]
Benefit: A net you weave has a number of hit When blood is spilled it only increases your
points equal to your ranks in Craft (net making) ferocity.
and is burst on DC 30 Strength check. When you Benefit: Whenever you score a critical hit or
wield this net, entangled creatures add another inflict massive damage against an opponent,
2 to the DC of Concentration and Escape Artist you gain a +4 bonus to hit and damage rolls
checks for every 5 ranks you possess in Use against the foe until the end of your next turn.
Rope.
Neck Hairs [General]
Far Cast [General] You have a keen sense for danger.
Your proficiency at winding and throwing a net Benefit: You can act in any surprise round,
allows you to throw it farther than normal. whether or not you were surprised.
Prerequisite: Expert Cast
Benefit: When you throw a net you double its Night Eyes [General]
range increment. You can see in the dark.
Special: A fighter may select Far Cast as one of Benefit: You gain darkvision out to 30 ft.
his fighter bonus feats.
Power Shot [General]
You can make powerful attacks at the expense
of accuracy.
Benefit: You can take a penalty to your ranged Revised Spell Focus [General]
attack (no greater than your base attack bonus) Your spells are more potent.
and add it to your damage. Benefit: Choose a school of magic, subschool or
a spell descriptor. Add +1 to the Difficulty Class
Ranged Cleave [General] for all saving throws against spells with the
You can shoot through multiple foes. descriptor or from the school or subschool of
Prerequisites: Power Shot. magic you selected. If the spell does not have a
Benefit: If your ranged weapon drops (kills, Difficulty Class, add +1 to the caster level of the
stuns or knocks prone or unconscious) one foe, spell.
it deflects off or cuts through the target. This Special: You can gain this feat multiple times. Its
gives you an immediate extra ranged attack effects may stack. Each time you take the feat,
against another foe within 20 feet of the target, it applies to a new school of magic, subschool or
if any exist. The extra attack is with the same descriptor. For an illusionist to improve her
weapon and at the same bonsu as the attack evocation spells beyond Spell Focus (evocation),
that dropped the previous creature. You can he or she must take feats like Spell Focus (fire).
use this feat once per round. There is no Greater Spell Focus.
Ranged Cleave, Improved [General] Revised Toughness [General]
You can shoot through multiple foes. You are tough.
Prerequisites: Power Shot, Ranged Cleave. Benefit: You gain hit points equal to three plus
Benefit: You can use the Ranged Cleave feat your character level. Each time you gain a level,
more than once a round, if you meet the you gain an additional hit point.
requirements.
School Resistance [General]
Resist Malady [General] You are difficult to affect with spells from a
Your fortitude is formiddable. certain school.
Benefit: You have a +4 bonus to saving throws Benefit: Choose a school. You gain +4 to saving
against diseases and poisons of all sorts. throws against spells and spell‐like abilities from
that school.
Revised Open Minded [General]
You are talented. Seasonal Mage [General]
Benefit: You gain skill points equal to three plus Your spells change with the seasons.
your character level. Each time you gain a level, Benefit: When you cast a spell of the
you gain an additional skill point. appropriate school in the appropriate season,
you receive a benefit until the end of your next
turn.
Autumnal abjuration: Winds whip around you
for one round, granting a +1 deflection bonus to
AC.
Spring evocation: Coloured sparks play across
your body. The first person to hit you with a
melee weapon takes damage equal to your
caster level.
Summer illusion: Your eyes glow with strange
light. You receive a +2 bonus to skill checks.
Winter enchantment: Your mind becomes as
cold as ice. You receive a +2 bonus to Will saves.
Benefit: You can use spells in scrolls, wands,
Seen Death’s Face [General] staves and potions to activate your Spellfueled
You have stared into the face of death, and now feats.
nothing can cow you.
Prerequisites: Must have died. Spellfueled Blow [Spellfueled]
Benefit: You are immune to energy drain and You can use magic to sharpen your blade.
ability drain and damage. Benefit: As you make an attack, sacrifice a spell
slot or prepared spell. Whether or not your
Skill Training [General] attack hits, you do damage equal to the
You have a variety of skills. minimum caster level of the spell.
Benefit: Choose two skills. You gain a +2 bonus
to each of those skills. If you choose two skills Spellfueled Evocation [Spellfueled]
from the list below, you also gain the listed You can use magic to heighten your evocations.
benefit. Benefit: As you cast an evocation spell, sacrifice
• Bluff, Disguise: Once a day, you can cast a spell slot or prepared spell. Choose whether
ghost sound as a caster of your you want to add the minimum caster level of
character level. the sacrificed spell to the damage done by the
• Knowledge (arcana), Spellcraft: Once a evocation or the level of the sacrificed spell to
day, you can cast prestidigitation as a the evocation’s duration (only if it has a
caster of your character level. duration listed in rounds).
• Knowledge (arcana), Forgery: Once a
day, you can cast read magic as a caster Spellfueled Hide [Spellfueled]
of your character level. You can use magic to harden your flesh.
• Craft, Profession: Once a day, you can Benefit: As a swift action, sacrifice a spell slot or
cast mending as a caster of your prepared spell. Until the end of your next turn,
character level. you gain damage reduction equal to the
• Sleight of Hand, Open Lock: Once a day, minimum caster level of the spell.
you can cast mage hand as a caster of
your character level. Spellfueled Skill [Spellfueled]
• Sense Motive, Diplomacy: Once a day, You can use magic to improve your skill.
you can cast detect evil as a caster of Benefit: As you make a skill check, sacrifice a
your character level. spell slot or prepared spell. You receive a bonus
• Knowledge (religion), Heal: Once a day, to the skill check equal to the spell’s level.
you can cast disrupt undead as a caster
of your character level. Spellfueled Speed [Spellfueled]
• Survival, Heal: Once a day, you can cast You can use magic to increase your speed.
cure minor wounds as a caster of your Benefit: As a swift action, sacrifice a spell slot or
character level. prepared spell. Your speed increases by a
number of squares equal to the spell’s level.
Spellfueled Armor [Spellfueled] This benefit lasts for a number of rounds equal
You can use magic to block attacks. to the spell’s level.
Benefit: As a swift action, sacrifice a spell slot or
prepared spell. Until the end of your next turn, Spellfueled Strike [Spellfueled]
you gain a bonus to your Armor Class equal to You can use magic to strengthen your
the spell’s level. swordarm.
Benefit: As you make an attack, sacrifice a spell
Spellfueled Array [Spellfueled] slot or prepared spell. You receive a bonus to
You can use magic items as spellfuel. the attack roll equal to the spell’s level.
FIGHTING MAGES
Spellfueled Summoning [Spellfueled]
You can use magic to strengthen your Brult
summoned minions.
Benefit: As you cast a summoning spell,
When Brult was born it was rumored he
sacrifice a spell slot or prepared spell. The
summoning lasts a number of additional rounds
was a son of the Forge God. His fiery
equal to the spell’s level (if it has a duration temper and screaming rages only confirmed
measured in rounds). The hit points of any the suspicions of his parentage. When his
summoned creatures are increased by the sorcery emerged in a blast of heat and fire
minimum caster level of the spell. everyone finally knew the truth. He was
divine.
Vulnerable Attack [General]
You can take a hit and retaliate with renewed None of this was good enough to keep in his
fury. clan. His outbursts made others of his clan
Benefit: As a swift action, you can reduce your hate and fear him, and he abandoned his
Armor Class by a number up to your base attack
mountain home for life as a mercenary, a
bonus. Until the end of your next turn, the next
profession his skills and powers have made
attack you make does extra damage equal to
the penalty you took. him particularly suited. His most
distinguishing mark is his complete lack of
Way of Power [Technique] body hair, even eyebrows and beard. The
Like many power disciples, you possess skill heat he exudes when raging burns it all off,
with a variety of crude and unpredictable so at most his face is a mass of stubble if it’s
weapons. been a while since he was in a fight.
Prerequisites Base Atk +1 or higher, Dex 13+
Benefit Select three light weapons, or two one‐ He prepares for combat by casting bull’s
handed weapons, or one large weapon and one strength and shield on himself before
small one, with which you are currently not entering combat in a rage. If he can, he uses
proficient. You gain proficiency in the selected
Intimidate against a foe just before going
weapon or weapons. You may not select a
into a rage.
weapon worth more than 50 gp.
Special This feat can be taken multiple times
Brult, Offspring of Volcanoes CR 8
Warded from Magic [General] Male dwarf barbarian 4 /sorcerer 4
You are difficult to affect with spells. CN Medium humanoid
Benefit: You gain +2 to saving throws against Init +1; Senses darkvision 60 ft., Listen +5,
spells and spell‐like abilities. Spot ‐2
Languages Common, Dwarven
Winds of Fate [General]
You are preternaturally lucky. AC 18, touch 12, flat‐footed 18; Dodge,
Benefit: Three times a day, after rolling a skill uncanny dodge
check, attack roll or saving throw but before
(+1 Dex, +4 armor, +1 deflection, +2 natural)
determining if you succeed, you may add a +2
hp 65 (8 HD)
bonus to the roll.
Fort +8 Ref +3 Will +3; +2 vs. poison, +2 vs.
spells
Spd 30 ft. of him. Creatures with the fire descriptor
Melee +1 dwarven waraxe +9/+4 (1d10+3) are immune to this effect, while creatures
Ranged javelin +8 (1d6+1) with the cold descriptor suffer double
Base Atk +6; Grp +7 damage.
Combat Gear scroll of bear’s endurance
When Brult Rages his stat change as
Str 13, Dex 12, Con 16, Int 10, Wis 8 Cha 15 follows: (This includes bonuses from bull’s
SQ dwarf traits, trap sense +1, fiery soul, strength and shield.)
overflowing, rage 2/day AC 20
Feats Dodge, Spell Focus (evocation), hp 81
Weapon Focus (dwarven waraxe) Fort +10 Will +5
Skills Bluff +10, Climb +8, Diplomacy +4, Aura 5 feet (2 fire damage)
Intimidate +11, Knowledge (nature) +2, Melee +1 dwarven waraxe +13/+8 (1d10+8)
Listen +5, Survival +5 Str 21 Con 20
Possessions +1 dwarven waraxe, 3 mwk Climb +10
javelins, +1 studded leather, +2 amulet of
natural armor, +1 ring of protection, 3 days If given even more time to prepare for
of rations, waterskin combat, Brult also uses or has a colleague
cast bear’s endurance on him as well. This
Sorcerer Spells Known (CL 4th ) pumps his Hit Points up to 97, and gives him
2nd level (4/day) flaming sphere (DC 16), a +12 Fort Save.
bull’s strength
1st level (7/day) burning hands (DC 15), YARIS OF GATH
expeditious retreat, magic missile, shield
0 level (6/day) acid splash, arcane mark,
detect magic, flare, prestidigitation,
resistance
Fiery Soul (Su): Instead of summoning a
familiar, Brult can use that spiritual energy
to awaken the shard of the Forge God
within his heart. He becomes what amounts
to a fire specialist; he can learn one
additional spell per level as long as it has
the fire descriptor (spells per day remain
unchanged) and gains a +1 bonus to the
save DC of spells with the fire descriptor.
This bonus stacks with the one from Spell
Focus and Greater Spell Focus.
Overflowing (Su): When Brult enters a rage,
his veins pulse with heat as if magma were
pouring from his heart. Brult emits an
intense heat that deals 2 automatic points
of fire damage to all creatures within 5 feet
Yaris was the smartest of all wizards in YARIS OF GATH CR 7
Gath, just not the wisest. She attempted a Elite dread skeleton necromancer 6 (AB,
ritual to make herself into a lich for too UA)
early in her career, and instead transformed NE Medium undead (augmented humanoid)
himself into a dread skeleton. Enraged at Init +6; Senses darkvision 60 ft., Spot +1,
his accidental fate, Yaris hates all living Listen +1
beings and still dreams to one day become Language Common, Draconic
a lich.
AC 20, touch 15, flat‐footed 16
She prepares for combat by casting false (+3 Dex, +3 natural, +2 armor, +1 deflection,
life, vampiric touch, and chill touch on +1 dodge)
himself, and then haste on herself and her hp 67 (6 HD); DR 10/bludgeoning
skeletal minion, and other accompanying Immume cold, undead immunities
undead. (These spells are reflected in their Fort +3 Ref +7 Will +5
stats). Just before entering melee Yaris casts
blindness/deafness or ray of enfeeblement Spd 60 ft.
on either the cleric or toughest fighter. Melee 3 claws +5 (1d4+1)
Touch +7 (3d6 plus 1d6 plus 1 Strength [DC
With false life, DR, immunity to critical hits 16]) and +7 (1d6 plus 1 Strength [DC 16])
and sneak attacks Yaris does not fear melee. Base Atk +3; Grp +4
She wades into combat and uses his touch Combat Gear brooch of shielding (50 hit
attack until the spells wear off. Don’t forget points) scroll of cone of cold
he gains extra hit points from vampiric
touch. Once his chill touch is used up, he Wizard Spells Prepared (CL 6th, +7 ranged
moves out of range, casts vampiric touch touch)
and goes back to it. 3rd – haste, (DC 16), ray of exhaustion (DC
18), vampiric touch (2)
If she can, Yaris also likes to enter a fight 2nd – blindness/deafness (DC 17), false life
with a few undead he has animated. They (2), scorching ray, spectral hand
give her cover while casting spells and soak 1st — chill touch, expeditious retreat, ray of
up any cleric’s turning attempts. Yaris also enfeeblement, shield
knows he seems like a lich, and exploits the 0th – acid splash, detect magic, resistance,
misconception to frighten and scare away touch of fatigue
opponents who might otherwise pose a
challenge to her. Str 12, Dex 16, Con —, Int 16, Wis 8, Cha 14
SQ command skeletons, skeletal minion,
turn resistance +4, undead traits, unnatural
aura
Feats Combat Casting, Greater Spell Focus
(necromancy), Improved Initiative,
Improved Turn Resistance, Spell Focus
(necromancy), Undead Vigor
Skills Concentration +10, Decipher Script
+11, Knowledge (arcana) +11, Knowledge
(religion) +10, Spellcraft +9, Use Magic Spd 60 ft.
Device +2 (+4 with scrolls) Melee +1 scimitar +9/+9 (1d6+4/18‐20) or 3
Possessions combat gear, +2 bracers of claws +7 (1d4+3)
defense, +1 amulet of natural armor, +1 Base Atk +3; Grp +6
ring of protection, +1 cloak of resistance
Str 16, Dex 15, Con —, Int —, Wis 10, Cha 1
Command Skeletons (Su): Yaris can SQ undead traits
automatically command all normal Feats Improved Initiative, Weapon Focus
skeletons within 30 feet as a free action. (scimitar), Toughness
Normal skeletons never attack Yaris unless Possessions +1 scimitar, heavy steel shield,
compelled. chain shirt
Skeletal Minion (Su): Instead of gaining a
familiar Yaris gains a skeletal minion. This Gods of the Grand OGL Wiki
skeleton is a loyal servant that follows
Yaris’s commands. The skeleton has a
number of Hit Dice equal to Yaris’s
necromancer level, a bonus to its natural
armor equal to one‐half Yaris’s
necromancer level, and a bonus to its
Strength and Dexterity scores equal to one‐
third Yaris’s necromancer level.
Undead Vigor (Ex): Yaris adds his Charisma
modifier to each Hit Die when calculating
hit points.
Unnatural Aura (Su): Any creature of the
animal type within 30 feet of Yaris
automatically becomes panicked and
remains so until the distance between it
and Yaris is at least 30 feet.
SKELETAL MINION CR —
NE Medium advanced undead Artefaitus
Init +6; Senses darkvision 60 ft., Spot +0, Bringer of Law, Civilization Builder
Listen +0 God of cities, wealth, merchants, and law
Language None Alignment: LN
Domains: Earth, Law, Nobility, Protection,
AC 24, touch 13, flat‐footed 21 Travel
(+2 Dex, +5 natural, +4 armor, +2 shield, +1 Favored Weapon: Light crossbow
dodge)
hp 39 (6 HD); DR 5/bludgeoning The Civilization builder makes these
Immume cold, undead immunities demands of the faithful:
Fort +2 Ref +5 Will +5
• To live within cities, as they are the
center of order, peace and progress.
• To always carry a gold coin as a Jevonus
symbol of wealth but never spend it. The Liquid Courage, The Free Thought
• Support civil projects and laws that God of freedom, ale, wine, and bravery
allow civilization to progress. Alignment: CG
Domains: Chaos, Charm, Good, Strength,
Travel
Favored Weapon: Rapier
Lucifer
First of the Fallen, The Morning Star The Liquid Courage makes these demands
God of tyranny, slavery, pride, and of the faithful:
contracts
Alignment: LE • Wine and ale grant wisdom and
Domains: Evil, Fire, Law, Magic, Trickery courage that are often restricted by
Favored Weapon: Mace sobriety.
• Show bravery in the face of
The First of the Fallen makes these oppression.
demands of the faithful: • Voice your opinions freely and
encourage others to speak as freely.
• In all deal‐making, only accept deals
that are advantageous to you.
• Demand recognition for the deeds
you accomplish Aevis
• Take opportunities to lead whenever The Farwalker, The Wishing Star
they present themselves. Goddess of dreams, stars, travelers, and
luck
Alignment: CG
Domains: Chaos, Good, Liberation, Luck,
Keliterisata Travel
The Mercurial Faith, The Cold Embrace Favored Weapon: Starknife
Goddess of trickery, lust, and revenge
Alignment: CN The Farwalker makes these demands of the
Domains: Chaos, Charm, Knowledge, Luck, faithful:
Trickery
Favored Weapon: Whip • Never let a roof rest about your
head more than a month.
The mercurial faith makes these demands • Grant aid to any traveller who
of the faithful: requests it.
• Remember that the stars reveal
• Love frequently, but not for long. more wisdom than the harsh light of
• Slights against your person or your day.
family must not go unaddressed.
• Make all men or women want you
but make them wait until the fires
are properly stoked.
Is Your Faith
Strong
Enough?
A Matter of Faith
In 12th-century England, the Welsh-English border is an unstable place. But one
Christian outpost is determined to make a stand—with the PCs help, of course! Part
adventure and part setting, A Matter of Faith is a 1st-level adventure designed for
beginner Game Masters and brings 3.5/OGL fantasy adventure to medieval England.
A Matter of Faith provides...
A murder-mystery featuring equal parts roleplaying and combat.
Detailed maps of the Malbank Outpost, its church, and the English landscape
around it.
Will your novice characters have enough faith both in their abilities and in their hearts
to overcome the forces of evil and save the outpost from certain doom?
www.TrickyOwlbear.com/faith
OYTUGHINOMICON Crackling Beast of Crakoon! CR 11
(Advanced Otyugh, Behirling)
N Huge magical beast
Init +3; Senses darkvision 30 ft.,
dragonscent, low‐light vision, scent; Listen
+4, Spot +5
AC 22, touch 7, flat‐footed —
(‐2 size, ‐1 Dex, +15 natural)
hp 207 (18d10+108)
Fort +17, Ref +10, Will +7
Special Defenses electricity immunity
Spd 20 ft , climb 10 ft.
Melee 4 tentacles +26 (1d8+9) and bite +23
(2d6+4 plus disease)
Space 10 ft.; Reach 5 ft. (10 ft. with
tentacles)
Special Attacks breath weapon (6d6
Crackling Beast of Crakoon! electricity, DC 25 Reflex halves), constrict
(1d8+7), disease (filth fever DC 14),
In the Valley of Crakoon, a terrible beast
improved bull rush, improved grab, power
thunders through the darkness, destroying
attack, swallow whole
all in its path. Some say it is as old as the
world itself, others think it moved in last
Str 28, Dex 8, Con 22, Int 8, Wis 12, Cha 6
Saturday. But all are sure that it that is ill‐
Base Atk +18; Grp +39
tempered and smells funny.
Feats Improved Bull Rush, Improved
Grapple (B), Improved Initiative, Monstrous
‐ from Local Villager’s Accounts
Flanker, Multiattack, Power Attack, Skill
Focus (Listen), Weapon Focus (tentacle)
Covered in blue scales, this strange three‐
Skills Climb +17, Hide +12, Search +3
legged monster trudges across the broken
Language Common
ground. Above its grasping tentacles are
SQ all‐around vision
another pair of small functional arms like
Advancement 19‐36 HD (Gargantuan), 39+
that of a dragon or dinosaur. From the back
HD (Colossal)
of its eyestalk sprout spikey horn‐like
[Special Abilities]
growths and electricity crackles about its
All‐Around Vision (Ex) The Crackling Beast
gaping mouth…
of Crakoon!’s flexible eyestalk allows it to
rapidly look in all directions. He is never
flat‐footed and never flanked. He has a +4
racial bonus on Spot and Search checks.
Breath Weapon (Su): The Crackling Beast of
Crakoon! can release a 15 ft. line of
electricity that deals 6d6 electricity damage
(DC 25 Reflex halves). This can be useable PSIONIC BESTIARY
every 1d8 rounds.
Disease (Ex) Filth Fever – bite, Fortitude DC
25, incubation period 1d3 days; damage
1d3 Dex and 1d3 Con. The save DC is
Constitution based.
Dragonscent (Ex):The Crackling Beast of
Crakoon! has the scent ability for the
purposes of detecting dragons.
