Bonus Heroic Paths
You awake surrounded by turned earth, broken weapons and decayed corpses. Your clothes are rotten and all around you lays evidence that you have been lying here for many arcs, if not longer, but you have no memory of who you are, where you are or why you are here. But you do know that there is a terrible sense of purpose burning in your heart: a desire to fight some evil you know only as the Shadow.
The Risen Martyr now exists only to fight the Shadow.
1. Spiritual Body I
2. Death Has Lost Its Sting +1
3. Terrible Sense of Purpose +1
4. Death Cannot Touch Me 1/day
5. +1 Con.
6. Spiritual Body II
7. Death Has Lost Its Sting +2
8. Terrible Sense of Purpose +2
9. Death Cannot Touch Me 2/day
10. +2 Con
11. Spiritual Body III
12. Death Has Lost Its Sting +3
13. Terrible Sense of Purpose +3
14. Death Cannot Touch Me 3/day
15. +3 Con
16. Spiritual Body IV
17. Death Has Lost Its Sting +4
18. Terrible Sense of Purpose +4
19. Death Cannot Touch Me 4/day
20. Lust for Life
Spiritual Body (Ex): The Risen Martyr’s body has been changed and has a 25% chance of ignoring a critical hit. This bonus increases to 50% at 6th level; 75% at 11th level, and upon reaching 17th level the Risen Martyr is immune to critical hits. A Risen Martyr never returns as a Fell nor can his body be turned into an undead by use of magic or the Create Spawn ability of certain undead.
Death Has Lost Its Sting (Su): At 2nd level the Risen Martyr gains a +1 bonus to Fortitude saving throws involving death effects, negative energy and ability drain or damage. This bonus increases by +1 upon reaching 7th, 12th, and 17th level.
Terrible Sense of Purpose (Ex): The Risen Martyr gains the listed bonus to Will saving throws and Concentration checks.
Death Cannot Touch Me (Sp): The Risen Martyr may cast death ward the listed number of times per with duration of one minute.
Lust for Life (Su): The risen martyr dies at -20 rather than -10 hit points and automatically succeeds at any stabilization check.
Secrets of this Heroic Path: The strange cosmology of Aryth occasionally produces characters like this. A person utterly devoted to the Shadow’s destruction dies and, somehow, a soul, whether his or another’s, enters his body and the body is alive once more albeit with no knowledge of its previous identity. Subtle changes to the body and its features means that those who once would have known the person whose body this originally was, do not although they may have a strange sense of knowing the person before.
Other Comments: This Path could be useful for those campaigns where you wish to start someone “cold”, particularly for those players who are too lazy to prepare a decent background or even read the background material beforehand.
In the skies of Eredane there lies the last true freedom. Even amongst the vanishingly rare pathwalkers, tales of the winged ones are few and far between. Some trace their ancestry back to angels, demons, were-ravens or more esoteric creatures. Others were found in eggs delivered to human or fey homes. Many were just born with the stubs of wings on their backs, a visible marker of their destiny. Winged ones are graceful and often possess an avian beauty and curiosity. Some of them have feathered wings, others bat-like, while some even have folds of skin under their arms, like lemurs or eagita. Like baby birds, their first steps into the wider world are skittish and fraught with peril, but only by seeing the world under Shadow and fighting against it can the she learn to spread her wings.
2. Air Mastery
3. Bonus Feat
4. Fly (poor)
5. +1 Dex
6. Air Lordship
7. Fly +10 ft.
8. Bonus Feat
9. Fly (average)
10. +1 Cha
11. Wing Buffet
12. Fly +10 ft.
13. Bonus Feat
14. Fly (good)
15. +1 Dex
16. Improved Wing Buffet
17. Fly +10 ft.
18. Bonus Feat
19. Fly (perfect)
20. +1 Cha
Featherfall (Su): Though a 1st level winged one’s pinions are rather small and as yet unformed, little more than feathery buds on her shoulders, her grace and affinity with the air helps her cope with high places and dangerous falls. The winged one is permanently protected by featherfall. She may suppress or resume this ability as a free action.
Air Mastery (Ex): The flows of wind and cloud are familiar to the winged one, and those fighting her from the sky will find her no easy prey. She gains Air Mastery as an elemental: airborne creatures and those with the Air subtype suffer -1 to attacks and damage against her.