Improved Grab (Ex) To use this ability, the
Crackling Beast of Crakoon! must hit with a
tentacle attack. It can then attempt to start
a grapple as a free action without provoking
an attack of opportunity. If it wins the
grapple check, it establishes a hold and can
constrict.
Natural Climber (Ex): The Crackling Beast of
Crakoon! has a +8 racial bonus on Climb
checks and can always choose to take 10 on
Climb checks, even if rushed or threatened.
Swallow Whole (Ex): The Crackling Beast of
Crakoon! can swallow an opponent that it
has held in a grapple with a successful
According to the Book of Gygax the
check. Creatures swallowed suffer 1d8+9
following are core psionics monsters: brain
points of bludgeoning damage plus 6 points
mole, cerebral parasite, couatl, demon
of electricity damage per round. It is said
(major), demon (minor), demon (prince),
that the Crackling Beast of Crakoon! could
devil (arch), devil (greater), gray ooze,
gobble up 2 men, 8 halflings, or 32
intellect devourer, ki‐rin, lich, men, XXXX
pseudodragons (yum!).
XXXXXX, yellow mold, shedu, su‐monster,
titan, triton (5%). I have been told by people
Typical Encounters:
that Gary regretted the inclusion of psionics
EL 11 – Crackling Beast of Crakoon!*
in D&D and if that is true, the inclusion of
*
Thankfully, multiple Crackling Beasts have psionics is easily one of my favourite
never been spotted. mistakes in the game. Below is a psionics
update of some classic monsters.
BRAIN MOLE Feats Alertness, Weapon FinesseB
Skills Hide +15, Move Silently +7, Listen +6,
Brain moles are burrowing animals that use Spot +2
psionic powers to overcome large psionic
prey. Small, furry, and nearly blind, brain Environment Temperate Forest
moles are almost indistinguishable from Organization Nest (3‐8)
their common animal cousins. Trease Value 0 gp
Brain moles hunger for psionic energy. They Disease (Ex) Cascade Flu ‐ bite; Fortitude DC
hide in loose dirt and detritus on forest 9, incubation period one day, damage
floors, watching for the approach of psionic psionic cascade (every time an afflicted
creatures with their detect psionics power. character manifests a power, she must
When a suitable target comes in range, the make a DC 16 Concentration check; on a
brain moles then attack with their power failed check, a psionic cascade is triggered
leech ability. The moles remain hidden as [see Psionic Maladies]). The save DC is
long as possible. If threatened, they use Constitution‐based.
aversion and mind thrust to discourage Hide Mind (Su): A brain mole cannot be
attackers, using their bite only as a last identified as psionic by divination spells or
resort. clairsentience powers.
Power Conversion (Su): When a brain mole
Brain moles eat small insects when they drains a power point by means of its power
can’t get psionic energy. leech power, it immediately heals 1 hit
point. If it is already at full normal hit
Brain Mole CR ½ points, it instead gains psionic sustenance
N Tiny Magical Beast (psionic) sufficient to supply its need for
Init +2; Senses low‐light vision, scent; Listen nourishment for 24 hours.
+6, Spot +2 Skills: Brain moles have a +4 racial bonus on
Hide and Move Silently checks and a –2
AC 14, touch 14, flat‐footed 12 racial penalty on Spot checks.
(+2 size, +2 Dex)
hp 3 (1d10‐2) DISEASE, CEREBRAL PARASITES
Fort +0, Ref +4, Will +2
Spread by contact with infected psionic
Spd 15 ft., burrow 15 ft. creatures; contact; DC 15; incubation 1d4
Melee bite +5 (1d3‐4 plus disease) days; damage 1d8 power points.
Space 2 ½ ft.; Reach 0 ft.
Psi‐Like Abilities (ML 5th) * Powers include Cerebral parasites are tiny organisms,
augmentation undetectable to normal sight. An afflicted
At‐will ‐ detect psionics, power leech (DC 14) character may not even know he carries the
3/day ‐ aversion*(DC 13), mind thrust* (DC parasites—until he discovers he has fewer
13) power points for the day than expected.
Psionic creatures with cerebral parasites are
Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11 limited to using each of their known powers
Base Atk +1; Grp ‐11 only once per day (instead of freely
manifesting them). See the note about 3rd –body adjustment, danger sense, energy
diseases under Cascade Flu, above. bolt, false sensory input
2nd –brain lock, cloud mind, ego whip,,
COUATL psionics suggestion
1st –attraction, empathy, mindlink (animals
A couatl is about 12 feet long, with a only), psionic charm , telempathic projection
wingspan of about 15 feet. It weighs about
1,800 pounds. Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha
17
A couatl uses its read thoughts ability on Base Atk +9; Grp +17
any creature that arouses its suspicions. Feats Dodge, Empower Power, Hover,
Since it is highly intelligent, a couatl usually Improved Initiative
manifests powers from a distance before Skills Concentration +14, Diplomacy +17,
closing. If more than one couatl is involved, Jump +0, Knowledge (any two) +15, Listen
they discuss their strategy before a battle. +16, Search +15, Sense Motive +16, Psicraft
+15 (+17 power stones), Spot +16, Survival
Couatl CR 10 +4 (+6 following tracks), Tumble +15, Use
LG Large Outsider (Native, Psionic) Psionic Device +15 (+17 power stones)
Init +7; Sensesdarkvision 60 ft.; Listen +16, Languages Celestial, Common, and
Spot +16 Draconic, Telepathy 90 ft.
SQ Ethereal Jaunt
AC 21, touch 12, flat‐footed 18
(‐1 size, +3 Dex, +9 natural) Environment Warm Forests
hp58 (9d8+18) Organization Solitary, pair, or flight (3–6)
Fort +8, Ref +9, Will +10 Treasure 5,800 gp (psionics items)
Spd 20 ft. (4 squares), fly 60 ft. (good) Ethereal Jaunt (Su) This ability works like
Melee bite +12 (1d3+6 plus poison) the ethereal jaunt spell (caster level 16th).
Space 10 ft.; Reach 5 ft. Improved Grab (Ex) To use this ability, a
Special Attacks constrict 2d8+6, improved couatl must hit a creature of up to two size
grab, psionics categories larger with its bite attack. It can
Psi‐Like Abilities (ML 9th) * Powers include then attempt to start a grapple as a free
Augmentation action without provoking an attack of
At‐will ‐ aura sight, cloud mind (DC 15), opportunity. If it wins the grapple check, it
detect psionics, read thoughts (DC 15) establishes a hold and can constrict.
3/day ‐ mental barrier (+5 deflection)*, Poison (Ex) Injury, Fortitude DC 16, initial
metamorphosis, psionics plane shift, power damage 2d4 Str, secondary damage 4d4 Str.
resistance (PR 19)* The save DC is Constitution‐based.
Telepath Powers Known (ML 9th; PP 85 of
85) DEMONS (Major)
5th ‐ adapt body, mind probe
4th – empathic feedback, energy Traditionally many demon types had access
adaptation, psionics dominate, psionics to psionics abilities. Some of the species
modify memory known to exhibit psionics abilities include
balor, glabrezu, hezrou, nalfeshnee, marilith seeing; Listen +38, Spot +38
and succubus. Due to their chaotic nature Auraevil, flaming body (6d6 fire)
demons then to have psionics powers of the
same nature as the wilder class. AC 35, touch 16, flat‐footed
(‐1 size, +7 Dex, +19 natural)
Demon, Balor hp 290 (20d8+200)
Fort +22, Ref +19, Will +19
DR 15/cold iron and good; Immune
electricity, fire, poison
Resist acid 10, cold 10; PR 28; SR 18
Spd 40 ft., fly 90 ft. (good)
Melee +1 coup de grace longsword
+31/+26/+21/+16 melee (2d6+8/19‐20) and
+1 flaming whip +30/+25 (1d4+4 plus 1d6
fire plus entangle)
Space 10 ft.; Reach 10 ft. (20 ft. with +1
flaming whip)
Special Attacksdeath throes, entangle,
psionics, summon demon
A balor stands about 12 feet tall. Its skin is Spell‐like Abilities (CL 14th)
usually dark red. It weighs about 4,500 At‐will ‐ cause fear (no HD limit) (DC 19),
pounds. Balors love to join battle armed deeper darkness, detect magic,dispel magic,
with their swords and whips. If they face greater teleport, pyrotechnics (DC 20), read
stiff resistance, they may teleport away to magic,symbol of fear (DC 24), symbol of
loose a few psionics powers effects at the sleep (DC 23), symbol of stunning (DC 24),
foe. telekinesis (DC 23)
Wilder Powers Known (ML 12th; PP 174 of
A balor’s +1 flaming whip is a long, flexible 174)
weapon with many tails tipped with hooks, 5th – psychic crush
spikes, and balls. The weapon deals 4th – death urge
bludgeoning and slashing damage, in 3rd – mental barrier
addition to fire damage. 2nd – though shield
1st – demoralize, mind thrust
A balor’s natural weapons, as well as any
weapons it wields, are treated as chaotic‐ Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha
aligned and evil‐aligned for the purpose of 26
overcoming damage reduction. Base Atk +20; Grp +36
Feats Cleave, Improved Initiative, Improved
Demon, Balor CR 20 Two‐Weapon Fighting, Power Attack,
CE Large Outsider (Chaotic, Extraplanar, Quicken Spell‐Like Ability (telekinesis), Two‐
Evil, Psionic) Weapon Fighting, Weapon Focus
Init +11; Senses darkvision 60 ft., true (longsword)
Skills Bluff +31, Concentration +33,
Diplomacy +35, Disguise +8 (+10 acting), Glabrezu
Hide +26, Intimidate +33, Knowledge (any
two) +30, Listen +38, Move Silently +30,
Search +30, Sense Motive +30, Psicraft +30
(+32 power stones), Spot +38, Survival +7
(+9 following tracks), Use Psionic Device +31
(+33 power stones)
Languages telepathy 100 ft.
Environment A chaotic evil‐aligned plane
Organization Solitary or troupe (1 balor, 1
marilith, and 2–5 hezrous)
Treasure 80,000 gp (psionics items) plus +1
coup de grace greatsword and +1 flaming
whip
Death Throes (Ex)When killed, a balor
explodes in a blinding flash of light that
deals 100 points of damage to anything
within 100 feet (Reflex DC 30 half ). This
explosion automatically destroys any
weapons the balor is holding. The save DC is Like succubi, glabrezu tempt victims into
Constitution‐based. ruin, but they lure their prey with power or
Entangle (Ex) A balor’s +1 flaming whip wealth rather than passion. Glabrezu have
entangles foes much like an attack with a penetrating violet eyes, and their skin color
net. The whip has 20 hit points. The whip ranges from deep russet to pitch black. A
needs no folding. If it hits, the target and glabrezu stands about 15 feet tall and
the balor immediately make opposed weighs about 5,500 pounds.
Strength checks; if the balor wins, it drags
the target against its flaming body (see Glabrezu prefer subterfuge to combat.
below). The target remains anchored However, if their attempts to entice or
against the balor’s body until it escapes the deceive fail, these enormous demons attack
whip. with a vengeance.
Coup de Grace Sword (Su) Every balor
carries a +1 vorpal longsword that looks like Once per month, a glabrezu can fulfill a wish
a flame or a bolt of lightning. for a mortal humanoid. The demon can use
Summon Demon (Sp) Once per day a balor this ability to offer a mortal whatever he or
can automatically summon 4d10 dretches, she desires—but unless the wish is used to
1d4 hezrous, or one nalfeshnee, glabrezu, create pain and suffering in the world, the
marilith, or balor. This ability is the glabrezu demands either terrible evil acts or
equivalent of a 9th‐level spell. great sacrifice as compensation.
Skills Balors have a +8 racial bonus on Listen
and Spot checks. A glabrezu’s natural weapons, as well as any
weapons it wields, are treated as chaotic‐
aligned and evil‐aligned for the purpose of Survival +3 (+5 following tracks)
overcoming damage reduction. Languages telepathy 100 ft.
Glabrezu CR 13 Environment A chaotic evil‐aligned plane
CE Huge Outsider (Chaotic, Extraplanar, Evil, Organization Solitary or troupe (1 glabrezu,
Psionic) 1 succubus, and 2–5 vrocks)
Init +0; Senses darkvision 60 ft, true seeing; Treasure 13, 000 gp (psionics items)
Listen +26, Spot +26
Improved Grab (Ex) To use this ability, a
AC 27, touch 8, flat‐footed 27 glabrezu must hit a Medium or smaller
(‐2 size, +19 natural) opponent with a pincer attack. It can then
hp 174 (12d8+120) attempt to start a grapple as a free action
Fort +18, Ref +8, Will +11 without provoking an attack of opportunity.
DR 10/good; Immune electricity, poison Summon Demon (Sp) Once per day a
Resist acid 10, cold 10, fire 10; PR 21; SR 11 glabrezu can attempt to summon 4d10
dretches or 1d2 vrocks with a 50% chance
Spd 40 ft. of success, or another glabrezu with a 20%
Melee 2 pincers +20 melee (2d8+10) and 2 chance of success. This ability is the
claws +18 (1d6+5) and bite +18 (1d8+5) equivalent of a 4th‐level spell.
Space 15 ft.; Reach 15 ft. True Seeing (Su) Glabrezu continuously use
Special Attacks improved grab, psionics, true seeing as the spell (caster level 14th).
summon demon Skills Glabrezu have a +8 racial bonus on
Spell‐Like Abilties (CL 9th) Listen and Spot checks.
At‐will ‐ cause fear (no HD limit) (DC 16),
deeper darkness, levitate,polymorph,
pyrotechnics (DC 17), telekinesis (DC 20)
Wilder Powers Known (ML 10th; PP 113 of
113) RACES
5th – psychic crush
4th – mindwipe Archanus
3rd – energy retort
2nd – id insinutation
1st – matter agitation, psionic grease
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha
20
Base Atk +12; Grp +30
Feats Cleave, Great Cleave, Multiattack,
Persuasive, Power Attack
Skills Bluff +22, Concentration +25,
Diplomacy +9, Disguise +5 (+7 acting),
Intimidate +24, Knowledge (any two) +18,
Listen +26, Move Silently +18, Search +18,
Sense Motive +18, Psicraft +18, Spot +26,
Archanus are a relatively new race in the natural world. Archanus do not dislike any
lands of Gow. They walk, talk and have race because from all others there are
emotions like fleshy creatures but they are things to learn.
clearly of a mechanical nature. The origin of
the archanus is a mystery as some scholars Alignment Archanus can be of any race but
believe that they were created by a college they do have a tendency toward lawful
of technomancers who sought a more alignments. This adherence to normative
intelligent construct to assist with their behaviour may lead some credit to the
research, while others suggest that they are Regulus theory of species origin.
ex‐patriots of the plane of Regulus.
Archanus have no written history and only Archanus Lands Archanus do not have their
record history from when they first came own kingdoms or nations but instead work
online. in factory groups, industrial units or
research sectors within larger human and
Personality Archanus tend to be quiet and demihuman cities. They tend to favour
reserved. They see that other races are more metropolitan cities where they
hesitant of them but do not understand presence is not noticed as much and they
why they evoke suspicion. They tend to say are left to their own devices.
little in the an attempt to offend no one.
Alone or in groups of other archanus they Religion Anagrava (god of forge, protection
tend to be quite social and inquisitive often and strategy) and Olia (goddess of magic)
asking why or are very anxious to try new are two gods that many archanus make
things as their personal experience is quite devotions to or whose strictures they
limited. follow.
Physical Description Archanus stand Languages Archanus speak common and
roughly 5 ft. tall, but are heavier due to one other language. Typically the language
their mechanical bodies. They often have is one of a race that they have frequent
coppery or silvery looking bodies but this is contact with or have trade with.
just cosmetic. They tend to have two hands, Sometimes, archanus will possess strange
two legs and two eyes. They rarely have languages at initialization that are unknown
mouths but instead speak through a voice in the region. When a new initialized
box in a crackily, hissing way. They tend not archanus possesses a foreign language it is
to wear armour or clothing and any they do often seen as a sign that they are supposed
wear needed to be specially made. Some to travel to new langs.
archanus (of a more warrior bend)
sometimes replace grasping hands with Names Archanus are not given names at
fixed weapons. initialization but instead chose their names
from the humanoid nations that surround
Relations Archanus get along best with them. They do this as a sign of respect and
gnomes and humans. Elves and half‐orcs to try to be accepted but others.
have an inherent distrust of them (probably
the only thing those two races can agree Adventurers An archanus adventurer is
on) as they are so out of touch with the often motivated by a desire to gain new
experiences. However, as they learn from TEMPLATES
other cultures they may develop a wider
and more mature set of motivations. DAEMANTHROPE Template
Archanus Race
• +2 Intelligence, ‐2 Dexterity:
Archanus are intelligent constructs
that have slowed reflexes.
• Medium: Archanus are medium
creatures, and have no bonuses or
penalties due to their size.
• Type: Extant. Archanus mechanus
are a special class of constructs
called Extants. Extants have been
given sentience by the gods. They
possess none of the standard
construct immunities.
• Vision: Archanus have low‐light
vision.
• Immunities: Archanus are immune
disease, paralysis and poison.
• Resistance: Archanus have
resistance 5 to electricity.
• Armored Hide: Archanus have a +2
natural armour bonus
• Knowledgeable: Archanus have a +2 Daemanthropes are humanoids that can call
racial bonus to any two knowledge upon the powers and abilities of a fiend,
skills that are always considered undergoing a physical transformation in the
class skills. process. Superficially similar to
• Languages: Common and one other. lycanthropes, daemanthropes are neither
• Favored Class: Wizard infected nor born – they are either the
result of a willing pact with the forces of
woe, or a cursed being possessed by the
malicious power of a fiend.
APPEARANCE CHANGES
Daemanthropes gradually take on features
reminiscent of their fiendish aspect, such as
ruddy skin, tiny horn nubs, an emaciated
appearance, or unusually long and sharp
nails.
CREATING A DAEMANTHROPE Speed: Same as the base creature. Hybrids
“Daemanthrope” is an acquired template use either the base creature’s or the base
that can be added to any humanoid fiend’s speed, whichever is better. If either
(referred to hereafter as the base creature). creature has a special movement mode (fly,
The base creature gains abilities and swim, or burrow), the hybrid retains it. If
qualities from a fiendish being (referred to both creatures have the same special
hereafter as the base fiend). movement mode, the hybrid uses the best
Daemanthropes retain their normal form, qualities from each form.
and can adopt either of two special forms: a
ridden form that combines the mental Armor Class: The base creature’s natural
attributes and special qualities of the base armor class bonus increases by +4 in all
creature and the base fiend without forms. In hybrid form, the daemanthrope’s
changing the base creature’s size or natural armor bonus is equal to the natural
appearance, or a hybrid form that combines armor bonus of the base creature or the
physical and mental features of the base base fiend, whichever is better.
creature and base fiend.
Base Attack/Grapple: Recalculate the base
A daemanthrope uses either the base creature’s base attack bonus to equal
creature’s or the base fiend’s statistics and +1/racial Hit Dice, plus the base attack
special qualities in addition to those bonus from any class levels. The
described here. daemanthrope’s grapple bonus uses its
attack bonus and modifiers for Strength and
Size and Type: The base creature’s type size depending on the daemanthrope’s
does not change, but the creature gains the form.
evil and shapechanger subtypes. If the base
fiend has the Chaos or Law subtype, the Attacks: Same as the base creature in
daemanthrope gains that subtype also. normal or ridden form. As the base fiend in
hybrid form, adjusting for changes in size.
The daemanthrope can also adopt a hybrid
shape that combines features of the base Damage: As the base creature or base
creature and the base fiend. If the base fiend, depending on which form the
fiend is a different size than the base daemanthrope is in. If the hybrid form is
creature, the daemanthrope’s hybrid form smaller or larger than the base fiend, adjust
is one step away from the base creature’s dice size accordingly.
size towards the base fiend’s size (i.e., a
Small creature would become Medium size Special Attacks: A daemanthrope retains
if the base fiend was Medium or larger). the special attacks of the base creature or
base fiend, depending on which form it is
Hit Dice and hit points: Same as the base using.
creature, modified by any Constitution
increase. In ridden form, the daemanthrope retains
the special attacks of the base creature and
gains any supernatural or spell‐like attack of
the base fiend that don’t rely on a physical the base creature, whichever is
body part or attack. better.
• Darkvision (Ex): As base fiend or the
In hybrid form, the daemanthrope gains all base creature, whichever is better.
the special attacks of the base fiend in • Damage reduction (Ex): A ridden or
addition to those of the base creature. hybrid daemanthrope gains damage
reduction equal to the base fiend. If
A daemanthrope does not gain the ability to the base creature also has damage
summon fiends. reduction, the two stack as
appropriate.
Special Qualities: A daemanthrope retains • Spell‐like abilities – A ridden or
the special qualities of the base creature, hybrid daemanthrope gains the
and also gains those described below. spell‐like abilities of the base fiend.
A ridden daemanthrope does not
• Alternate Form (Su): A gain any special qualities that rely on
daemanthrope can shift into a a physical body part or attack.
bipedal hybrid form as though using • Supernatural abilities – A ridden or
the polymorph spell on itself, though hybrid daemanthrope gains the
its gear is not affected and it does supernatural abilities of the base
not regain hit points for changing fiend. A ridden daemanthrope does
form. It does not assume the ability not gain any special qualities that
scores of the base fiend. Changing to rely on a physical body part or
or from ridden or hybrid form is a attack.
standard action. A slain
daemanthrope reverts to its base Base Save Bonuses: As the base creature.
creature form, although it remains
dead. Abilities: Daemanthropes gain a +4 bonus
• Telepathy – range 100 feet. to Wisdom and a bonus to Constitution
• Resistances – A daemanthrope gains equal to the Hit Dice of the base fiend,
resistance 10 to any energy form the rounded up to an even number. In ridden
base fiend has immunity to, and a +4 form, a daemanthrope gains a bonus to
to saves versus any other special Intelligence and Charisma equal to the base
attacks (ie, disease or poison) the fiend’s Intelligence and Charisma scores, ‐
base fiend is immune to. A 10 or –11, or retains the normal creature’s
daemanthrope gains resistance 5 to ability scores, whichever is better. A
any energy the base fiend has daemanthrope in hybrid form also modifies
resistance to. its Strength and Dexterity scores in the
• Fast healing/regeneration – A same way.
daemanthrope has fast healing or
regeneration as the base fiend. Skills: As the base creature. A
• Spell resistance – A daemanthrope daemanthrope in ridden or hybrid form
has spell resistance equal to ½ the gains bonus skill points equal to 4 x
base fiend’s spell resistance, or as Intelligence modifier. These skill points can
only be allocated to a skill given in the base
fiend’s description. The skill points are alignment, but these cases are rare and
allocated once, when the daemanthrope is inevitably tragic.
created, and not each time it changes form.
Any skill given in the fiend’s description is a Advancement: As base creature.
class skill for the daemanthrope in all forms. Level Adjustment: +3 + 25%
In any form, a daemanthrope also has any
racial skill bonuses of the base creature and SAMPLE DAEMANTHROPE
of the base fiend, although conditional skill
bonuses only apply in the associated form. The sample creatures given here use a 4th‐
level halfling rogue and a quasit as the base
Feats: A daemanthrope gains Iron Will, creature.
Great Fortitude, and Lightning Reflexes as
bonus feats.
Organization: Solitary.
Challenge Rating: As base creature, plus ½
the Challenge Rating of the base fiend.
Alignment: Usually evil. Particularly noble
creatures might retain their good
QUASITHROPE
Uncanny Dodge (Ex): A rogue can react to
danger before her senses would normally
allow her to do so. She retains her Dexterity
bonus to AC (if any) even if she is caught
Neoexodus:
A house Divided campaign setting
A half‐anarchic uses all the base creature’s Damage
statistics and special abilities except as Half‐anarchics have a natural attack. If the
noted here. base creature does not have these attack
forms, use the damage values in the table.
Size and Type Otherwise, use the values in the table or the
The creature’s type changes to outsider. Do base creature’s damage values, whichever
not recalculate the creature’s Hit Dice, base are greater.
attack bonus, or saves. Size is unchanged.
Half‐anarchics are normally native Size Bite Slam Claw Tail
outsiders.
Fine 1 1 1 1
Speed Diminutive 1d2 1 1 1
A half‐anarchic has mis‐matched wings and Tiny 1d3 1 1d2 1d2
can fly at twice the base creature’s base
Small 1d4 1d3 1d3 1d4
land speed (average maneuverability). If the
base creature has a fly speed, use that Medium 1d6 1d4 1d4 1d6
instead. Large 1d8 1d6 1d6 1d8
Huge 2d6 1d8 1d8 2d6
Armor Class
Natural armor improves by +1 (this stacks Gargantuan 2d8 2d6 2d6 2d8
with any natural armor bonus the base Colossal 4d6 2d8 2d8 4d6
creature has).
Special Attacks
Attack A half‐anarchic retains all the special attacks
A half‐anarchic has a natural attack, of the base creature and gains the following
determined randomly by rolling 1d4: 1 = special attack.
bite attack; 2 = slam attack; 3 = two claw
attacks; 4 = tail attack. If the base creature • Smite Law (Su)
already has the natural attack form rolled,
Once per day the creature can make a • Resistance to cold 10, electricity 10, fire
normal melee attack to deal extra damage 10, and sonic 10.
equal to its HD (maximum of +20) against a • Damage reduction: 5/magic (if HD 11 or
lawful foe. less) or 10/magic (if HD 12 or more).
• A half‐anarchic’s natural weapons are
• Spell‐Like Abilities treated as magic weapons for the purpose
of overcoming damage reduction.
A half‐anarchic with an Intelligence or • Spell resistance equal to the creature’s HD
Wisdom score of 8 or higher has spell‐like + 10 (maximum 35).
abilities depending on its Hit Dice, as
indicated on the table. The abilities are Abilities
cumulative. Unless otherwise noted, an Str +4, Dex +4, Con +2, Int +2, Wis +2, Cha
ability is usable once per day. Caster level +4.
equals the creature’s HD, and the save DC is
Charisma‐based. Skills
A half‐anarchic gains skill points as an
HD Abilities outsider and has skill points equal to (8 + Int
modifier) × (HD +3). Do not include Hit Dice
1‐2 Color spray 3/day, entropic shield
from class levels in this calculation—the
3‐4 Hideous laughter half‐anarchic gains outsider skill points only
5‐6 Confusion, meld into stone for its racial Hit Dice, and gains the normal
amount of skill points for its class levels.
7‐8 Rainbow pattern, wind wall
Treat skills from the base creature’s list as
9‐10 Insect plague class skills, and other skills as cross‐class.
11‐
Word of chaos Challenge Rating
12
13‐ HD 4 or less, as base creature +1; HD 5 to
Cloak of chaos 3/day, mind fog 10, as base creature +2; HD 11 or more, as
14
base creature +3.
15‐
Polymorph any object
16 Alignment
17‐ Summon monster IX (chaotic Always chaotic (any).
18 creatures only)
Level Adjustment
19‐
Control weather +4.
20
Special Qualities
A half‐anarchic has all the special qualities
of the base creature, plus the following
special qualities.
• Darkvision out to 60 ft.
• Immunity to paralysis.
SAMPLE CREATURE: HALF‐ANARCHIC electricity resistance 10,
GRIFFON fire resistance 10, immune
Half‐anarchic griffons are often the result to paralysis, low‐light
when the whimsical creatures of the chaotic vision, scent, sonic
planes lay eyes on the regal bearing of a resistance 10, spell
griffon. Smarter and stronger than their resistance 17
mundane brethren, half‐anarchic griffons
Saves: Fort +9, Ref +9, Will +6
have a much more holistic mix of feline and
avian features, rather than the front half Str 22, Dex 19, Con 18, Int
Abilities:
being bird‐like and the back half leonine. 7, Wis 15, Cha 12
Each of their wings has a very different Hide +5, Jump +20, Listen
pattern and shade to their feathers. Skills: +12, Move Silently +9,
Spot +16, Survival +7
This half‐anarchic griffon rolled for a bite
Iron Will, Multiattack,
attack for its natural weapon, which the Feats:
Weapon Focus (bite)
base creature already has.
Environment: Temperate hills
HALFANARCHIC GRIFFON Solitary, pair, or pride (6–
Organization:
10)
Large Outsider
Challenge
(Augmented Magical 6
Rating:
Beast, Native)
Treasure: None
Hit Dice: 7d10+28 (66 hp)
Alignment: Always chaotic neutral
Initiative: +4
8–10 HD (Large); 11–21
30 ft. (6 squares), fly 80 ft. Advancement:
Speed: HD (Huge)
(average)
Level
20 (–1 size, +4 Dex, +7 +7 (cohort)
Adjustment:
Armor Class: natural), touch 13, flat‐
footed 16
A half‐anarchic griffon cannot speak, but
Base understands Common.
+7/+17
Attack/Grapple:
Attack: Bite +13 melee (2d6+6) COMBAT
Bite +13 melee (2d6+6) Half‐anarchic griffons prefer to pounce on
Full Attack: and 2 claws +10 melee their prey, either diving to the attack or
(1d4+3) leaping from above. Their natural weapons
count as magic weapons for the purpose of
Space/Reach: 10 ft./5 ft. overcoming damage reduction.
Pounce, rake 1d6+3, smite
Special Attacks:
law, spell‐like abilities Pounce (Ex): If a half‐anarchic griffon dives
Cold resistance 10, upon or charges a foe, it can make a full
Special attack, including two rake attacks.
damage reduction
Qualities:
5/magic, darkvision 60 ft.,
Rake (Ex): Attack bonus +10 melee, damage land speed (average maneuverability). If the
1d6+3. base creature has a fly speed, use that
instead.
Smite Law (Su): Once per day can make a
normal melee attack to deal 7 points of Armor Class
extra damage against a lawful foe. Natural armor improves by +1 (this stacks
with any natural armor bonus the base
Spell‐like Abilities: 3/day – color spray (DC creature has).
12); 1/day – confusion (DC 15), entropic
shield, hideous laughter (DC 13), meld into Attack
stone, rainbow pattern (DC 15), wind wall A half‐axiomatic has two claw attacks. If the
(DC 14). Caster level 7th. Save DCs are base creature can use weapons, the half‐
Charisma‐based. axiomatic retains this ability. A half‐
axiomatic fighting without weapons uses a
Skills: Half‐anarchic griffons have a +4 racial claw attack when making an attack action.
bonus on Jump and Spot checks. When it has a weapon, it usually uses the
weapon instead.
Half-Axiomatic
Half‐axiomatic creatures usually have perfect Full Attack
symmetry in their appearance, giving them a A half‐axiomatic fighting without weapons
cold sort of beauty, similar to a perfectly‐ uses its claws when making a full attack. If
formed sculpture. armed with a weapon, it usually uses the
weapon as its primary attack and if it has a
Creating a Half‐Axiomatic hand free, it uses a claw as an additional
"Half‐axiomatic" is an inherited template natural secondary attack.
that can be added to any living, corporeal
creature with an Intelligence score of 4 or Damage
higher and nonchaotic alignment (referred Half‐axiomatics have claw attacks. If the
to hereafter as the base creature). base creature does not have these attack
forms, use the damage values in the table.
A half‐axiomatic uses all the base creature’s Otherwise, use the values in the table or the
statistics and special abilities except as base creature’s damage values, whichever
noted here. are greater.
Size and Type
Size Claw
The creature’s type changes to outsider. Do
not recalculate the creature’s Hit Dice, base Fine 1
attack bonus, or saves. Size is unchanged. Diminutive 1
Half‐axiomatics are normally native
Tiny 1d2
outsiders.
Small 1d3
Speed Medium 1d4
A half‐axiomatic metallic‐looking wings and
Large 1d6
can fly at twice the base creature’s base
Huge 1d8 18 only)
Gargantuan 2d6 19‐
Reverse gravity
Colossal 2d8 20
Special Attacks Special Qualities
A half‐axiomatic retains all the special A half‐axiomatic has all the special qualities
attacks of the base creature and gains the of the base creature, plus the following
following special attack. special qualities.
• Smite Chaos (Su) • Darkvision out to 60 ft.
• Immunity to petrifaction.
Once per day the creature can make a • Resistance to cold 10, electricity 10, fire
normal melee attack to deal extra damage 10.
equal to its HD (maximum of +20) against a • Damage reduction: 5/magic (if HD 11 or
chaotic foe. less) or 10/magic (if HD 12 or more).
• A half‐axiomatic’s natural weapons are
• Spell‐Like Abilities treated as magic weapons for the purpose
of overcoming damage reduction.
A half‐axiomatic with an Intelligence or • Spell resistance equal to the creature’s HD
Wisdom score of 8 or higher has spell‐like + 10 (maximum 35).
abilities depending on its Hit Dice, as • +2 racial bonus on Will saves against
indicated on the table. The abilities are mind‐affecting effects.
cumulative. Unless otherwise noted, an
ability is usable once per day. Caster level Abilities
equals the creature’s HD, and the save DC is Str +4, Dex +2, Con +4, Int +4, Wis +2, Cha
Charisma‐based. +2.
Half‐axiomatic hobgoblins are the results of Mundane beasts resemble magical
a eugenics program by the hobgoblin god. creatures, but utterly lack any magical or
At his command, hobgoblin clerics summon supernatural abilities. They are the result of
fiends from Acheron to sire new, stronger failed magical experiments, pervasive
hobgoblins to lead their tribes and help antimagic, or random mutation.
establish the formation of a mighty empire.
Already, these monstrous creatures have APPEARANCE CHANGES
expanded the borders of a number of None. Mundane beasts appear exactly as
hobgoblin lands, bringing their race’s long‐ normal members of their species.
held dream of establishing a mighty empire Shapechangers appear in their natural form.
much closer to fruition.
CREATING A MUNDANE BEAST
Half‐axiomatic hobgoblins look much like “Mundane beast” is an inherited template
their terrestrial counterparts, but for the that can be applied to any aberration,
large rust‐colored wings that spread behind dragon, or magical beast.
them. More intelligent and more powerful A mundane beast uses all the base
than normal hobgoblins, they quickly rise to creature’s statistics and special abilities
positions of leadership within their clan, except as noted here.
taking over all aspects of their brutal society
before looking for conquest. Size and Type: The creature’s type changes
to animal. They do not gain the augmented
COMBAT subtype. They lose all subtypes except
Half‐axiomatic hobgoblins speak Goblin and aquatic or swarm. Base creatures with the
Common. Their natural weapons are water subtype gain the aquatic subtype.
treated as magic weapons for the purpose Recalculate the creature’s Hit Dice, hit
of overcoming damage reduction.
points, base attack bonus, saves, and skills. spells or magical effects, and ability to
Size is unchanged. change forms.
Speed: A mundane beast’s land and swim A mundane beast gains low‐light vision if
speeds are unchanged. If the base creature the base creature did not have it already.
has wings, fly speed is reduced by ½ and
manuverability is reduced by one. If the Abilities: Reduce Intelligence to 2, or if base
base creature doesn’t have wings, the creature’s Intelligence is already 2 or lower,
mundane beast can’t fly. Burrow speed is leave unchanged.
reduced by ½.
Skills: A mundane beast loses access to
Armor Class: A mundane beast loses any Intelligence‐based skills. Recalculate skills
deflection bonus to armor class, and any and skill points using the mundane beast’s
bonus based on supernatural abilities, new intelligence and type.
spells, or spell‐like abilities.
Feats: A mundane beast loses any feats
Special Attacks: A mundane beast loses all related to metamagic; item creation; spells
psionic, supernatural, and spell‐like abilities. or spell‐like abilities; supernatural abilities;
It loses any extraordinary ability or attack attacks, qualities, and movements it no
that inflicts ability damage or drain, acid, longer possesses; and Intelligence‐based
cold, electricity, fire, force, or sonic damage, skills.
disease, fear, level drain, paralysis,
petrification, or relies on magical Environment: If the base creature’s
knowledge or alignment to function. It loses environment is uninhabitable or
any poison attacks unless it is inflicted via a unreachable due to changes in its qualities,
bite or tail stinger; poison damage is change environment to a more suitable
reduced by half (rounded down) unless the one.
base creature has a serpentine or
verminous appearance. It loses all breath Challenge Rating: Change to ½ Hit Dice, +1
weapons, gaze attacks, and ranged attacks. if the mundane beast is unusually strong,
tough, or quick for its’ size.
Special Qualities: A mundane beast loses all
psionic, supernatural, and spell‐like abilities. Treasure: None.
They lose any extraordinary ability that
protects from, utilizes, or grants immunity Alignment: Always neutral.
to ability damage or drain, acid, cold,
electricity, fire, force, or sonic damage, fear, Advancement: As base creature. If the base
level drain, paralysis, petrification, or relies creature advances by character class,
on magical knowledge or alignment to change to advancement by Hit Dice.
function. They lose all planar travel ability, Maximum Hit Dice is usually triple base Hit
damage reduction, darkvision, energy Dice. Size changes are usually at double
resistance and immunities, fast healing, base Hit Dice, subject to the following
incorporeal status, magic resistance, suggested minimums (Small, minimum Hit
regeneration, resistance or immunity to Dice ½; Medium, minimum Hit Dice 1;
Large, minimum Hit Dice 3; Huge, minimum vision
Hit Dice 6; Gargantuan, minimum Hit Dice
Saves: Fort +10, Ref +5, Will +2
12; Colossal, minimum Hit Dice 24).
Str 10, Dex 13, Con 22,
Abilities:
Level Adjustment: Mundane beasts aren’t Int 2, Wis 13, Cha 13
suitable as characters, and do not have a Listen +4, Spot +9, Swim
level adjustment. Skills:
+8
Lightning Reflexes,
SAMPLE MUNDANE BEAST Feats:
Weapon Finesse
The following examples use a gibbering Environment: Underground
mouther and a young red dragon as the Organization: Solitary
base creatures.
Challenge Rating: 3
MUNDANE MOUTHER Treasure: None
Alignment: Usually neutral
Advancement: 5–12 HD (Large)
Level
—
Adjustment:
This creature looks like a pool of melted
flesh, in which eyeballs and toothed mouths
float. It growls and snarls randomly as it
pulsates.
Medium Animal Mundane mouthers are created when a
Hit Dice: 4d8+24 (42 hp) gibbering mouther reproduces, deliberately
or by accident, in an antimagic field. The
Initiative: +1
resulting mundane mouther usually has a
10 ft. (2 squares), swim very short life, but one occasionally survives
Speed:
20 ft. to maturity in remote caves and passages.
19 (+1 Dex, +8 natural), They hunt small animals and vermin as
Armor Class: prey, though they will attack smaller
touch 11, flat‐footed 18
humanoids if given the opportunity.
Base
+3/+3
Attack/Grapple:
Mundane mouthers have a fixed number of
Attack: Bite +4 melee (1) eyes and mouths, and cannot form new
Full Attack: 6 bites +4 melee (1) ones at will. A damaged eye or mouth heals
Space/Reach: 5 ft./5 ft. or is replaced in one or two days.
Improved grab, blood
Special Attacks:
drain, engulf
Special Qualities: Amorphous, low‐light
COMBAT Amorphous (Ex): A mundane mouther is
not subject to critical hits. It cannot be
A mundane mouther attacks by shooting flanked.
out elastic tentacles, each ending in one or
more eyes and a mouth that bites at the Skills: Thanks to their multiple eyes,
enemy. A mouther can send out a total of mundane mouther have a +4 racial bonus
six such members in any round. on Spot checks.
A mundane mouther has a +8 racial bonus
Improved Grab (Ex): To use this ability, a on any Swim check to perform some special
mundane mouther must hit with a bite action or avoid a hazard. It always can
attack. It can then attempt to start a choose to take 10 on a Swim check, even if
grapple as a free action without provoking distracted or endangered. It can use the run
an attack of opportunity. action while swimming, provided it swims in
a straight line.
Blood Drain (Ex): On a successful grapple
check after grabbing, that mouth attaches
to the opponent. It automatically deals bite
damage and drains blood, dealing 1 point of
Constitution damage each round. A mouth
can be ripped off (dealing 1 point of
damage) with a DC 12 Strength check or
severed by a successful sunder attempt (the
mouth has 2 hit points).
A severed mouth continues to bite and
drain blood for 1d4 rounds after such an
attack. A creature whose Constitution is
reduced to 0 is killed.
Engulf (Ex): A mundane mouther can try to
engulf a Medium or smaller opponent
grabbed by three or more mouths.
The opponent must succeed on a DC 14
Reflex save or fall and be engulfed. In the
next round, the mouther makes twelve bite
attacks instead of six (each with a +4 attack
bonus). An engulfed creature cannot attack
the mouther from within. The previously
attached mouths are now free to attack
others. The save DC is Strength‐based and
includes a +2 racial bonus.
MUNDANE YOUNG RED DRAGON slap +14 melee (1d8+10)
10 ft./5 ft. (10 ft. with
Space/Reach:
bite)
Special Attacks: —‐
Blindsense 60 ft., keen
Special
senses, low‐light vision,
Qualities:
scent
Saves: Fort +11, Ref +8, Will +5
Str 25, Dex 10, Con 17, Int
Abilities:
2, Wis 13, Cha 12
Bluff +5, Jump +15, Listen
Skills:
+5, Spot +5
Alertness, Flyby Attack,
Feats: Improved Initiative,
Multiattack, Toughness
Environment: Warm mountains
Organization: Solitary, or clutch (2‐5)
Challenge
8
Rating:
Large Animal
Treasure: None
Hit Dice: 13d8 +39 (100 hp)
Alignment: Always neutral
+4 (+4 Improved
Initiative: 14‐15 HD (Large); 16‐26
Initiative) Advancement:
HD (Huge)
40 ft. (6 squares), fly 75
Speed: Level
ft. (clumsy) +3 (cohort)
Adjustment:
21 (–1 size, +12 natural),
Armor Class:
touch 9, flat‐footed 21
This dragon is the size of a horse, with
Base burnished red scales, serrated horns, and
+9/+20
Attack/Grapple: large leathery wings.
Bite +16 melee (2d6+7) or
claw +14 melee (1d8+3) Mundane red dragons are the result of
Attack: or wing +14 melee magical experimentation on red dragon
(1d6+3) or tail slap +14 eggs, usually in an attempt to create a more
melee (1d8+3) docile dragon that can be safely ridden into
battle. On the rare occasions these
Bite +16 melee (2d6+7)
experiments result in a living creature, a
and 2 claws +14 melee
Full Attack: mundane red dragon is created.