Bonus Feat: The winged on can choose from the following bonus feats – Acrobatic, Agile, Flyby Attack, Hover, Improved Manoeuvrability, Lightning Reflexes, Multiattack (after 11th level), Skill Focus (spot), Weapon Finesse, Wingover.
Air Lordship (Ex): The winged one’s bond with the winds increases. Airborne and Air subtype creatures suffer -2 to attacks and damage against the winged one, and she gains +2 to attacks against them.
Fly (Ex): The winged one’s signature ability is of course her wings, and at last they have developed enough to take her weight. At 4th level, the winged one gains a fly speed equal to her base land speed (modifiers like a barbarian or wildlander’s quick stride and fast movement do not apply). Her manoeuvrability starts at poor, but both it and her speed increase as she gains experience.
Wing Buffet (Ex): They say a swan can break a human’s arm with its wing, but that is nothing compared to the power of the winged’s pinions. She gains two natural attacks, doing lethal or nonlethal damage (d3 medium, d2 small). Because of the winged one’s powerful flight muscles, she may add her Str mod x1.5 to damage, rather than x0.5 as is usual for wing attacks (or at least, a dragon’s wings). These are always secondary attacks, so are made at BAB -5. However, the winged one does qualify for the Multiattack feat, which would reduce the penalty to -2.
Improved Wing Buffet (Ex): The winged one’s damage with her natural weapons increases to d4 medium, d3 small.
It is said by some sages that history repeats itself, that what once was is destined to once again be, that we are no more than shadows of others who lived before us. The twice-born is one that is so attuned to her former existence that she unlocks memories and knowledge of her previous incarnation and, through it, rediscovers skills and powers lost to history. Throughout the history of Eredane, there have been a small number of men and fey that claimed to have the knowledge of past lives. These individuals went on to become great war-leaders, scholars, wizards, and even master thieves. It seems that the fate of the twice-born is to bob in the flow of history like a leaf in the stream, until she gathers enough strength to make her own current.
1. Unlock Memories
2. In Two Minds +1
3. Forgotten Tongues
4. Recall Talent
5. +1 Int, Wis or Cha
6. Unlock Memories
7. In Two Minds +2
8. Forgotten Tongues
9. Recall Talent
10. +1 Int, Wis or Cha
11. In Two Minds +3
12. Unlock Memories
13. Forgotten Tongues
14. Recall Talent
15. +1 Int, Wis or Cha
16. In Two Minds +4
17. Death Ward 1/day
18. Unlock Memories
19. Recall Talent
20. +1 Int, Wis or Cha
Unlock Memories: At 1st level, the twice-born has begun to assimilate some of what her earlier selves knew. She may choose any four skills; they become class skills for all her classes.At later levels, when she gains this ability, she may choose another skill to become a universal class skill, and she immediately gains four ranks in it (subject to the normal maximum). Any already extant ranks in the skill are not affected. At the GM’s discretion, this may be left undecided when she levels up; the bonus can be saved for a miraculous revelation during play, such as a fighter discovering that she recalls the skills to pick a vital lock.
In Two Minds: The presence of the traces of a second soul in the twice-born’s body can help protect her from insidious sorcery and fright. She has, after all, seen it all before. She gains the listed bonus to Will saves.
Forgotten Tongues: The twice-born gains 3 points to spend on learning (or rather, remembering) languages and/or literacy. At the GM’s discretion, this can include forgotten, forbidden or restricted languages the twice-born knew in her past life. As with unlocked memories, this may be used as a discovery made in-game.
Recall Talent: The twice-born’s mannerisms and habits start to take on an echo of her previous lives. She gains a bonus feat that one of her earlier incarnations might have had: this can be any Proficiency, one of the ‘named skill bonus’ feats (such as Acrobat, Alertness or Stealthy), Great Fortitude, Lightning Reflexes, Iron Will, Skill Focus, Spell Focus, Toughness or Weapon Focus.Other feats might be available, at the GM’s discretion. The GM might also wish to consider allowing the character to take one background/regional feat as a bonus feat in this way – this is the only way a character can have two background/regional feats.