(1d8+3) and 2 wing +14
melee (1d6+3) and tail
Mundane red dragons lack the intelligence raise an army, he prefers to hunt, kill and
and breath weapon of a true dragon, as well live alone.
as all spell‐like and supernatural abilities,
making them little more than a powerful
flying lizard. Unfortunately for the creators,
mundane red dragons are still extremely
aggressive, territorial, and possessive, and
attempts to domesticate them have failed.
Combat
Keen Senses (Ex): A dragon sees four times
as well as a human in shadowy illumination
and twice as well in normal light.
MINDLESS MUNDANE BEAST TEMPLATE
Sometimes a mundane beasts regresses
even further, and loses all but the most
basic of abilities – how to hunt food, seek
shelter, and reproduce. A mindless
The Ghost Bull
mundane beast, in addition to the changes
Phrenic Minotaur Soulknife* 4
above, has no Intelligence score, loses all
CE Large monstrous humanoid (psionic)
skills and feats, and is immune to all mind‐
Init +3; Senses darkvision 60 ft., scent;
affecting effects (charms, compulsions,
Listen +10, Spot +19
phantasms, patterns, and morale effects).
AC 16, touch 11, flat‐footed —
UNUSUAL ROGUES
(+5 natural, +3 dex, –1 size)
hp 70 (10d8+30)
The Ghost Bull
Fort +6, Ref +11, Will +10
Defensive Abilities natural cunning
The tribes of the Northland speak of the
Ghost Bull in hushed tones. To some he is
Spd 30'; 40' while focused
thought to be a story to scare children, but
Melee +1 greataxe +15/+10 (3d6+8/x3) and
to others he is a terrible spectre of death.
gore +8 (1d8+2)
Born different from his kin, the Ghost Bull
Ranged +1 shortsword +13 (1d8+6/19‐20)
grew up in the wild preying on the
Space 10 ft.; Reach 10 ft.
superstitions of man. His appearance is said
Special Attacks powerful charge, psychic
to freeze the blood of his opponent (where
strike +1d8
in actuality it is an application of his brian
Psi‐like abilities (CL 10, 3 power points)
lock power) or send foes screaming. He is a
3/day –defensive precognition, empty mind,
deadly efficient killer who concentrates on
mind thrust, intellect fortress
scattering and picking off foes one at a
1/day – force screen, body adjustment,
time. Though it would be possible for him to
brain lock, aversion, psionic blast, psychic blade ability). Creatures immune to mind‐
crush affecting effects are immune to psychic
strike damage. (Unlike the rogue’s sneak
Str 20, Dex 17, Con 17, Int 12, Wis 12, Cha attack, the psychic strike is not precision
10 damage and can affect creatures otherwise
Base Atk +9; Grp +18 immune to extra damage from critical hits
Feats Stealthy, Combat Reflexes, Track, or more than 30 feet away, provided they
Wild Talent, Weapon Focus (Mindblade), are living, non‐mindless creatures not
Speed of Thought, Exotic Mind Blade immune to mind‐affecting effects.)
(Greataxe) A mind blade deals this extra damage only
Skills Hide +6, Intimidate +6, Listen +6, once when this ability is called upon, but
Move Silently +6, Search +1, Spot +6, the Albino Minotaur can imbue his mind
Survival +6 blade with psychic energy again by taking
Language Giant another move action.
SQ natural cunning, mind blade, throw Once a he has prepared his blade for a
mind blade, naturally psionic psychic strike, it holds the extra energy until
it is used. Even if the Albino Minotaur drops
Natural Cunning (Ex) The Albino Minotaur the mind blade (or it otherwise dissipates,
possess innate cunning and logical ability. such as when it is thrown and misses), it is
This gives them immunity to maze spells, still imbued with psychic energy when he
prevents them from ever becoming lost, next materializes it.
*
and enables them to track enemies. The variant Soulknife from Untapped
Further, they are never caught flat‐footed. Potential is used here
Powerful Charge (Ex) When the Albino
Minotaur charges it can make a single gore
attack with a +9 attack bonus that deals
4d6+6 points of damage.
Mind Blade (Su) Albino Minotaur can create
a semisolid blade composed of psychic
energy distilled from his own mind. He can
shape it in the form of a +1 large
shortsword (1d8+1/19‐20x2) or a +1 large
greataxe (3d6+1/x3).
Throw Mind Blade (Ex) The Albino
Minotaur can throw his mind blade as a
ranged weapon with a range increment of
30'.
Psychic Strike (Su) As a move action, the
Albino Minotaur can imbue his mind blade
with destructive psychic energy. This effect
deals an extra 1d8 points of damage to the
next living, non‐mindless target he
successfully hits with a melee attack (or
ranged attack, if he is using the throw mind
OGL CRUSADES Alignment Chaotic Evil
Type Extraplanar
A Collection of Demons XP 810 +7
Demons are terrible creatures of suffering Babau are the traitorous scum of the
and destruction that inhabit the infernal underworld. It is postulated by some that
abyss. While, devils may attempt to corrupt, when an chaotic evil rogue dies his soul
trick or manipulate mortals, demons are upon entering the Abyss becomes a Babau.
concern with the destruction of beauty, life They are thin humanoids with oily black skin
and hope. that leaks a corrosive acid.
All demons possess the following traits: Combat Babau are sneaky opponents who
‐ Chaotic evil alignment. seek to eliminate spellcasters first followed
‐ Darkvision 60 ft. by heavily armoured warriors.
‐ Immunity: Cold (half), Electricity (half),
Fire (half) Acid Skin The babau is covered in an acidic
‐ Telepathy: They communicate coating that deals 1d6 points of damage to
telepathically and can speak every creatures that strike him unarmed or with
language. natural weapons. Metal weapons have a
‐ Plane Shift: Demons are trapped in the 25% chance of dissolving when striking the
evil planes, they can move freely among babau. Magic weapons are unaffected.
them by plane shifting as a 14th level
wizard 5 times/day but cannot come to the Back Attack The babau has the back attack
Material plane without the aid of dark abilities of a 5th level rogue.
magic and mortal aid.
Spell‐Like Abilitiesdarkness, dispel magic,
Name Babau see invisibility, teleport. All usable once per
day as a 7th level caster.
No.
1, 3‐6
Encountered Summon Demon A babau has a 40% chance
Size Medium of summoning another babau.
HD 7(d8)
Move 30 ft.
Name Balor
AC 19
No.
Attacks 2 Claw (1d6), Bite (1d6) 1
Encountered
Acid Skin, Demon traits, Back Size Large
Special Attack, Spell‐Like Abilities,
Summon Demon HD 20(d8)
Poison Any creature biten by the bebilith
takes and addition 3d6 points of damage
from its poison. If they make a constitution
save they only take ½ damage. There is a ‐2
penalty on this save.
Rend Armor If a bebilith hits an opponent
with two claws it tears their armor apart (no
save). Magical armor have a 10% chance ‐
1% per “+” of being ruined by this attack. Dretches are stupid, cannon fodder that
serve a nameless militia in demonic forces.
Weapon Resistant Bebiliths take ½ damage They have little intellect, skill or
from weapons not coated in silver or made effectiveness. They are short, bloated
from cold iron. humanoid creatures that kill and maim
anything they can pick on.
Web Bebilith have a spider‐like gland that
produces a strong, crimson webbing. They Combat Dretches are slow, stupid, and not
can use these strands to make a web attack very effective combatants. In one‐on‐one
that is identical to the web spell. There is no combat, they shy rely on their resistance to
limit to home many such attacks it can weapons to keep them alive. In groups, they
make. depend on sheer numbers to overcome
foes and immediately summon other
Name Dretch dretches to improve the odds in battle.
They flee at the first sign of adversity unless
No. more powerful demons are present to
10‐40
Encountered intimidate them into fighting. Dretches’ fear
Size Small of their greater kin is stronger then even
HD 2(d8) their fear of death.
Move 20 ft. Summon Demons A dretch has a 35%
AC 16 chance of summoning another dretch.
Attacks 2 Claw (1d6)
Weapon Resistant A dretch takes 1/2
Demon Traits, Summon damage from weapons that are non‐magic
Special
Demon, Weapon Resistant or not blessed.
Saves P
Int Inferior
Alignment Chaotic Evil Name Glabrezu
Like succubi, glabrezu tempt victims into
Name Hezrou
ruin, but they lure their prey with power or
wealth rather than passion.Glabrezu have No.
1‐4
penetrating violet eyes, and their skin color Encountered
ranges from deep russet to pitch black. A Size Large
glabrezu stands about 15 feet tall and
HD 10(d8)
weighs about 5,500 pounds.
Move 30 ft.
Combat Glabrezu prefer subterfuge to AC 23
combat. However, if their attempts to
Attacks Bite (4d4), 2 Claw (1d8)
entice or deceive fail, these enormous
demons attack with a vengeance. They Demon Traits, Improved
follow a confusion Grab, Spell‐Like Abilities, SR
Special
attack with melee attacks, hoping to finish 9, Stench, Summon Demons,
off wounded foes with spell‐like abilities. Weapon Resistant
Saves P
Improved Grab When a glabrezu strikes Int High
with its pincers, an opponent must make a
successful strength save or be held, Alignment Chaotic Evil
immobile, in the creature's pincers. A Type Extraplanar
creature held this way suffers pincer XP 3030 + 10
damage each subsequent round. It can
attempt to make another escape attempt
non‐hezrou within 10 ft. must make a
successful constitution save. If this save
fails, the victim suffers a ‐2 penalty on
attack and damage rolls due to nausea.
Summon Demons Once per day a hezrou
can attempt to summon 4d10 dretches or
another hezrou with a 35% chance of
success.
Name Manes
NO. ENCOUNTERED 2‐12
SIZE Medium
Hezrou are toad like demons who revel in
HD 1 (d8)
combat. A hezrou can walk both upright and
on all fours, but it always fights standing up. Move 30 ft.
A hezrou is about 8 feet tall and weighs AC 13
about 750 pounds. Attacks 2 claws (1d4)
Combat Hezrous enjoy melee combat even Special Demon traits, Scent
more than vrocks do. They eagerly press an Saves P
attack deep into the heart of enemy forces, Int Inferior
so their stench can take effect as quickly as
possible. Alignment Chaotic Evil
Type Extraplanar
Improved Grab When a hezrou strikes with Treasure 1
both its claws, an opponent must make a
successful strength save or be held, XP 5+2
immobile, in the creature's claws. A
creature held this way suffers claw and bite The simplest type of demon is the manes.
damage each subsequent round. It can These wretched creatures are the physical
attempt to make another escape attempt manifestation of a soul who has committed
with a strength save after each rounds evil and chaotic acts in life and has been
damage. condemned to the Abyss in the hereafter.
Though they stand and have the shape of a
Spell‐Like Abilities Hezrou can use the beastial humanoid they are little more than
following spells as spell‐like abilities once animals. They attack any living creature
per day as a 13th level caster: fire shield, they encounter with two clawed hands.
gaseous form, polymorph, teleport, and
unholy word.
Stench A hezrou's skin produces a foul‐
smelling, toxic liquid when it fights. Any
They know the Secrets. Do you?
Some may think they know everything that has transpired
in the colonies, but they are wrong. There are dark things
afoot. There are those with vengeance in their heart who
seek to unleash it. There are creatures prowling the
shadows awaiting to entangle the unsuspecting in their
maws. There is evil flowing in the wind. These are the
secrets of Colonial Gothic.
Victim Path: The Jock
Jock excel in physical sports, individually or
as part of a team. They often have a prized
place within the high school class hierarchy
and use their status to influence others.
Because of their physical training, the Jock
is often the best prepared character to deal
with the physical threat posed by the
adversary of the story.
Game Information
Jocks have the following traits:
Role Warrior
Starting Skills Acrobatics, Climb
Starting Feats Benefit (status), Diehard,
Victim Path: The Cheerleader Improved Speed, Seize Initiative
Cheerleaders are like the most popular and
Level Jock Feat Progression
like special people there are in all of high
school. They are leaders of culture and 2 Tireless
school spirit. They are athletic, well‐ 3 Tough
connected and inspiring. The Cheerleader 4 Move‐By Action
may not but much of a direct threat to the
adversary but she can hold the group of 5 Spirited Charge
victims together and direct them to greater
success or at least survival. Victim Path: The Nerd
Nerds excel in the study of strange topics Starting Skills Bluff, Sleight of Hand
and staying out of the way of Jocks. Nerds Starting FeatsDedicated (practical
are masters of obscure knowledge and jokes),Lucky, Suggestion, Well‐Informed
useless trivia. The Nerd may provide
beneficial information to defeat or escape Level Wiseguy Feat Progression
the adversary and are quite adept at hiding
2 Evasion
from the adversary.
3 Set‐Up
Game Information 4 Canny Dodge
5 Improved Evasion
Nerds have the following traits:
Role Expert
Starting Skills Gather Information, Victim Path: The Weirdo
Knowledge (any one)
Starting Feats Elusive Target, Jack‐of‐All‐ The Weirdo is the person in the social
Trades, Low Profile, Run hierarchy of high school that cause Nerds to
say, “damn, that kid is a freak.” The Weirdo
Level Nerd Feat Progression is the victim of some horrible tragedy or
natural psionics talent that allows them to
2 Hide In Plain Sight move objects with their minds or sense
3 Skill Training emotions. The Weirdo is a social outcast
4 Master Plan that may be able to understand the
adversaries motives or smash him in the
5 Talented head with a piano.
Victim Path: The Wiseguy Game Information
The Wiseguy is a practical joker that seems Role Adept
to move freely up and down the social Starting Skills Stealth, Survival
hierarchy of high school based on the Starting Feats Eidetic Memory, Heart
popularity of his last prank. Wiseguys are Reading, Move Object, Trackless
deeply devoted to the practice of playing
jokes on their peers, they tend to know Level Weirdo Feat Progression
what is going on and are extremely lucky.
2 Blind‐fight
Wiseguy often find ways to be killed by
adversaries in particularly funny, ironic or 3 Improved Defense
embarrassing ways…which allows them to 4 Fire Shaping
have one final laugh. Let’s face it these guys
5 Supernatural Focus
never survive.
Game Information
Wiseguys have the following traits:
Role Expert
that act in symbiosis with humanity. Unable
OGL MODERN to accept the changes, or flagged as a
criminal due to their wasteful habits or
GreenWay reliance on artificial technology, the
characters have broken away from society.
Modern Campaign: The Green
Revolution Role of the Characters
You don’t understand. They’ve gotten to you The heroes are freedom fighters trying to
with their green‐washing. Come, you’ve got understand how the Greenway organization
to hurry to the old power plant, they can’t came to power and how it manages to have
hear us in there…” such a grip on a traditionally consumptive
and fossil fuel based society. It is the heroes
Summary job to stay under Greenway’s radar, disrupt
the greening of society, dispel the green‐
Radical environmentalists have reordered washing of GreenSpeak and determine how
society through both physical violence and Greenway has controlled so much of the
psionic manipulation. population.
Campaign in Brief How the heroes accomplish these tasks is
very much up to them. As freedom fighters
In The Green Revolution campaign places they can really on little support and have
the characters on the edge of society far few people they can trust as they don’t
from the seat of power. The world has know who has been greenwashed. They
embraced a live green, be green motto so need to avoid organic rich areas as well as
that anyone who doesn’t live in a zero biotech monstrosities that have been
footprint way is seen as a criminal. At first created by Greenway to protect the new
the change seemed positive with cleaner air status quo.
and water, but slowly overtime the
characters began to notice little things, Campaign Traits
things that couldn’t be explained away by
“clean living”. First it was little things; The Green Revolution puts the heroes in the
Greenways members being appointed to middle of a near‐future conspiracy like the
key positions in the government then oil work of Philip K. Dick. FX rules are in effect
companies and exploration firms being shut with the presence of psionics power and
out of competitions to eventually the creatures. Menaces of the aberration,
disruption of the cell and computer animal, construct, humanoid and monstrous
networks – at least those not a part of humanoid types are all possible. The
GreenSpeak. progress level campaign is PL 5, although
Greenway has access to PL 6 technology.
It wasn’t long until “polluters” were classed
as criminals on the same level as rapists and
murderers. Greenway also began in infuse
society with a number of biotechnologies
GREENWAY ADVANCED CLASSES (Wis), Profession (Wis), Spot (Wis), Swim
(Str)
Green Commando Skill Points at Each Level: 3 + Int modifier
Greenway has many enemies and many Class Features
interests it needs to protect. They are the All of the following features pertain to the
elite soldiers of the Green Revolution and in Green Commando advanced class.
the fight against polluters, murderers and
meat eaters. Green commandos have a
number abilities that are psionics
expressions of their devotion to a greener
way of life.
Requirements
To qualify to become a Green Commando, a
character must fulfill the following criteria
Skills: Concentration 6 ranks, Intimidate 6
ranks, Knowledge (earth and life sciences) 6
ranks, Knowledge (tactics) 6 ranks.
Feat: Wild Talent
Class Information
The following information pertains to the
Green Commando advanced class.
Hit Die
The Green Commando gains 1d8 hit points
per level. The character’s Constitution
modifier applies.
Action Points
The Green Commando gains a number of
action points equal 6 + one‐half his
character level, rounded down, every time
he attains a new level in the class.
Class Skills
The Green Commando’s class skills are as
follows.
Autohypnosis (Wis), Balance (Dex), Climb
(Str), Concentration (Con), Demolitions
(Int), Intimidate (Cha), Jump (Str),
Knowledge (current events, earth and life
sciences, streetwise, tactics) (Int), Listen
The Green Commando
Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
Psionic skills, Claws of the
1 +0 +0 +2 +0 +1 +0
Green
Adaptation (1/encounter),
2 +1 +0 +3 +0 +2 +0
Green Repletion
Improved Claws of the
3 +2 +1 +3 +1 +2 +0
Green, Rooted to the Earth
4 +3 +1 +4 +1 Hurl Thorns +3 +0
Bonus Feat, Improved
5 +3 +1 +4 +1 +4 +1
Claws of the Green
6 +4 +2 +5 +2 Arm of the Great Oak +4 +1
7 +5 +2 +5 +2 A Butterfly’s Wingbeat +5 +1
Improved Claws of the
8 +6 +2 +6 +2 +6 +1
Green
9 +6 +3 +6 +3 Venomous Secretions +6 +2
10 +7 +3 +7 +3 Bonus Feat +7 +2
Autohypnosis (Wis): Trained only. You have Resist Fear: In response to a fear effect, you
trained your mind to resist certain injuries can make an Autohypnosis check on your
and threats while also gaining a few select next action even if you’ve been overcome
benefits. by fear. A successful check grants you
another saving throw with a +4 morale
Check: The DC and effect depend on the bonus to resist the fear effect.
task you attempt.
Memorize: You can attempt to memorize a distracted while engaged in an activity,
long string of numbers, a long passage of including manifesting a power or
verse, or other particularly difficult piece of concentrating on an active power, that
information. Each successful check allows requires your full attention.
you to memorize up to 250 words or the
equivalent of what could be comfortably If the check succeeds, you may continue
contained on an 8 1/2‐by‐11‐inch sheet of with the action as normal. If the check fails,
paper. You always retain this information; the action automatically fails and is wasted.
however, you can only recall it with a If you were in the process of manifesting a
successful Autohypnosis check. power, the power is lost. If you were
concentrating on an active power, the
Tolerate Poison: In response to being power ends. The table in the Concentration
poisoned, you can make an Autohypnosis skill description summarizes the various
check on your next action. A successful types of distractions. In situations where
check grants you a +4 morale bonus on your the distraction occurs while you are
saving throw to resist the poison’s manifesting a power, you add the level of
secondary damage. the power to the DC.
Willpower: If reduced to 0 hit points Try Again?: You can try again, but doing so
(disabled), you may make an Autohypnosis doesn’t cancel the effects of a previous
check. If successful, you can perform a failure. If you lost a power, the power is
strenuous action without taking 1 point of lost.
damage. A failed check carries no
penalties—you can choose not to perform Special: By making a check (DC 15 + power
the strenuous action. If you do perform the level), you can use Concentration to
strenuous action after failing the check, you manifest a power defensively, thus avoiding
take 1 point of damage, as normal. attacks of opportunity. If the check
succeeds, you can attempt the action
Try Again?: For resist fear and memorize, without incurring any attacks of
you can make a check once per round. You opportunity.
can’t try again to tolerate poison. You can’t
try again in the same round for willpower. Claws of the Green
Special: You can take 10 on Autohypnosis As a move action, a green commando can
checks, but you can’t take 20. Most uses of call upon their training and genetic
Autohypnosis are attack actions. Willpower manipulation to psionically transform their
is a free action that can be attempted once hands into wooden claws covered with
per round. sharp thorns. The claws remain as long as
the character wills it and as long as they
Concentration (Con): The normal have a power point reserve is 1 or more.
Concentration skill expands to include
psionic applications, as defined below. His claws are natural weapons that deal 1d3
points of slashing damage. When using
Check: You must make a Concentration claws of the green the character makes
check whenever you may potentially be natural attacks as if he were a menace (one
attack for an attack action, but two claw bonus on grapple checks, grants them a
attacks on a full attack action). At 2nd level reach of 10 ft. and allows them to constrict
his claws deal 1d4 slashing damage and a +1 opponents that are held for 1d8
enhancement bonus, at 5th level it bludgeoning damage. This cannot be used
improves to 1d6 slashing damage and a +3 with any other ability that requires a
enhancement bonus and at 8th level it Concentration check for activation.
improves to 1d8 slashing damage and a +4
enhancement bonus. A Butterfly’s Wingbeat
The connection that Green Commando’s
Adaptation have with the natural world is not
Once per encounter, a green warrior can understood by most people. They can sense
choose to add a +4 bonus to one saving slight changes in the environment and
throw (before rolling). respond to them accordingly. Green
Commandos can once per encounter spend
Green Repletion an Action Point at any time to take an
Early in their career Green Commandos additional attack or move action.
have undergone Greenway’s chlorophyll
treatments and can sustain their body Venomous Secretions
without food or drinking water. They are By making a Concentration check DC 20 as a
able to absorb ambient moisture from the move action, the Green Commando is able
air. to secrete a poisonous fluid onto the
surface of his claws and thorns. On a
Rooted to the Earth successful claw attack, the Green
By making a Concentration check DC 20 as a Commando also deals 1d4 temporary
move action, the Green Commando is able Constitution damage immediately and 1d4
to root himself to the spot he is standing points of temporary Constitution damage 1
on. As long as he remains at the same minute later. A Fortitude save based on
location he gains a +4 bonus to resist trips Constitution negates this power. This
and bull rushes. This cannot be used with cannot be used with any other ability that
any other ability that requires a requires a Concentration check for
Concentration check for activation. activation.
Hurl Thorns
You can hurl the thorns created as part of
the Claws of the Green ability a distance of
30 ft. as a ranged attack. This causes your
hands to transform back to normal until the
claws are remanifested as a move action.
Arms of the Great Oak
By making a Concentration check DC 20 as a
move action, the Green Commando is able
to strength their limbs to have the strength
of a great Oak Tree. This provides a +4
GREENWAY ADVERSARIES enchantments designed to impede
movement still affect them.
Green Wolf Skill Bonuses: Green wolves receive a +4
species bonus on Survival checks when
Green wolves, although possessing an tracking by scent. They also have a +4
animal shape, are something entirely species bonus to hide in forested areas.
different. These plant‐imbued creatures
have awakened personalities and psionics Green Wolf: CR 4; Medium‐size Plant
potential. They are the elite non‐human (acquired); HD 2d8+4; hp 13; Mas 15; Init
forces of the Greenway organization. They +2; Spd 50 ft.; Defense 18, touch 12, flat‐
represent the pinnacle of what can be footed 16 (+2 Dex, +6 natural); BAB +1; Grp
accomplished by living in harmony with +2; Atk +3 melee (1d6+1, bite); Full Atk +3
nature. melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach 5
ft.; SQ acute senses, darkvision 60 ft., DR
Species Traits 5/blue stone, psi‐like abilities, scent, trip,
low‐light vision, PR/SR 12, woodland stride;
Acute Senses (Ex): Green wolves can AL none; SV Fort +5, Ref +5, Will +1; AP 0;
instantly sense anything within 60 feet; they Rep +0; Str 13, Dex 15, Con 15, Int 7, Wis
cannot be flanked or surprised and gain 16, Cha 14.
Improved Uncanny Dodge as if they Skills: Hide+3 (+7 forested areas), Listen +8,
possessed rogue levels equal to their Hit Move Silently +4, Spot +6, Survival +3 (+7
Dice. They can also detect invisible foes or when tracking by scent).
opponents in heavy fog or other obscuring Advancement: by character class (often
conditions allowing them to strike without Dedicated, Telepath).
any miss chance.
Scent (Ex) This ability allows a green wolf to Spikydile
detect approaching enemies, sniff out
hidden foes, and track by sense of smell. These aggressive predators are used in the
See Special Qualities for more information. sewers, subways and tunnels to root out
Psi‐Like AbilitiesAt‐will ‐ freedom of any environmental terrorists seeking shelter
movement (as spell); 3/day ‐ combat beneath the city. By combine plant and
prescience, fire bolt,object reading; 1/day ‐ crocodile genetics these greenish, purple
fire storm, tailor memory; As a 9th level predators are covered with sharp thorns.
manifester.
Trip (Ex) A green wolf that hits with a bite Species Traits
attack can attempt to trip the opponent as
a free action without making a touch attack Aquatic Spikydiles can move in water
or provoking an attack of opportunity. If the without making Swim checks.
attempt fails, the opponent cannot react to Improved Grab (Ex) To use this ability, a
trip the green wolf. spikydile must hit an opponent of its size or
Woodland Stride (Ex): Green wolves can smaller with its bite attack. If it gets a hold,
move through any sort of undergrowth at the spikydile grabs the opponent with its
their full movement rate without taking any mouth and drags it into deep water,
penalties or suffering any damage. Magical attempting to pin it at the bottom (and
drown it). merged with plant‐like growths. Horrified,
Thorns (Ex) Spikydiles are covered with he fled the facility and has been seeking out
sharp thorns. Anyone attacking a spikydile the resistance ever since.
with a handheld weapon or a natural attack
take 2d6+1 piercing damage from the Stevie Fins
spikes. Male human Powerhouse 1
Skill Bonus Spikydiles gain a +12 species Init +0;Senses Perception 2
bonus to Hide checks when submerged.
They also gain a +4 species bonus to Hide Defense 10, touch 10, flatfooted
(normally), Listen, Move Silently and Spot (+0 Dex, +0 Class)
checks. hp 13 (1d10+3)
Fort +5, Ref +0, Will +2, Rec +2
Huge Spikydile CR 4; Huge Plant; HD
9d8+36; hp 76; Mas 19; Init +1; Spd 30 ft., Spd 30 ft.
swim 40 ft.; Defense 17, touch 9, flat‐footed Melee unarmed +4 (1d4+5)
16 (–2 size, +1 Dex, +8 natural); BAB +6; Ranged weapon +1 (by weapon)
Grap +21; Atk +11 melee (2d8+12, bite), or Action Points 6
+11 melee (1d12+12, tail slap); Full +XX
melee (2d8+12, bite), or +XX melee Str 17, Dex 10, Con 16, Int 14, Wis 14, Cha
(1d12+12, tail slap); FS 15 ft. by 15 ft.; 10
Reach 10 ft.; SQ aquatic, improved grab, Hobby Academics
low‐light vision, thorns, plant traits; AL Background Law Enforcement; Perks
none; SV Fort +10, Ref +4, Will +4; AP 0; Rep (Identity Theft, Security Systems)
+0; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha Occupation Athletics, Perception, Weapons;
2. Reputation 0
Skills: Hide ‐3 (+5 when submerged), Listen Skills Academics (Physical Science) 4,
+5, Move Silently +5, Spot +5 Athletics 6, Art (Drama) 4, Computers 4,
Feats: None. Crime 4, Firearms 4, Influence 4, Streetwise
Advancement: 8–16 HD (Huge); 17–32 HD 4, Perception 6, Weapons 6
(Gargantuan). Feats Combat Martial Arts, Enemy
(Greenway), Flying Tackle, Melee Smash
Class Abilities Melee Master
Wealth 4
MODERN20 CHARACTER (Suitable for Possessions Chemical Light Sticks (5), Duct
the GreenWay Campaign Model) Tape, Flashlight, Road Atlas, Passcard to the
Amstread Facility.
Stevie Fins was an entry level employee
with Greenway. He had just completed Quote You go, I’ll watch your back.
basic security training. One night while
doing rounds at the Amstread Facility, a
sustainable food research facility, he spied a
door he never saw before. When he
investigate he discovered a laboratory
operating room filled with human bodies
New Occupation: Security Guard (Modern20) nonsensical. Perhaps, if the correct key could be
found, they could be used to unlock the secrets
You work to make sure your employer’s to an artifact‐level weapon… (Knowledge
property and materials are safe from [Technology] DC 45)
criminals.
Professional Skills Athletics, Perception, Activation The cannon's enhancement bonus is
always active. Its incredible ability, however, is
Weapons
usable once every 30 days.
Improved Feats Awareness: your Will save
is increased by +2 for purposes of this feat; Effect The Tenebrous Mass cannon is a +1 M‐
High Pain Theshold: +3 bonus to recovery 300 Rhino Mass Cannon, meant to be installed
saves; Improved Disarm you Unarmed or on huge mecha or on large battleships or
Weapons skill is considered +2 for purposes airships. Once every 30 days, the wielder or
of this feat. operator may activate a Reality Maelstrom
effect (Spell Compendium pg. 168 or Manual of
MODERN MAGIC the Planes pg. 38)
Aura/Caster Level Very Strong Evocation; Cl 17
M‐Ω Tenebrous Mass Cannon
Construction Craft magic Arms and Armor,
Description A magically modified M‐300 Rhino
Reality Maelstrom, 110,000 gp OR Purchase DC
Mass Cannon, with thirteen bands of a
42 and Craft (Electronic) (Mechanical) and
titanium‐gold alloy along the barrel, with a rim‐
(Chemical) DC 30 (to build entire cannon and
band at the end of the barrel made of a battle
enchant).
carbon‐gold alloy. The surface the cannon
absorbs more light than it reflects, and an
Market Price 220,000 gp OR Purchase DC 47
occasional arc of heavy, dark energy is seen
jolting along the barrel. At some point, the
cannon always bears a symbol in some Public Service Announcement
language, meaning "end".
We are on the cusp of a Green Revolution.
Lore A result of the Operation Omega Program,
From the shores of both oceans, through
a series HUB government black projects known
to only a handful of scientists and mage‐ the heartland, across the great mountains
engineers. (Knowledge [Technology] DC 30). It ordinary citizens are giving up their
was created using a cache of powerful scrolls polluting, avaricious, wasteful lifestyles to
found within a secret laboratory of a long‐ embrace the purity of the Green. Men and
abandoned fortress belonging to a powerful women are recycling their cars, growing
artificer, along with 20% completed schematics their own food, even refusing to have
for a version using an archaic cannon. Using children all for the betterment of our
what little knowledge that could be scrounged, environment and Great Mother Earth.
the researchers of OperationOmega developed
the Tenebrous Mass Cannon from those same But the fight is not over. Yes, the president
notes, albeit at a weaker level. (Knowledge
is a GreenWay Party member, and the
[Technology] DC 35). The schematics described
House and Senate are firmly GreenWay
equations that would allow the cannon's
powers to be used limitlessly, but these majorities, but many communities and
equations were incomplete, and entirely individuals refuse to relinquish their selfish
attitudes. Just today, even in the Green Commandos. Imagine, fighting for Great
state of Colorado, the town council of Mother Earth against polluters, murderers
Springfield refused to outlaw cars despite and meat eaters.
GreenWay’s threat of embargo and
financial penalties. Similar injustices occur Lastly, if you are a true lover of Great
daily in our Green country. Mother Earth consider giving yourself to her
completely. GreenWay Units wait around
What You Can Do! the country for your donation. We know
this is only for the most dedicated, but the
process is quick and painless. Your family
It’s more than a matter of turning off the
will receive additional carbon allowances
lights when you’re not in a room pledging to
and the Great Mother Earth will thank you.
stop using paper. It’s a whole new way of
thinking and living. First and foremost, let
GreenWay know about your neighbors. Do The GreenWay Way
they compost their garbage? Have they
installed solar panels? Do you smell their There were detractors. Some said
secret cache of gasoline and other GreenWay imposed their beliefs on others,
petroleum products they use to run illicit violated the Constitution, and the rights to
generators? We’re in this together and property and the pursuit of happiness.
won’t succeed unless everyone does their
part. If you suspect someone doesn’t have a The results speak for themselves. Sea levels
completely carbon‐neutral footprint, tell are stable, our air is pure, forests return to
GreenWay. They’ll find out for sure! once barren land, and our cities are clean
and healthy.
Second, join the Green Revolution. Don’t
just swear off meat, become a vegetarian. So, join the GreenWay Way.
Thousands have chosen GreenWay’s
completely safe chlorophyll treatment and
sworn off eating altogether. After three
simple injections your skin can transform
sunlight into food the same way a plant
does. Imagine, never having to eat again
except for some water and a few vitamins.
No longer will food have to be shipped to
market for you, nor will you produce waste
that must be hauled to landfills. You will
break the food/pollution cycle entirely.
Have you ever thought of public service?
Even with the draft, GreenWay still has
many positions open in the Green Force.
Join today and you might become a Green
Soldier or even a member of the elite Green
Wargames 1: Threats of the Cold War
Room 1 – An Unwelcome Committee
Summary Built upon a small rise, the stairs Besides the stone steps leading up to the
lead up to the black walls of Veridig Keep. front door, two men made of creaking and
The entrance to the keep is guarded by two whirling metal stand guard. The move with
mechanical watchman. the ease of a humanoid and converse with
each other as old friends.
Sights and Sounds The keep was built upon
a small plug of bedrock that was violently The two guards are currently discussing the
raised from the ground. The region around merits of working with humanoids in a
the keep is surrounded by the typical mercenary‐like way and whether that is a
sounds of forest creatures. The trees that valid use of their existence or is their
conceal the keep end with about twenty‐ current employment limiting their true
five feet before the stone steps. potential.
Inhabitants Clovis and Jamicon are 5th level flimsy and has been patched over several
archanus rogues (hp 23, 27). They are new times.
“help” and are not completely committed
to this new employment. They attitude The air is still but hangs on the room with a
toward outsiders is initially Indifferent. dank, mouldy smell. The walls have
splotches of dried blood but the floors of
Tactics If attacked, Clovis will try to cover clean.
Jamicon so that he can move up the stairs
to warn the others inside. Once the others Inhabitants The state of the inhabitants
are alerted, Jamicon will return to battle depends on whether they have been
and provide flanking opportunities for alerted to the outside danger (see Room 1
Clovis. Clovis and Jamicon will surrender if An Unwelcome Committee) see
they get too badly hurt. development. This room is home to a tworc
guardsman (hp 94, 88).
Development Clovis or Jamicon is expected
to check in with the head guard in Area 2 Tactics The Tworcs will try to fight from a
every 30 minutes. If they fail to check in on corner or with their back to the wall to help
time the keep will be put on alert. When reduce the chance of being flanked. They
opening the door C&J are supposed to will concentrate on single foes, hopefully
knock twice before opening the door, if unarmed spellcasters first, then cleave to
they don’t knock those inside will know the next and next. If they feel they could be
they are being forced or attacked. over overpowered they will whistle for
Whiskers (see Room 3 – The Kennel) who
Treasure None. will attempt to burst from his room to
assist. Their goal is to guard the west doors
Connections The door at the top of the but they want to make it look like they are
stairs leads to location #2. The door is guarding the north doors (see Room 5 – The
locked (DC 18) but both Jamicon and Clovis Barracks). Although they don’t like their
carry a key to the door. employer, they have come to respect his
power.
Room 2 – The Front Entrance
Development If the twin orc barbarians
Summary This is the front entrance to have been alerted they will merge into a
Veridig Keep. It is guarded by two orc twin single tworc.
barbarians (tworcs) and their mundane
kamadan (room #3) that they have raised Treasure The tworc’s personal treasure is
since infancy. located in Room 5a. If they are separated
when they are defeated the PC’s will gain
Sights and Sounds This long entryway is two +1 falchions, +1 light fortification
lighted by several everburning torches. studded leather armors, 2 potions of cure
There are two doors on each side of the moderate wounds, and a minor circlet of
entryway and one at the far end flanked by blasting.
two comfortable wooden chairs. The door
on the southern part of the west wall looks
Connections From room you may enter: Connections This room leads to Room 2 The
Room 1 An Unwelcome Committee, Room Front Entrance
3 The Kennel, Room 4 The Cloakroom,
Room 5 The Barracks and Room 7‐ The Room 4 – The Cloakroom
Binding Room.
Summary This room is used by Drusilia
Room 3 – The Kennel Sianoliair, a spirit binder, to store the
personal effects of guest who come to her
Summary This is the home of Karve and to pay tribute.
Kane’s pet Kamadan.
Sights and Sounds This room is lined with
Sights and Sounds This cramped room pegs upon which to hang coats, cloaks or
stinks of urine, dung and rotting corpses. robes on the north and east walls. On south
Much of the organic debris is pushed into wall is a rack for weapons. The weapon rack
the corners to provide a mostly open nesting is currently empty but the on the hooks lie
spot in the middle of the room. three hooded green cloaks and a black cloak
with a constellation on it.
Inhabitants Whiskers, the mundane
Kamadan (hp 30), lives in this room. He Inhabitants There are no inhabitants in this
understands attack and track well as room.
commands but has a poor understanding of
stay. This often leads him to bust his kennel Development Drusilia makes her orc
door and attack visitors until told to heel. minions were the hooded green cloaks
whenever they come to speak to her. They
Tactics Whiskers is not a magical beast but don’t particularly like her either but she
instead an animal. As such it should behave pays well and they hope that they will be
much the same way. It is loyal to the twin able to learn her strange magic. The PCs
orc brothers Kane and Karve and could use the green cloaks to surprise
understands that they are also the Tworc Drusilla. The constellation on the black
creature. It will respond to their commands cloak can be identified as the Genie with a
(attack, heel, track, and occasionally stay) Knowledge (arcana) DC 19.
but will try to flee if reduced below 5 hit
points. It also comes when whistled for. Treasure There are 2d6 gold coins in the
pockets of the green cloaks, but the real
Development The door to the kennel has a prize in this room is Drusilia’s Fiend
hardness of 5 but only 8 hit points because Constellation Cloak (see below)
it has had to be repaired so often.
Connections This room leads to Room 2 The
Treasure Whisker’s doesn’t actively collect Front Entrance
treasure but if characters want to search
through the remains of his meals they will Constellation Cloak
discover a silver dagger, an amulet (worth Provides a bonus to bind spirits of a
125 gp) and assorted coins worth 53 gp. particular constellation.
Description A beautiful cloak with pact seals and Karve who regular clutter the place in
of five (or possibly more) spirits all attempts to annoy him.
belonging to the same constellation.
Activation Wear the cloak while binding a The Foot Lockers Mako’s footlocker has a
spirit. The cloak works once per day. change of clothes, a set of rations, a
Effect Grants +6 bonus on binding checks backpack, a battle poi and scorpion whip
for spirits of the indicated constellation, and (both masterwork) and an everdarkening
grants the benefits of the Ignore Binding torch. Kane and Karve’s footlockers are a
Requirements feat and Rapid Binding feat mess – dirty clothes, half‐eaten food, a deck
for spirits of that constellation only. of cards and 1d3 sp.
Aura/Creator Level Moderate
Transmutation; CL 9; BL 3. The Weapon Rack On the rack there is
Creation Craft Wondrous Item, Focal three falchions, two great axes, a battle poi,
Constellation feat of the appropriate type, a wakizashi, two tonfa and a masterwork
Ignore Binding Requirements, Rapid najinata.
Binding, cast ensure binding; 9000 gp; 360
XP; 4 days; plus, a masterwork cloak worth The Treasure Stash The tworc store their
at least 120 gp. treasure in Room 5a on the map. It is
Weight 1 pound. concealed by a sliding panel that can be
Price 18,120 gp. discovered with a Search DC 18 check.
Inside this treasure stash is a small chest
with 826 gp (The chest is trapped with a CR
Room 5 – The Barracks 1 poison needle trap [see srd]), a 10 lb.
white gold idol of Keliterisata – Goddess of
Summary This is the room set aside for Trickery worth (799 gp), treasure map
Kane and Karve (the tworc brothers), as (Authors Note ‐ man it has been a long time
well as Mako the third orcish minion. He is since I saw a treasure map as treasure, two
currently meditating in this room. potions (one of bone tattoo and one of
wizard’s light, and a winetaster’s boon.
Sights and Sounds The door opens into an
expansive room that has been converted Inhabitants This room is currently occupied
into a makeshift barracks. There is a by Mako, a 7th level samuraiAEG (hp 66) who
weapons rack here (with an assortments of has pledged his service to Drusilia. He
swords, axes and exotic weapons), three serves this role with honour even though he
cots, three small footlockers and a dresser. despises her race.
Sitting on the floor of the room is an orc in The young orc sits cross‐legged on a mat of
quiet contemplation. bamboo. Across his knee lies a beautiful
sword. His attire and hair is meticulously
The Cots The cots are all in good repair and kept, a fair different sight than the orc
made up for the next night’s rests. Mako barbarian brothers.
keeps this room meticulously clean and
organized much to the annoyance of Kane Tactics Mako is an honourable opponent
and will try to challenge the leader of the
group. If the PCs fight with honour he will closet that is worth less than 25 gp. There is
do so as well. If the PCs are dishonourable also a small pouch of moonseed berries
he will utilize his elemental gems to bring from Urher's territory that could be made
extra combatants to the fight as well as use into a 3d6 Con/‐ poison worth 1,500 gp.
the open his chest to release The magic of
the everdarkening torch which will plunge Connections This room leads to Room 7 The
the room into darkness. Binding Room.
Room 6 ‐ The Moonseed Berry Thief Room 7 ‐ The Binding Chamber
Summary This is a storage room off the
main summoning chamber. Summary This chamber is used by Drusilia
to binding spirits, contact other planes,
Sights and Sounds The door opens into a torture creatures and conduct magical
small closet. On the walls hang a variety of research.
arcane tools and shelves stock with
reagents and material components. Sights and Sounds The room is light by
everburning torches in a variety of yellows,
Inhabitants The closest is currently being oranges and reds set about the room at
searched by a buckawn (hp 3). This forest regular intervals. Incense burns at the three
fey uses his spell‐like abilities to remain marked corners. To the north‐east is mace,
hidden from Drusilia and the manicora. the north‐west is bergamot and the south‐
west is lavender as these are the scents
Development Urher's territory was most liking with the chaotic‐planes.
trespassed upon by Drusila on one of her
excursions into the forest to collect material The cold, smooth steps lead up into a
components. While in his territory she stole gargantuan chamber that is easily the
a number of moonseed berries (Buckawn largest room you've seen in this keep. In the
use them to make their poison). He has southern centre of the room lies a great
used his invisibility to inflitrate her lair but magic circle in which a terrible creature
was wounded by the manicora (see Room writhes and twists. The terrain around it
7) on his search of her lair. He has been shudders and shifts from forest to ocean to
hiding in the closet trying to heal find the chamber floor to arid desert in quick
right opportunity to escape. He could be of succession as a thirty‐foot‐long serpentine
use to party members if they are non‐ humanoid slithers about in the magic circle,
threatening. He may even use disguise self appearing to simply jump between points
to appear as a halfling (if there are no rather than actually moving. The creature’s
halflings in the party). scales slowly shift in color and pattern,
iridescent on a glossy black surface. The
Treasure The closet is a treasure trove of only constant features are its smoldering
material components and arcane violet eyes and a crown‐like cloud of
instruments used for the binding of spirits. symbols that swirls about its head.
The binding tools are worth 120 gp to an
interested party and a spellcaster can find Along the south, west and north walls are
any material component he needs in this shelves lined with books and scrolls. In the
north central area lies a workbench littered dominance of chaos over order (see
with alchemical equipment, and dissection development)
tools.
Lastly Drusilia may also be in this room
In the north‐east is hangs an iron cage and discussing the nature of spirits and aspects
growling creature. She looks like a with the keketar. Drusilia is a young, power‐
quadruped scaly reptile the size of a lion; it hungry grey elf who has explored the
has a blonde woman’s head. The creature’s forbidden magic known as spirit binder. She
tail ends in a serpent’s head and the claws is normally she is tall, beautiful and pale.
on its four feet are more like those of a However, when a person binds with spirits
lion’s than a lizard’s. Its human head has they cause changes in her physical
the pride and bearing of a queen but her appearance. Currently there are four spirits
gaze is cruel and reptilian. affecting her appearance.
There are two doors along the north wall. Appearance Changes
‐ She may appear like a crooked old woman,
Inhabitants At a minimum there are two with yellow teeth, stringy unkempt hair and
creatures in this room. The first is a reeking of moldy food. (suppressible)
manicora (38/68 hp) that Drusilia captured ‐ She may have geometric lines covering her
some time ago. Drusilia has been skin as tattoos. The lines glow and move as
attempting to communicate with it but a drawbridge or wheel might.(suppressible)
since its captivity it has regressed to little ‐ She may be covered in war paint, tattoos
more than a savage beast. Now, Drusilia and piercings. (suppressible)
mostly likes torturing it for her own ‐ Her skin becomes pus‐covered and scaly.
amusement. The manicora can speak and is An almost overpowering stench of sweat
quite intelligent, but it doesn't like Drusilia surrounds you. (She cannot change this but
and would attack her in an instant if freed. it is only evident when she calls upon her
She is very hungry and has been very ill‐ reserve spirit.)
treated. If she were rescued she would
likely true on her saviours when she had Drusilia has a huge array of powers and
properly assessed their capabilities. abilities but she is not a stupid combatant
and will run if outmatched (see
Trapped within the magic circle is an development).
extradimensional creature known as a
keketar protean (hp 270). Using various Development This room can play out a
incantations or occult rituals Drusilia has number of ways depending on how the
summoned it to learn of potential new player characters approached the room. If
spirits or aspects she could bind with. It is they have been able to approach this
trapped within the circle and on the chamber stealthily they may be able to
material plane for 4 hours. Its powers and catch Drusilia in the room in conversation
abilities are trapped within the magic circle. with the protean.
If the circle is broken it will be free to
destroy as much as possible to assert the If she received warning of their approach
she will gather her important personal
effects from room 12 and fled through the the illusion of a bookcase (Will save DC 18,
secret door in this room or teleported out. negate) that Drusilia contracted to have
created before killing the contractor. The
The keketar protean hates the order of the secret door leads into a hidden passage
material plane and would love to reshape it (room 8). The door can be barred from the
with its powers. It will try to trick the player other side requiring a Break (DC 24) to open
characters into break the magic circle and it.
free it. If it is aware of the player character’s
approach and they have not seen it, he will Treasure Much of Drusilia’s personal
shift into a less threatening form like a treasure is stored in room 12 however there
trapped little girl. If they player characters are some things of value in this room. One
free the keketar they will likely be such item is the Guide to Experimental
decimated. Summoning (see below). Another is a suit of
+3 scale mail that Drusilia took from a
The manicora has simplifier goals. Basically, young knight who foolishly attacked her
she would like to get out of the cage, keep before being used as a blood sacrifice
devour the tasty fey in the closet and to summon the keketar protean. If you
escape this accursed keep. She will plead wanted to expand on the tale of the knight
and beg for release. It is possible that she perhaps the player characters could find his
may even agree not to attack the player pack here as well with details about his
characters if they release her. Where or not former life. A final item is a green blade (see
she will stick to that agreement remains to below) that Drusilia uses from time to time.
be seen.
Green Blade
Cage The cage that holds the manicora is Appearance A superior longsword, the
locked. The key to this cage lies on the blade a rich emerald in color. The handle
equipment table but it can be opened with and hilt of this weapon are also green,
a Open Lock check (DC 22). The cage hangs though of an even deeper shade that
from the roof and can comfortable contain almost appears dark. Fine scrollwork is
one Medium creature. engraved into the blade.
Appraise Information DC 12. A masterwork
Workbench The workbench is scattered longsword fashioned by dwarvish
with odds and ends of alchemical, magical weaponsmiths thousands of years ago. The
and summoning research. Most magical metal of the blade is a superior quality
components for summoning spells can be mithril, even more durable than that mined
located on this table with 1d4 rounds of in more recent years.
searching as well as 1d4 samples of acid, Value 1,935 gp (15 gp for the longsword,
thunderstones, tanglefoot bags and other 300 gp for masterwork, 120 gp for the
miscellaneous items. There is also a number scrollwork engraving, and 1,500 gp worth of
of bags of salt, chalk, gold dust and silver mithril).
dust for drawing binding circles. Special Rules +1 enhancement bonus to
attack rolls (masterwork).
Secret Door (West) On the west way of this Weight 3 lbs.
room is a secret door it his hidden behind
The Guide to Experimental Summoning there. A knowledge (arcana) DC 18 can
Appearance The Guide to Experimental reveal the trickery.
Summoning is battered, the cover worn,
scarred, and destroyed in places. The pages This narrow passage runs north and south
inside are all soiled in some way with along the length of the keep. Where the
everything from mud to blood. Of the 100 secret door opened into this passage is quite
pages inside, only 30 of them are intact. The cool. To the north is a single light source
rest of the pages are so damaged that they that illuminates a single iron door.
are unusable.
Spells All Summon Monster spells from the Cold The cold is caused by a figment placed
SRD, Call Undead, and Summon Shadow in the chamber some time ago. The south
Raven. ten feet of this room feels ten degrees
Special Features The notes within the book, cooler than the rest. This figment was put in
if properly understood, make the reader’s place to discourage investigation of the
summoning spells more powerful. After two southern end of the hall and discovering the
weeks of studying, and on a successful secret doorway out.
Spellcraft check (DC 35), the reader, if
already an arcane spellcaster, gains a +1 Iron Door The iron door is trap meant to
level bonus when determining the effects of catch reckless players. It is a false door and
any Conjuration (Summoning) spell. If the doesn’t open.
check is failed the reader may not retry.
Value 64,000 gp. Iron Door CR 6 (2400 XP)
Type magical; Search 28; Disable 28
Connections There is a secret door on the
west wall concealed by an illusion that leads Trigger touch (contact with door); Reset
to room 8. To the north there is a one‐way none
door leading into room 9 and another door Effect spell effect (glyph of warding [blast],
leading into room 10. On the east wall near 8d8 sonic, Reflex DC 14 (half), all within 5
the stairs is a door leading into a storage ft).
closet (room 6).
Secret Door At the south end of the hall is a
secret door (Search DC 20) that leads out of
Room 8 – The Escape Passage Veridig Keep. Drusilia uses this route if she
is caught off guard. Once she has lead the
Summary This is an escape passage that characters away, she will teleport back, pick
Drusilia can use to escape the player up her belongings and escape.
characters if she is surprised by their
appearance. Inhabitants There are typically no
inhabitants in this hallway. However if you
Sights and Sounds This hallway is dark. One wish to torment your players further you
the far north wall there is an everburning could throw in a trained gang of cave
torch near a door. The passageway is colder fishersTOH or chain devil from Drusillia’s
at the southern end than at the northern fiendish cauldron ability. I do not think a
end due to an enduring figment placed combat encounter is necessary here.
Connections A secret door leads back into what have you) in that can be accessed by
the binding chamber (room 7). This door the cube.
can be barred with a wooden beam
requiring a Break DC of 24 to crack it open. Treasure The gelatinous cube collects no
A second secret door at the south end treasure but has failed to consume 85 gp,
opens into the hills around Veridig Keep. 12 sp, two bloodstones (worth 45 gp each)
and a moonstone (worth 88 gp).
Room 9 – Trash Disposal Connections The stone door that leads into
this room is also its only exit. Once the
Summary This room is used by Drusilia as gelatinous cube is slain it can be opened
waste disposal. Within the room is a 12 HD from either side.
gelatinous cube that engulfs and consumes
anything that enters.
Room 10 – Drusilia’s Bedroom
Sights and Sounds The room itself is clean
except for bits of non‐digestable material Summary This room serves as drusilia’s
such metal items. The narrative description oasis from the drudgery of dealing with the
below is for outside of the door. archanus guards or orc minions. This is
where she retires for a night or sleep or
The door on the north wall is made entirely mediation.
of stone. It has heavy bar handle on the left
side to pivot inward. There is no other This large room is the neatest and most
markings on the door. cared for in the entire keep. To the
northwest lies a large four‐poster bed that
Development If the player characters push looks to not be built but instead grew into
on the door they will find it resists opening that shape as the entirety of the frame is
this is due to the fluid pressure of the but a single piece of ashen wood. Curtains
gelatinous cube on the inside. To push the of the finest elven silk frame the bed and
door open requires Strength check DC 12. conceal the interior from prying eyes.
Doing so breaks the cube exposing the
pusher to the cube’s anesthetizing slime. If To the northwest is a floor to ceiling dresser
they fail their saving throw, they are yanked and vanity. A stool also formed from a
inside (engulfed) and the door is pushed single piece of wood sits in front of the
shut again. vanity.
Inhabitants The room contains a gelatinous Development These are the personal
cube (hp 174). chambers of Drusilia. No orc has ever
stepped foot in this room as it is off limits to
Feeding Obviously Drusilia would be eating them under promise of death. The room is
by the gelatinous cube if she tried feeding it elegantly appointed and has many pieces of
through the door. Instead she has a exquisite elven design that she moved here
concealed compartment (Search DC 22) from the Gray Isles.
that she can place scraps (bone, flesh, orc,
Treasure To a collector there are many Appearance A gold ring with beautiful
things of value in this room. The bureau and engravings of plants and flowers. Inside the
bed along would be valued at over 12,000 band is written “With Love” in elvish.
gp. Her vanity is organized with a host of Appraise Information DC 12. This elvish ring
exotic elven make‐up and perfumes worth is more than a thousand years old. It is the
an additional 425 gp. Additional the four style of ring used in elvish weddings.
following non‐magical treasures can be Value 430 gp (10 gp for the ring, 420 gp for
found in this room. the age and artistry).
Special Rules None. Weight <1 lb.
* Dark Elf Buckler of the Spider
Appearance This small metal shield is * Ornamental Mask
extremely light and the straps are made of a Appearance Human‐sized and in the shape
silky material that is strong and resists of a cephalopod humanoid, this costume
attempts to cut it with any non‐magical party mask is light in weight and carefully
blade. A silvery metal spider’s web pattern made. The tentacles and “skin” of the mask
covers the face of the buckler. feel rubbery to the touch while red
Appraise Information DC 15. The buckler is gemstones set into the cheeks and the end
constructed of a mithril/steel composite of each tentacle add to the mask’s value (6
metal that gives it increased strength and gemstones total). The mask is secured to
keeps it lighter than the average buckler. the wearer’s face with thin silk strands.
The straps are made of a rare spider’s Appearance DC 12. The mask is made of the
web that can only be cut with enchanted actual head of a cephalopod humanoid that
blades. The pattern on the face is quite has been preserved. The gems are small
detailed and is made of polished steel. star rubies, each extremely valuable.
Value 1,040 gp (15 gp for the buckler, 500 Value 11,910 gp (4,300 gp for the
gp for the mithril, 225 gp for the spider’s cephalopod’s head, 1,250 gp for each star
web straps, 150 gp for the artistic qualities, ruby, 10 gp for the silk, and 100 gp for the
and 150 gp for masterwork). craftsmanship of the mask).
Special Rules The armor check penalty is Special Rules None. Weight 12 lbs.
reduced to 0. Weight: 2 lbs.
Connections The door on the south wall
* Dragon Broach leads back to the Binding Chamber (Room
Appearance A 4” round gold broach in the 7). The east door leads into Drusilia’s walk‐
shape of a dragon’s head. in closet (Room 11).
Appraise Information DC 14. This broach,
while gold in color, is simply gold‐plated
iron. The true value of the broach comes Room 11 – The Walkin Closet
from the fine artistry involved in its
manufacture. Summary This is Drusilia’s personal walk‐in
Value 126 gp (1 gp for the broach, 125 gp closet. It holds her favourite clothes, boots
for the craftsmanship and artistry). and accessories. It is also the only way into
Special Rules None. Weight 1 lb. her treasure vault. She does not leave this
route unguarded.
* Elvish Ring
This small room is lined with hanging coats, Value 158 gp (3 gp for boots, 200 gp for the
gowns and dresses. Beneath the clothes lie dragonhide, 5 gp for the silver buckles, and
a horde of boots, shoes and heels. To the 150 gp for masterwork).
east lies an elaborate chest that glows with Special Rules None. Weight 1 lb.
colours dancing upon its surface.
Fur‐Lined Boots
Inhabitants The elaborate chest sitting in Appearance These high leather boots, black
the corner is in actuality a prismatic mimic in color, are lined with a rich black fur. The
(hp 91). He is kept well fed by Drusilia and leather straps and metal buckles are in
they have an understanding. excellent condition.
Appraise Information DC 16. These high
Treasure The mimic secretly killed a leather boots are lined with yeti fur that has
sorcerer who tried to breach Drusilia’s been dyed. The buckles are simple iron.
treasure room using a staff of size Value 153 gp (3 gp for boots and 150 gp for
alteration. The mimic still has the staff, it the yeti fur).
has 23 charges left. Additionally, this room Special Rules None. Weight 3 lbs.
has a number of non‐magical treasures (see
below). The non‐magical treasures include: Hydraskin Open Coat
Appearance This richly ‐ crafted open coat
Cloak of the Spider is knee length and designed to be worn
Appearance This lightweight cloak open (to reveal whatever fine tunic or shirt
shimmers in the light, at times appearing the wearer is also we a ring at the time).
almost translucent. Polished metal clasps The fur lining of this coat makes it quite
keep the cloak held securely about the warm if worn indoors or in warmer months.
wearer’s neck. The cloak and clasps are The “slashed” sleeves of the coat are
both resistant to damage and cannot be cut trimmed with small gold buttons, each one
or burned with non‐magical means. stamped with five small stars.
Appraise Information DC 20. The cloak is Appraise Information DC 14. This coat,
woven from the finest of spider silk and the fashioned of hydraskin and lined with the
silver clasps are actually made of mithril. fur of a barghest, is no more than five years
Value 1,728 gp (8 gp for the cloak, 120 gp old. The gold buttons (30 of them) are small
for the mithril clasps, and 1,600 gp for the but still add some value to the outfit.
finely woven spider silk). Value 212 gp (5 gp for the open coat, 125
Special Rules None. Weight <1 lb. gp for the hydraskin, 45 gp for the barghest
fur, 12 gp worth of gold, and 25 gp for the
Dragonhide Boots artistry of the stitching and cut).
Appearance These thigh‐high boots are Special Rules +1 bonus to Fortitude saves
fashioned of dragonskin. Bright metal when faced with the possibility of cold
buckles and dark red leather straps are used danger. Acts as leather armor when worn.
to secure the boots when worn. The boots Weight 21 lbs.
are impervious to fire and acid.
Appraise Information DC 16. These Sequined Gloves
masterwork boots are hundreds of years Appearance A pair of leather gloves with
old. The metal buckles are silver. straps so that they can be tightened when
worn. The gloves are covered in tiny sequins Appendix of 3.X Monster Stats
that sparkle in the light.
Appraise Information DC 12. The sequins Buckawn CR 2 (800 XP)
are false diamonds. Urher Wiggler, Male Buckawn
Value 2 gp (1 gp for the gloves, 1 gp for the N Small Fey
fine stitching, the sequins add no value). Init +4; Senses low‐light vision; Listen +7,
Special Rules None. Weight <1 lb. Spot +7
Connections The west door leads to AC 17, touch 15, flat‐footed 13
Drusilia’s bed chamber (room 10). The (+1 size, +4 Dex, +2 natural)
secret door (behind the mimic) can be hp 3 (1d6)
found with a Search check (DC 24). Fort + 0, Ref +6, Will +3
DR 5/cold iron; SR 12
Room 12 – The Treasure Room
Spd 30 ft.
Summary This is Drusilia’s treasure room it
Melee dagger +5 (1d3, 19‐20)
is piled with the wealth and cherished items
Ranged dart +5 (1d3)
that she has accumulated over her years at
Spell‐Like Abilities (CL 6th)
Veridig Keep.
1/day ‐ entangle (DC 13), pass without
trace, insect plague(one swarm only)
Treasure Drusilia has a wide assortment of
At‐will ‐ dancing lights, disguise self, ghost
treasure. This is best left up to the DM
sound (DC 12), invisibility (self only)
running this scenario. The total treasure
value should be about 10,000 gp worth and
Str 10, Dex 18, Con 11, Int 12, Wis 13, Cha
should include art and gems as well as coins
14
and items as Drusilia like pretty things.
Base Atk +1; Grp ‐3
Drusilia due to her level should have about
Feats Dodge, Weapon Finesseb
30,000 gp worth of gear as well (however
Skills Bluff +5, Craft (poisonmaking) +5,
her constellation cloak eats 18,000 of that).
Escape Artist +8, Hide +8, Listen +7, Move
Silently +8, Search +6, Spot +7
Languages Common, Sylvan
SQ Poison Use
Poison Use Buckawns never risk poisoning
themselves when applying poison to a
weapon.
Racial Bonus Buckawns have a +2 racial
bonus to Craft (poisonmaking), Listen,
Search and Spot.
Clovis/Jamicon CR 5 (2000 XP each) Drusilia Sianoliair CR 12 (4800 XP)
Male archanus rogue 5 Female Gray Elf Spirit Binder 12
N Medium Extant NE Medium Humanoid (Elf)
Init +1; Senses low‐light vision; Listen +1, Init +1; Senses low‐light vision, superior
Spot +1 darkvision; Listen +2, Spot +2
AC 22, touch 14, flat‐footed 20
AC 17, touch 11, flat‐footed 17
(+2 Dex, +8 +3 elven chain, ring of
(+1 Dex, +4 mw chain shirt, +2 natural)
protection +2)
hp 23/27 (5d6)
hp 96 (12d8+16 + 12 [pact augment])
Fort +1, Ref +5, Will+2
Fort +10, Ref +8, Will +8 (+2 vs.
Defensive Abilities evasion, trap sense +1,
enchantment)
uncanny dodge; Immune disease, paralysis,
Defensive Abilities Immune to ghoul
poison; Resist electricity 5
paralysis, sleep, fear
Spd 30 ft. Spd 30 ft.
Melee mwk heavy mace +6 (1d8+2) Melee touch poison touch +11/+6
Ranged mwk gieve (6‐armed) +6 (1d6+2, (unconsciousness, Fort DC 18)
19‐20) Ranged transdimensional ray (5d4)
Special Attacks sneak attack +3d6 Special Attacks counterspell +14, dark
mantle, eject spirit, sneak attack +3d6
Str 14, Dex 13, Con 10, Int 12, Wis 12, Cha profane
13 Str 6, Dex 14, Con 14, Int 15, Wis 10, Cha 16
Base Atk +3; Grp +5 Base Atk +9; Grp +7
Feats Dodge, EWP (geive), Mobility Feats Augment Pact, Boost Reserve Spirit,
Skills Appraise +9 (8), Bluff +9(8), Decipher Capstone Binder, Extended Tactical Bonus,
Script +9(8), Diplomacy +3, Disable Device Lightning Reflexes
+9(8), Knowledge (geography) +11 (8), Skills Concentration +17, Escape Artist +10,
Knowledge (history) +11(8), Open Lock Gather Information +18, Hide +10, Jump
+9(8), Sense Motive +9(8), Use Magic +10, Knowledge (arcana) +17 (+24 identify
Device +9(8)/+11 scrolls spirits), Knowledge (the planes) +17, Open
Languages Common, Elven, Orc Locks +10, Search +4
SQ trapfinding Languages Common, Draconic, Elven,
Goblin
Possessions combat gear plus thieves tools, SQ bind spirit +15, reserve spirit
backpack, door key, 38 pp, bottled lightning Gear deck of illusions
(1d6 electricity, rta).
Binder Secret
1/day ‐ swift action, heal 1d4+12 hp.
At‐will ‐ Detect Pact Spirits as a paladin
detects evil.
At‐will ‐ Analyze Pact Spirits
Any attempt to exorcise your bound spirit
automatically fails.
Under the effects of death ward for 24 Constitution modifier. You must wait 5
hours. rounds between each use.
Dark Mantle As a swift action, you can
Reserve Spirit Drusilia has the Broken create an area of intense magical darkness
Athlete bound as a reserve spirit. These that cloaks a 20‐foot‐radius area around
abilities can be made available for a 2 you for 1 full round. Only you and creatures
minute period by using a standard action to that can see in magical darkness see
call upon the reserve spirit. Drusilia can do normally. All foes caught in the mantle glow
this twice per day. as if illuminated by the faerie fire spell.
Once you use this ability, you must wait 3
Canny Wrestler You gain a +4 insight bonus rounds before using it again.
on grapple and trip checks when grappling Poison Touch A touched foe must succeed
or tripping an opponent two or more sizes on a Fortitude save or be rendered
larger than you. Moreover, as an immediate unconscious. A failed 2nd save after 1
action, you can take a five‐foot step away minute makes it sleep for 2d4 hours;
from any creature that attempts to grapple otherwise it awakens. You cannot poison
you. Usually, this negates a grapple yourself. Giants suffer a ‐4 penalty to their
attempt. When taking a 5‐foot step, you save. You must wait 5 rounds between each
must wait 5 rounds before using that ability use of this ability.
again, and you lose your bonus on grapple Shadow Blend You become harder to spot.
checks while you wait. In any condition except full daylight, you
Fleet of Foot Your land speed increases by gain a +8 bonus to Hide checks.
+10 feet and you gain Endurance and Run Sneak Attack Whenever you strike a foe
as bonus feats. you are flanking, you add an additional 3d6
Monstrous Mien As a swift action, you can hit points of profane damage. This works
increase your reach by 5 feet until the start like a rogue’s sneak attack except that it is
of your next turn. After you use this ability, supernatural and works against all creature
you must wait 4 rounds before using it types.
again.
Throw Anything You can throw any object Witch Yaba, She Who Hunts For Flesh (DC
you can carry as a thrown weapon with a 18)
range increment of 10 feet. Improvised Fiendish Cauldron You can summon fiends
thrown weapons inflict 1d10+Str damage (a by filling a cauldron or similar pot with
confirmed critical hit on a 20 inflicts double pieces of your foes. You can place into the
damage). cauldron up to 7 Hit Dice of foes killed in
the last 24 hours. You then use the cauldron
Spirits Drusilia has the following spirits
to summon one or more fiendish creatures
bound to her at this time
with a number of Hit Dice equal to or less
than the number of Hit Dice put in. For
Vandrae, Drowess Poisontouch (DC 18)
example, if the pot holds 6 Hit Dice of foes,
Counterspelling You may attempt a
then you can summon one chain devil
counterspell action as if using dispel magic,
(6 Hit Dice), three imps (2 Hit Dice each), or
rolling d20 + your binder level + your
any other combination totalling 6 Hit Dice.
The summoning processes is a full‐round
action. The summoned creatures remain Witch’s Hut As a full‐round action, you can
until you use the cauldron again, until they create a sturdy cottage made of material
are dismissed or die, or until you are no common to the area you are in. In all
longer bound to Witch Yaba. The fiends respects it resembles and functions as a
melt screaming into the earth when they normal 20‐foot square cottage with crude
are killed, dismissed, or the ability ends. furnishings, although an alarm spell
Locate Creature You can sense which protects its doors, windows, and chimney.
direction to move to locate a specific At your command you can cause the
familiar creature you have met or a kind of cottage to rise up as a full‐round action and
creature you have in mind. As the spell of walk on giant, 20‐foot long legs with a
the same name, the creature must be speed of 60 feet. The lodge lasts until
within long range. Unlike the spell, if the destroyed. You can create a replacement
creature is within 30 feet then you locate lodge as a full‐round action. You can only
the exact square that it occupies. The ability have lodge at a time.
does not inform you of a creature’s new Witch’s Senses You gain superior darkvision
location if it moves to a new square. out to 60 feet (you can see in magical as
Teleport Three times in a 24‐hour period, well as normal darkness). Moreover, you
you can teleport yourself, your hut if see invisible and ethereal creatures at will,
present, and anyone inside the hut. as see invisibility, and you smell creatures
Otherwise, this works like the teleport spell. nearby per the scent ability. The effect lasts
Unhinge the Spirit You instantly eject a 24 hours.
living creature’s life force from its body. If it
passes its Fortitude save, it suffers 3d6 hit Loh'Moi, The Mad Geometer (DC 18)
points of damage and the effect ends. If it Dimensional Anchor You project an
fails its save, it is immobilized (helpless) for emerald‐green ray at a target. If the ray
3 rounds; each round it loses 1 energy level hits, the target is surrounded in a
and you gain 1d8 temporary hit points. You shimmering green field that prevents
may exceed your normal maximum hit point transdimensional movement of any kind,
total, and damage is applied to these bonus such as astral projection, dimension door,
hit points first. At the end of the three shadow walk, or teleport. The effect lasts 1
rounds, the creature suffers 10d6 points of minute per level. This works like
damage, or half that amount if it succeeds dimensional anchor, except you have an
on a second Fortitude save. A creature that option regarding how you strike the
dies with negative levels rises 24 hours later creature. You can make a ranged touch
as a free‐willed ghoul that begins as friendly attack as usual, which means you may hit or
to you. A binder killed this way rises as a miss. Alternatively, you force your mind to
flame ghoul. You do not need to “see through” space and time to unerringly
concentrate to maintain the unhinging and hit the target unless it has total cover or
may take other actions once it takes effect. total concealment; however, you
However, you can only unhinge one immediately suffer a ‐8 penalty to your
creature at a time. The temporary hit points Wisdom for 1 hour. You cannot use this
last 1 hour. See unhinge the spirit for option if your Wisdom is less than 9. You
details. Once you use this ability, you must must wait 5 rounds between each use of
wait 3 rounds before using it again. this ability.
Many Pockets When the pact is sealed, one of spatial and planar geometry to home in
article of your clothing acts as an extra‐ on the target for an automatic hit. The ray
dimensional bag for 24 hours. It can hold up delivers 1d4 hit points of force damage +
to 250 pounds or 30 cubic feet. Every 10 1d4 points per two binder levels beyond 1st
pounds added to the bag adds 1 pound to (2d4 at 3rd level, 3d4 at 5th, to a maximum
your load. Living creatures can remain in of 6d4 at 13th level). You can use this ability
the bag for up to 10 minutes before at will but no more than once per round.
suffocating. If the clothing is destroyed or Bend to Freedom You gain a +8 bonus to
the pact ends, all contents fall harmlessly to Escape Artist, Jump, and Open Locks checks.
the ground. If the clothing is placed within
another extra‐dimensional space, except for We a character binds with spirits they
Loh’moi’s rope trick, then the clothing is undergo many changes. Mentioned already
torn to shreds and all pocketed items are was the appearance changes and the
lost. additional abilities but they also gain
Dimension Leap You freely ignore the tactical bonuses. When Drusilia gains a +1
constraints of distance and physics as you tactical bonus for two minutes when she
move at will to any open space within close does any of the following things:
range. This works like the dimension door
spell, except that you are limited to 20 feet » Kills a creature with a coup de grace.
and can only move yourself. » Make a successful sneak attack.
Rope Trick You create an extra‐dimensional » Remain hidden for 3 or more rounds.
pocket space to contain you and up to 5 of » Take a portion of a foe as a trophy.
your allies. This works like the rope trick » On the Ethereal Plane or in an extra‐
spell except that the space remains for up dimensional space.
to 24 hours. As the spell, you use a normal » See a father and son together.
piece of rope. You can only maintain one » Spend one full round drawing a pact
space at a time. magic symbol.
Flatten and Fold For up to 1 round per level » Within 5 feet of a ghost or other ethereal
per day, you enjoy the benefits of creature.
displacement, causing attack rolls against » Consume a portion of an innocent child.
you to suffer a 50% miss chance as your » Make a successful melee attack against a
form flattens to two dimensions. While in humanoid male.
this form you can squeeze through spaces » Smell a living creature of good alignment
as narrow as one millionth of an inch. Such using your
spaces must still accommodate one‐half witch’s senses scent ability.
your height (you crouch while squeezing » Stand within 5 feet of a chicken.
through). Activating and ending this ability
is a free action. Drusilia is a very power opponent with
Transdimensional Ray You project an many abilities available to her. She should
invisible ray of force that strikes a target be able to hurt the party and escape to
within 20 feet with unerring accuracy. The become a meaningful reoccurring villain.
ray ignores anything less than total cover or
total concealment, and even ignores
incorporeality as it bypasses normal paths
Gelatinous Cube CR 5 (2000 XP) 3d6 rounds. The cube can automatically
Advanced Gelatinous Cube engulf a paralyzed opponent.
N Ooze
Init ‐5; Senses blindsight 60 ft.; Listen ‐5,
Spot ‐5
AC 3, touch 3, flat‐footed 3
(‐2 size, ‐5 Dex)
hp 174 (12d10 + 108)
Fort +13, Ref ‐1, Will ‐1
Defensive Abilities ooze traits, transparent;
Immune electricity
Mako CR 7 (2900 XP)
Spd 15 ft. Male Orc Samurai 7
Melee slam +7 (1d6 plus 1d6 acid) LE Medium Humanoid (Orc)
Special Attacks engulf, paralysis Init +1; Senses darkvision 60 ft.; Listen ‐1,
Spot ‐1
Str 10, Dex 1, Con 28, Int ‐, Wis 1, Cha 1
Base Atk +9; Grp +17 AC 17, touch 13, flat‐footed 17
(+1 Dex, bracers of armor +4, ring of
Acid The gelatinous cube’s acid does not protection +2)
harm metal or stone. hp 66 (7d10+14)
Engulf Although it moves slowly, a Fort +7, Ref +3, Will +4
gelatinous cube can simply mow down Weakness light sensitivity
Large or smaller creatures as a standard
action. It cannot make a slam attack during Spd 30 ft.
a round in which it engulfs. The gelatinous Melee +1 humanbane katana +13/+8
cube merely has to move over the (1d10+7/19‐20; +3 plus 2d6 vs humans)
opponents, affecting as many as it can Special Attacks crack of thunder
cover. Opponents can make opportunity
attacks against the cube, but if they do so Str 19, Dex 13, Con 14, Int 11, Wis 8, Cha 10
they are not entitled to a saving throw. Base Atk +7; Grp +9
Those who do not attempt attacks of Feats Cleave, Crack of Thunder, Quick Draw,
opportunity must succeed on a DC 17 Reflex Power Attack, Way of Power, Weapon
save or be engulfed; on a success, they are Focus (Katana)
pushed back or aside (opponent’s choice) as Skills Battle +9, Diplomacy +10, Intimidate
the cube moves forward. Engulfed +10, Sense Motive +9
creatures are subject to the cube’s paralysis Languages Common, Orc, Elven
and acid, and are considered to be grappled Gear elemental gems (2) – dark brown
and trapped within its body. (wood elemental) and silver (metal
Paralysis A gelatinous cube secretes an elemental)
anesthetizing slime. A target hit by a cube’s
melee or engulf attack must succeed on a Way of Power Mako knows how to use a
DC 25 Fortitude save or be paralyzed for battle poi and scorpion whip
Keketar Protean CR 17 Multiattack, Power Attack, Quicken Spell‐
CN Large outsider (chaotic, extraplanar, Like Ability (confusion)
protean, shapechanger) Skills Bluff +30, Concentration +32, Hide
Init +6; Senses blindsense 60 ft., darkvision +25, Intimidate +32, Knowledge (arcana)
60 ft.; Listen +30, Spot +30 +28, Knowledge (any 3 others) +28, Listen
Aura spatial riptide (30 feet) +30, Move Silently +29, Sense Motive +30,
Spellcraft +30, Spot +30
AC 35, touch 15, flat‐footed 29 Languages Abyssal, Protean; telepathy 100
(+6 Dex, +20 natural, –1 size) ft.
hp 270 (20d8+180); fast healing 10 SQ change shape
Fort +21, Ref +18, Will +19 Gear +3 heavy flail
Defensive Abilities amorphous anatomy,
Amorphous Anatomy (Ex) A keketar’s vital
freedom of movement; DR 15/lawful;
organs shift and change shape and position
Immune acid, polymorph; Resist electricity
constantly, granting it a 50% chance to
10, sonic 10; 28
ignore additional damage caused by critical
Spd 40 ft., fly 40 ft. (perfect), swim 40 ft. hits and sneak attacks. A protean
Melee +3 dancing heavy flail automatically recovers from physical
+33/+28/+23/+18 (2d8+19/17–20) and 2 blindness or deafness after 1 round by
claws +28 (1d8+5 plus transmutation) and growing new sensory organs to replace
bite +28 (2d6+5) and tail +28 (1d8+5 plus those that were compromised.
improved grab) Bonded Weapon (Su) A keketar can bond
Space 10 ft.; Reach 10 ft. itself to a weapon by gripping it in its claws
Special Attacks bonded weapon, change for 1 minute. Once bonded, the weapon
shape, constrict 1d8+11, reshape reality gains the dancing quality (with no limit on
how long it can remain dancing), and the
Spell‐Like Abilities (CL 17th) keketar can conjure the weapon into its
At will—chaos hammer (DC 21), detect law, hands as if using instant summons, even if it
greater dispel magic, greater teleport (self is held by another creature. Most keketars
plus 50 lb. of objects only), major creation, bond with a +3 heavy flail.
move earth, quench (DC 20), shatter (DC 19) Change Shape (Su) Once per day, as a
3/day—quickened confusion (DC 21), dispel standard action, a protean may change
law (DC 22), empowered chaos hammer (DC shape into any Small, Medium, or Large
21), ethereal jaunt, polymorph any object animal, elemental, giant, humanoid, magical
(DC 25) beast, monstrous humanoid, ooze, plant, or
1/day—disintegrate (DC 23), prismatic vermin. A protean can resume its true form
spray (DC 24), prismatic sphere (DC 26) as a free action, and when it does so, it
gains the effects of a heal spell (CL 17).
Str 33, Dex 22, Con 28, Int 20, Wis 25, Cha
Reshape Reality (Su) Once per hour, a
24
keketar can reshape reality as a full‐round
Base Atk +20; Grp +35
action. This ability functions as the spell
Feats Combat Expertise, Empower Spell‐
mirage arcana (CL 17th), except the changes
Like Ability (chaos hammer), Improved Bull
created are quasi‐real, like those created by
Rush, Improved Critical (heavy flail),
shadow conjuration. Reshaped reality
remains in its new form for an hour; if the harmless animals (duplicating the effects of
keketar is still present, it can use this ability flesh to stone or baleful polymorph). The
to seamlessly maintain an area of reshaped save DC is Constitution‐based.
reality. A creature that interacts with
reshaped reality may make a DC 25 Will
save to see through the semi‐real illusion.
Terrain can provide concealment, and
against foes who do not make the Will save
to see through the facade, the reshaped
reality can also provide cover. For
disbelievers, quasi‐real objects and terrain
have only 20% their normal hardness and
hit points, and break DCs are 10 lower than
normal. Dangerous terrain (such as acid
lakes or lava rivers) cannot exceed 5d6
points of damage per round (1d6 per round
against disbelievers). This ability cannot
damage existing structures, nor does it
function in areas where planar travel is
prohibited. The save DC is Intelligence‐
based.
Spatial Riptide (Su) A keketar’s aura
interacts strangely with teleportation
effects. Any creature teleporting into the
creature’s aura must make a DC 29
Fortitude save or enter a state of
suspended animation (identical to temporal
stasis) for 1d3 rounds; success means the
creature is merely nauseated for 1 round.
Creatures teleporting out of the creature’s
aura must save against this effect; those
that fail are in suspended animation for 1d3
rounds and then teleport to their
destinations automatically. While in
suspended animation, the creature is fixed
in time and space; it can be released with a
freedom spell, and freedom of movement
provides immunity to its effects. The save
DC is Constitution‐based.
Transmutation (Su) A creature struck by a
keketar’s claw attack must make a DC 29
Fortitude save or be affected by polymorph
any object (CL 17th). The keketar usually
opts to polymorph victims into statues or
Prismatic Mimic CR 6 (2400 XP) Mimic Shape A mimic can assume the
CN Large aberration (psionic) general shape of any object that fills roughly
Init +1; Senses Darkvision 60 ft; Listen +14, 150 cubic feet (5 feet by 5 feet by 6 feet),
Spot +14 such as a massive chest, a stout bed, or a
wide door frame.
AC 15, touch 10, flat‐footed 15 Prismatic Body The prismatic mimics
(‐1 size, +1 Dex, +5 natural) colouration randomly shifts from through
hp 91 (10d8 + 46) the colours of the rainbow. Each color
Fort +3, Ref +3, Will +7 offers a different immunity in order: fire,
Defensive Abilities prismatic body; Immune acid, electricity, poison, mind‐affecting, cold
acid, critical hits (25% chance), all light‐ and sonic (ROYGBIV).
based effects. Racial Bonus Prismatic mimics have a +8
racial bonus on Disguise and has a ‐8
Spd 10 ft. penalty to Hide.
Melee 2 slam +10 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks adhesive, crush
Spell‐like Abilities (CL 10th)
1/day – daylight, hypnotic pattern, searing
light
2/day – color spray
3/day – dancing lights
At‐will ‐ flare
Str 19, Dex 12, Con 18, Int 10, Wis 13, Cha
14
Base Atk +7; Grp +15
Feats Aligned Attack (evil), Psionic Body,
Psionic Fist, Weapon Focus (slam)
Skills Concentration +17, Disguise +23,
Listen +14, Spot +14
Languages Common
SQ bizarre anatomy, mimic shape, naturally
psionics (2 PP)
Adhesive A mimic automatically grapples
any opponent it hits with a slam attack. This
grapple cannot be broken while the mimic
lives. A weapon that strikes the mimic will
also be held if the wielder fails to make a DC
18 Reflex save.
Crush A mimic deals 1d8+4 points of
damage to a grappled opponent each
round.
Tworc Guardsman CR 9 (3600 XP) Similarly, the tworc may as a standard
Kane Gutsplitter and Karve Gutsplitter action split into two orcs with stats listed
(twins) below. Once per day, when a tworc merges
CE Large monstrous humanoid barbarian 8 or splits they heal 2d8 hit points. Something
(Orc) is flawed with this tworc’s magical nature, if
Init +4; Senses darkvision 60 ft., low‐light, it is merged and receives a critical hit it will
scent; Listen +3, Spot +4 automatically split into two orc (after the
damage is resolved). The 4th level
AC 18, touch 10, flat‐footed 17 barbarians have the following statistics:
(‐1 size, +1 Dex, +4 natural, +4 +1 light • Medium
fortification studded leather armour) • hp ½ (merged hit points remaining)
hp 94/88 (2d8+6 plus 8d12+24) • Fort +7, Ref +5, Will +3
Fort +11, Ref +6, Will +4 • +1 falchion +10 (2d4+4, 18‐20)
Defensive Abilities trap sense +2, improved • Atk Options (rage 2/day – 6 rounds)
uncanny dodge; DR 1/‐; Immune critical o AC 16, touch 8, touch 15
25% o hp +10
o Will +5
Spd 50 ft. o Falchion +11 (2d4+7, 18‐20)
Melee +1 falchion +17/+12 (2d6+11/18‐20) • Cleave, Power Attack
Ranged Javelin +10 (1d8+3) •
Space 10 ft.; Reach 10 ft. Descriptive Text for Tworc
Atk Options rage (3/day ‐ 8 rounds with Without further notice, the two orcs touch
modifications below) each other and a disgusting, aberrant
• AC 15, touch 8, touch 14 process seems to take place. Limbs and
• hp 114 features mix and flow in a sickening twist of
• Will +6 flesh, cloth and bone until, where two orcs
• +1 falchion +19/+14 (2d6+14/18‐20) stood, there is a nightmarish, not entirely
Combat Gear minor circlet of blasting (3d8), orc‐like beast. This creature has a muscular,
potion of cure moderate wounds hairy body, larger and better armour and
weapons and a monstrous head that
Str 25, Dex 12, Con 16, Int 8, Wis 9, Cha 8 resembles a boar more than an orc…
Base Atk +10; Grp +21
Feats Alertness, Cleave, Great Cleave, Great
FortitudeB, Power Attack
Skills Handle Animal +7, Intimidate +7,
Listen +3, Spot +4, Survival +7
Languages Common, Orc
SQ fast movement, illiteracy, split
Split (Ex) A tworc is a hybrid creature of two
orcs. In this case them being two 4th level
barbarians.
As a standard action, the twin orcs may
touch and fuse into the tworc stated above.
Whiskers, Mundane Kamadan CR 2 Effect Attracts undead
N Large Animal Duration 8 hours
Init +2; Senses low‐light vision, scent; Listen Saving Throw Yes
+5, Spot +5 Spell Resistance Yes
With this spell the caster creates an invisible
AC 16, touch 11, flat‐footed 14
magical beacon that attracts undead like moths
hp 30 (4d10+8) to a flame. Once the ritual is properly
Fort +6, Ref +6, Will +2 performed, any undead within range make their
way directly to the site without delay. Once
Spd 40 ft. there, they remain in the area for the remainder
Melee 2 claws +6 melee (1d6+4) and 6 of the spell’s duration.
snakes +1 (1d4) and bite +1 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes) There is no guarantee that the undead are
friendly, but the caster may attempt to awe or
Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 9 control the undead through normal means.
Uncontrolled undead attack the caster,
Base Atk +3; Grp +11
returning to their lairs if they succeed in killing
Feats Alertness, Dodge
the one who disturbed their rest. If the caster
Skills Balance +10, Hide +3, Listen +5, Move leaves the site, the undead go first to the site
Silently +6, Spot +5 and then follow after the caster for the
remainder of the spell duration, unerringly
Snakes (Ex) Each snake attacks sensing his current location. In such a case, the
independently each round at the listed control roll is made for each undead whenever
attack bonus. The snakes do not gain the it first encounters the caster. Should any
kamadan’s Strength bonus to damage. undead fail to reach the caster before the spell
Skills Kamadans have a +4 racial bonus on duration elapses, each returns to its own lair.
Hide and Move Silently checks and a +8
The effects of this spell are keyed to the caster’s
racial bonus on Balance checks. *In areas of
level with regard to the potency of the undead
tall grass or undergrowth, the Hide bonus
so contacted. If the caster’s level is 1st through
improves to +8. 5th, only skeletons and zombies will answer the
Descriptive Text for Kamadan summons. Once the caster reaches 6th level,
This creature resembles a large leopard‐like ghouls, ghasts, and shadow will also respond. At
cat with emerald green eyes. From its 11th level, the caster can compel wights, raiths,
shoulders sprout six long serpents, blackish‐ and mummies to come, and at 15th level and
green in color, each about twice the length above even vampires, spectres, and ghosts must
of a normal human. The serpents’ eyes are make the journey. Liches are immune to this
reddish‐yellow. spell, although they will hear the call and may
investigate on their own accord out of curiosity.
Appendix of 3.X Spells
Material Component A small funerary bell (1
Call Undead gp).
Necromancy, Enchantment (Compulsion)
Level Nec 1
Components V, S, M
Casting Time 1 hour
Range Medium 1 mile/level
Summon Shadow Raven Shadow ravens are undead birds created to
Conjuration (Summoning) serve as familiars and pets. Most are gifts fom
Level Clr 3, Sor/Wiz 3 evil gods or manufactured by necromancers by
Components V, S, F/DF some unknown ritual. They have the general
Casting Time 1 full round size and shape of regular ravens, but are
Range Close (25 ft. +5 ft./2 levels) entirely made of shadows.
Effect Summons shadow raven.
Duration 1 round/level of caster Their eyes glow dark red, and their cries are
Saving Throw None screeching whispers. They will obey their
Spell Resistance No masters but are wilful and sly. They are always
looking to feed (see below).
This spell summons a shadow raven from the
Demi‐Plane of Shadow (see below). Once the Combat
raven in on the spellcaster’s plane, the Shadow ravens love to attack out of the night
spellcaster may attempt to bind it as a familiar. sky, dive‐bombing the unaware. When indoors,
they lie in wait in high, dark corners, always
The shadow raven enters this world through watchful for opportunities.
any shadow within range of the spell, so the
spell won’t work in total darkness or total light. Strength Damage On a successful strike, a living
The shadow raven serves faithfully for the creature suffers 1d2 points of temporary
spell’s duration. If the spellcaster has the proper Strength damage. A creature reduced to 0
tribute, the shadow raven may serve as a Strength in this way dies. This is the only way a
familiar. The GM is the final arbiter for what shadow raven can feed.
tribute is appropriate.
Undead The shadow raven is undead, and is
Arcane Foci A small, shiny object and a shadow. immune to all mindaffecting spells, disease,
stunning attacks, critical hits, poison, paralysis,
Shadow Raven subdual damage, or death from massive attack.
Small Undead Animal (Incorporeal)
Hit Dice 2d8+2 (11) Incorporeal The shadow raven is impervious to
Initiative +3 damage except by enchanted weapons, magic,
Speed fly 60 ft. (Good) or other incorporeal creatures. Any damage
Armor Class 15 (+3 Dex, +1 size, +1 sustained from a corporeal source only deals
deflection) 50% damage. Shadow ravens may pass through
Attacks Incorporeal claw +3 solid objects at will.
Damage Incorporeal claw 1d2 Strength damage
Saves Fort +1, Ref +4, Will +2
Abilities Str –, Dex 16, Con –, Int 2,
Wis 11, Cha 12
Skills Hide +10, Listen +5, Spot +5
Feats Flyby attack
Climate/Terrain Any
Organization Solitary
Challenge Rating 2
Treasure None
Alignment Always Chaotic Evil
Advancement 2‐3 HD (small)
Swords and Wizardry Adaptations Gelatinous Cube
This material is made to make the Map of Increase HD to 10 and adjust its Saving
Mystery entry compatible with the Swords Throw and Challenge Level/XP.
& Wizardry Core Rules.
Mako is a 7th level fighting man with 18
Buckawn strength, who wields a +1 bastard sword.
Armor Class 4 [15] An elemental gem summons a 8 HD
Hit Dice 2 elemental to fight for you. Use the stats for
Attacks Dagger (1d4) fire and earth elementals.
Saving Throw 16
Special ½ damage from non‐cold iron, Protean, Keketar
poison use Armor Class ‐11 [31]
Move 6 Hit Dice 20
Challenge Level/XP 1/15 Attacks dancing heavy mace (1d6+2); 2
claws (1d8), bite (2d6), tail (1d8)
A buckawn is a fey creature related to Saving Throw 3
brownies. They stand as tall as a halfling but Special polymorph claw, spells
look more like dwarves. They often coat Move 15
their weapons in a poison that knocks out Challenge Level/XP 20/4,400
opponents for 1d4 hours.
Proteans are powerful chaotic outsiders
with snake‐like forms. A keketar is able to
Clovis/Jamicon cast move earth, dispelmagic, teleport,
Armour Class 3 [16] confusion, polymorph object as a 20th level
Hit Dice 5 wizard. Opponents struck by the protean’s
Attacks heavy mace (1d6+1) claw must make a saving throw or be
Saving Throw12 polymorphed into another creature (often
Special Immunities harmless like a bunny or toad).
Move 12
Challenge Level/XP:5/240 Prismatic Mimic
Increase HD to 10 and adjust its Saving
Clovis and Jamicon are living constructs Throw and Challenge Level/XP.
called Archanus. They are immune to
disease, paralysis and poison. They act and Additional it gains the ability to cast light
talk like humans but are clearly mechanical. and pyrotechnics.
Drusilia is not easy to mimic in Swords and Tworc
Wizardry. The best option would be a 12th Armor Class 2 [17]
level elven wizard or something unique to Hit Dice 10
mimic some of her bizarre pact abilities Attacks Weapon (2d6)
particularly poison touch, transdimensional Saving Throw 5
ray and unhinge the spirit. Special Split
Move 12
Challenge Level/XP 9/1,100 XP
A tworc is the magic union of two twin orcs OPEN GAME LICENSE Version 1.0a
into a superior monster. It takes a round to The following text is the property of Wizards of
merge or separate into the orc barbarians the Coast, Inc. and is Copyright 2000 Wizards of
listed below. Only 2% of orc twins have the the Coast, Inc “Wizards”). All Rights Reserved.
power to form a tworc.
1. Definitions: (a)”Contributors” means the
copyright and/ or trademark owners who have
Orc, Barbarians contributed Open Game content; (b)”Derivative
Armour Class 3 [16] Material” means copyrighted material including
Hit Dice 5 derivative works and translations (including into
Attacks Weapon (1d6) other computer languages), potation,
Saving Throw 12 modification, correction, addition, extension,
Special Merge upgrade, improvement, compilation,
Move 9 abridgment or other form in which an existing
Challenge Level/XP: 5/240 work may be recast, transformed or adapted;
(c) “Distribute” means to reproduce, license,
These two orcs can merge into a single rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)”Open
entity that is called a tworc. These are
Game Content” means the game mechanic and
terrible pig‐headed humanoids that love to
includes the methods, procedures, processes
raid and destroy. and routines to the extent such content does
not embody the Product Identity and is an
Kamadan, Mundane enhancement over the prior art and any
Armour Class 3 [16] additional content clearly identified as Open
Hit Dice 4 Game Content by the Contributor, and means
Attacks 2 claws (1d4) and 6 snake bites any work covered by this License, including
(1d3) and bite (1d6) translations and derivative works under
Saving Throw 12 copyright law, but specifically excludes Product
Special None Identity. (e) “Product Identity” means product
Move 12 and product line names, logos and identifying
marks including trade dress; artifacts; creatures
Challenge Level/XP:5/240
characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language,
A kamadan is a magical creature that is artwork, symbols, designs, depictions,
shaped like a tiger with multiple snakes likenesses, formats, poses, concepts, themes
coming off its back. Typically the snakes and graphic, photographic and other visual or
have a poisonous bite but this mundane audio representations; names and descriptions
version does not have that ability. of characters, spells, enchantments,
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Atlas Games; authors Keith Baker, Adam Bank, Guide to the Multiverse. Copyright 2009, Paizo
Chris Jones, Scott Reeves, and Elton Robb. Publishing, LLC; Author: Todd Stewart.
Open game content from Encyclopaedia Pathfinder Companion: Legacy of Fire Player’s
Arcane: Demonology Copyright 2001, Guide, Copyright 2009, Paizo Publishing, LLC;
Mongoose Publishing Authors: Brian Cortijo, Stephen S. Greer, James
Open game content from Encyclopedia Arcane: Jacobs, Jonathan H. Keith, F. Wesley Schneider,
Necromancy – Beyond the Grave Copyright Amber E. Scott, and James L. Sutter.
2001, Mongoose Publishing. Pathfinder Module: Crypt of the Everflame
Open Game Content from The Penumbra Copyright 2009, Paizo Publishing, LLC. Author:
Fantasy Bestiary Copyright 2003, Trident Inc., Jason Bulmahn.
d/b/a Atlas Games; editor Michelle A. Brown Pathfinder Roleplaying Game: Bonus Bestiary,
Nephew. Copyright 2009, Paizo Publishing, LLC; Author:
Open game content from The Quintessential Jason Bulmahn.
Cleric copyright 2002, Mongoose Publishing. Path of Faith Copyright 2002, Fantasy Flight
Publishing, Inc.
Path of Shadow, Copyright 2002, Fantasy Flight Spells & Magic Copyright 2002, Bastion Press,
Publishing, Inc Inc.
Path of the Magi, Copyright 203, Troll Lord Spells & Spellcraft Copyright 2002, Fantasy
Games; Authors Sean K. Reynolds, Jeff Quick, Flight, Inc.
W. Jason Peck and Mike McArtor Spycraft, Copyright 2002, Alderac
Path of the Sword Copyright 2002, Fantasy Entertainment Group
Flight Publishing, Inc. Swashbuckler, Copyright 2001, Felix Lim Jr.
Player’s Guide to Clerics and Druids Copyright Swords of our Fathers Copyright 2003, The
2003, White Wolf Publishing, Inc. Game Mechanics, Inc.
Player’s Guide to Rangers and Rogues Staves of Ascendance Copyright 2003, The
Copyright 2003, White Wolf Publishing, Inc. Game Mechanics, Inc.
Player’s Guide to Fighters and Barbarians Swords & Wizardry Core Rules, Copyright 2008,
Copyright 2003, White Wolf Publishing, Inc. Matthew J. Finch
Player’s Guide to Wizards, Bards, and Sorcerers Template Troves, Volume I: Serpents, Spiders,
Copyright 2003, White Wolf Publishing, Inc. & Godlings, © 2004 Silverthorne Games;
Plot & Poison: A Guidebook to Drow, Copyright Author: Sean K Reynolds
2002, Green Ronin Publishing; Author Matthew Testament: Roleplaying in the Biblical Era
Sernett copyright 2003, Green Ronin Publishing; Author
Pocket Grimoire Arcane Copyright 2002, Green Scott Bennie
Ronin Publishing The Assassins Guide to Poisons Copyright 2002,
Psionics Toolkit Copyright 2002, Fiery Dragon Philip Reed, www.philipjreed.com
Productions, Inc., www.fierydragon. The Assassin’s Handbook, Copyright 2002,
com; Author Mike Mearls Green Ronin Publishing; Authors Wolfgang
Relics & Rituals Copyright 2001, Clark Peterson Bauer and David “Zeb” Cook
Relics & Rituals 2: Lost Lore Copyright 2002, The Book of Eldritch Might Copyright 2001‐3
White Wolf Publishing, Inc. Monte J. Cook. All Rights Reserved.
Rokugan Copyright 2001, Alderac The Book of Eldritch Might II: Songs and Souls
Entertainment Group. of Power Copyright 2002‐3 Monte J. Cook. All
Scarred Lands Campaign Setting: Ghelspad rights reserved.
Copyright 2001, White Wolf Publishing, Inc. The Book of Eldritch Might III: The Nexus
Scarred Lands Gazetteer: Termana Copyright Copyright 2003 Monte J. Cook. All rights
2002, White Wolf Publishing, Inc. reserved.
Seafarer’s Handbook, Copyright 2001, Fantasy The Book of the Righteous, Copyright 2002,
Flight Publishing, Inc. Aaron Loeb
Secret College of Necromancy, Copyright 2002, The Book of Unusual Treasures Copyright 2002,
Green Ronin Publishing; Authors David “Zeb” Philip Reed, www.philipjreed.com
Cook and Wolfgang Baur. The Complete Book of Eldritch Might Copyright
Secrets of Pact Magic, Copyright 2007 by Dario 2004 Monte J. Cook. All rights reserved.
Nardi The Divine and the Defeated Copyright 2001,
Secrets of the Lion (c) 2002 Alderac White Wolf Publishing, Inc.
Entertainment Group, Inc. The Codex Compendium, Copyright 2002,
Secrets of the Mantis (c) 2002 Alderac Paradigm Concepts, Inc.
Entertainment Group, Inc. The Devil Player’s Guide Copyright 2003, Fast
Secrets & Societies Copyright 2002, White Wolf Forward Entertainment, Inc.
Publishing, Inc. The Faithful and the Forsaken Copyright 2003,
Shelzar: City of Sin Copyright 2003, White Wolf White Wolf Publishing, Inc.
Publishing, Inc. The Lore of the Gods: The Asgardians,
copyright 2002, Bastion Press
The Lore of the Gods: The Olympians, copyright Inc.; Authors M Jason Parent, Denise Robinson,
2002, Bastion Press Chester Douglas III
The Pathfinder Chronicles Campaign Setting Tome of Horrors Revised. Copyright 2002,
Copyright 2008, Paizo Publishing; Author: Stan!, Necromancer Games, Inc.; Authors: Scott
Keith Baker, Wolfgang Baur, Clinton J. Boomer, Greene, with Clark Peterson, Erica Balsley, Kevin
Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Baase, Casey Christofferson, Lance Hawvermale,
Stephen S. Greer, Jeff Grubb, James Jacobs, Travis Hawvermale, Patrick Lawinger, and Bill
Michael Kortes, Tito Leati, Mike McArtor, Rob Webb; Based on original content from TSR.
McCreary, Erik Mona, Jason Eric Nelson, Jeff Tome of Horrors II Copyright 2004,
Quick, Sean K Reynolds, David Schwartz, Necromancer Games, Inc.; Author Scott Greene;
Leandra Christine Schneider, F. Wesley Additional Authors: Erica Balsley, Kevin Baase,
Schneider, Amber E. Scott, Owen K.C. Stephens, Casey Christofferson, Jim Collura, Meghan
Todd Stewart, James L. Sutter, Greg A. Vaughan, Greene, Lance Hawvermale, Travis Hawvermale,
Jeremy Walker, JD Wiker. Bill Kenower, Patrick Lawinger, Nathan Paul,
The Penumbral Pentagon Copyright 2003, Clark Peterson, Bill Webb and Monte Cook.
White Wolf Publishing, Inc. Tome of Horrors III Copyright 2005
The Primal Codex Copyright 2001, Netherland Necromancer Games, Inc.; Author: Scott
Games Inc. Greene, with Casey Christofferson, Erica Balsley,
The Psychic's Handbook, Copyright 2004, Green Kevin Baase, Lance Hawvermale, Travis
Ronin Publishing; Author Steve Kenson Hawvermale, Ian S. Johnston, Patrick Lawringer,
The Serpent in the Fold: Serpent Amorpha Nathan Paul, Clark Peterson, Greg Ragland,
Cycle, Book I Copyright 2002, White Wolf Robert Schwalb and Bill Webb.
Publishing, Inc. Touched by the Gods, Copyright 2001 Trident,
The Serpent and the Scepter: Serpent Amorpha Inc., Editor Michelle A. Brown Nephew.
Cycle, Book II Copyright 2002, White Wolf Torn Asunder: Critical Hits, Copyright 2003,
Publishing, Inc. Bastion Press, Inc.
The Serpent Citadel: Serpent Amorpha Cycle, Tournaments, Fairs, and Taverns, Copyright
Book III Copyright 2003, White Wolf Publishing, 2002, Natural 20 Press
Inc. Traps & Treachery Copyright 2001, Fantasy
The Shaman’s Handbook, Copyright 2002, Flight Publishing, Inc.
Green Ronin Publishing, Author, Steve Kenson. True20 Adventure Roleplaying, Copyright 2005,
The Tomb of Abysthor Copyright 2001, Green Ronin Publishing; Author Steve Kenson.
Necromancer Games, Inc., Authors Clark Uncommon Character Copyright 2003, Trident
Peterson and Bill Webb Inc., d/b/a/ Atlas Games
The Village of Briarton Copyright 2003 by Gold Undead Copyright 2001, Alderac Entertainment
Rush Games; Authors Patrick Sweeney, Group; Authors: Noah Dudley, Andrew Getting,
Christina Stiles; Editing and Additional material Travis Heerman, Mike Mearls, Jim Pinto, Ree
by Spike Y. Jones Soesbee, Eric Steiger, Douglas Sun and Rich
The Unholy Warrior’s Handbook, Copyright Wulf.
2003, Green Ronin Publishing; Author Robert J. Unearthed Arcana Copyright 2004, Wizards of
Schwalb the Coast, Inc.; Any Collins, Jesse Decker, David
The Wise & the Wicked Copyright 2001, White Noonan, Rich Redman.
Wolf Publishing, Inc. Untapped Potential: New Horizons in Psionics
The Witch’s Handbook, Copyright 2002, Green Copyright 2006 Brian Dupuis, Greg Jacob,
Ronin Publishing; Author Steve Kenson Jeremy Smith, Michel Fiallo‐Perez, Will Elyea
Thee Compleat Librum ov Gar’Udok’s Vigil Watch: Secrets of the Asaatthi Copyright
Necromantic Artes Copyright 2002, Ambient 2003, White Wolf Publishing, Inc.
Vigil Watch: Warren of the Ratmen Copyright Nathan Irving, Shane O'Connor, Marc Sant,
2002, White Wolf Publishing, Inc. Stefen Styrsky.
Villains, Copyright 2002, Bastion Press, Inc.
Vitality and Wound Points, A d20 System
Conversion Guide, Copyright 2000 by Bradley D
Thompson
War, Copyright 2002, Alderac Entertainment
Group
Way of the Ninja, (c) 2002 Alderac
Entertainment Group, Inc.
Way of the Samurai, (c) 2002 Alderac
Entertainment Group, Inc.
Way of the Shugenja, (c) 2002 Alderac
Entertainment Group, Inc.
Way of the Witch, Copyright 2002, Citizen
Games; Authors Janet Pack, Jean Rabe, Megan
Robertson, and Christina Stiles
Waysides: Book of Taverns Copyright 2003,
Eden Studios, Inc.
Weird Wars, Weird War Two, Copyright 2001,
Pinnacle Entertainment Group, Inc.
Wild Spellcraft, Copyright 2002, Natural 20
Press
Wilderness & Wasteland Copyright 2002, White
Wolf Publishing, Inc.
Wrath & Rage: A Guidebook to Orcs and Half‐
orcs, Copyright 2002, Green Ronin Publishing;
Author Jim Bishop
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Collins.
This work relies upon material from Secrets of
Pact Magic and Villains of Pact Magic,
published by Radiance House; Author Dario
Nardi.
The Grand OGL Wiki,
http://grandwiki.wikidot.com Copyright 2008‐
2009 Purple Duck Creations; Authors: Mark
Gedak, Alex Schroeder, Joel Arellano, George
Fields, Yair Rezek, Mike Whalen, Shane
O'Connor, Mike Rickard, John Whamond, Bill
Browne, Eric Williamson, Slatz Grubnik, Charles
R. Wenzler Jr, John Fraser.
DM Sketchpad ‐ July 2009; Copyright 2009,
Published by Purple Duck Creations. Authors:
Jason Beardsley, Bill Browne, Mark Gedak,