Ability Score Raise: The twice-born may not choose the same ability score to raise with this ability twice in a row.
Original concept: Kane (The Reborn)
Modified by: Dirigible
Some heroes are just incredibly intense, able to pull off feats of planning and persistence that other mere mortals deemed impossible. Such people do not flag under duress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.
1. Unflagging Endurance (1 day)
2. Ignore Exposure
3. Command (1/day)
4. 1st Focus
5. +1 Con
6. Unflagging Endurance (2 days)
7. Command (2/day)
8. Unflagging Drive
9. 2nd Focus
10. +2 Con
11. Unflagging Endurance (3 days)
12. Command (3/day)
14. 3rd Focus
15. +3 Con
16. Unflagging Endurance (4 days)
18. Unflagging Drive (Greater)
19. 4th Focus
20. +4 Con
Unflagging Endurance (Ex): Starting from 1st level, the character may act without any penalty for not having rested in the past 1 day, provided at the end of the effect, they rest for 50% longer (i.e. sleep 12 hours, trance 6 hours, etc). Characters still regain hit points, refill spell points, etc, as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any). At 6th, 11th, and 16th levels, this effect increases in duration by a full day (e.g. at 16th level, a character can go 4 days without rest, provided on the fifth, they rest for 50% longer). Spell casters still need to prepare their spells as appropriate, but are not required to fulfill the 8 hour rest minimum.
Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only affects the character.
Focus (Ex): [As per the feat “Weapon Focus”, but for any action.] At 4th level, the character picks some action to focus on. All rolls related to this action gain a +1 bonus, and all concentration checks to perform this action succeed automatically, regardless of circumstances. (e.g.: Upon reaching 4th level, Rondingus decides to take “Focus: Cast Cure Light Wounds” so that he is able to cast it without a concentration check. When Kirin reaches 4th level, however, he decides to take “Focus: Urutuk Attack” to give him a +1 to all attacks made with it. Rarth, on the other hand, decides to take “Focus: Herbal Infusions” at 4th level, in order to give him a +1 when making his grass infusions.)At 9th, 14th, and 19th levels, the character must pick a different focus, and these effects do not stack with each other, or with the feat “Weapon Focus” (however, a character could choose “Focus: Great Axe Attack” as the first focus, and “Focus: Great Axe Damage” as the second focus, giving a +1 to attack and a +1 to damage).
Unflagging Drive (Su): At 8th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character level. At 18th, the character gains “Greater Unflagging Drive”, which acts like the spell Freedom of Movement, except is effective continuously. Both of these abilities affect only the character (i.e. spell range of ‘personal’ only).
Many Dornish and Dwarven clans believe that a particularly strong soul yearns for life and is reborn again and again. On the death of a particularly powerful leader, there are those who seek children born in the same arc of the leader’s death, seeking the return of his soul to the moral struggle. Some of these special children learn to tap the memories of their past lives to give them abilities far beyond what they could normally achieve.
1. Ageless Resolution +2
2. Past Voices
3. Lost Talent
4. Fast Learner
5. Unlock Memories
6. +1 Wis
7. Lost Talent
8. Ageless Resolution +4
9. Unlock Memories
10. Past Voices +4
11. Lost Talent
12. +2 Wis
13. Unlock Memories
14. Past Voices 1/day
15. Lost Talent
16. Ageless Resolution +6
17. Unlock Memories
18. +3 Wis
19. Lost Talent
20. Impervious Mind
Ageless Resolution: The many lives you’ve lived have strengthened your soul. The Reborn gains +2 to Will saves at 1st level, +4 at 8th level, and +6 at 16th level.
Fast Learner: Memories of past lives make any task easier. All skills are considered class skills.
Impervious Mind: Your control of your mind and memories is unassailable. The Reborn is immune to all mind influencing spells.
Lost Talent: The barriers between the memories of your past lives are weakening and old abilities flow through your mind and body. Each time this ability is granted you gain one of the following feats; acrobat, agile, alertness, animal affinity, athletic, deceitful, deft hands, diligent, investigator, magical aptitude, negotiator, nimble fingers, persuasive, self-sufficient, skill focus, spell focus, stealthy, or weapon focus.
Past Voices: Your memories are filled with ideas and pictures in languages that are both familiar and unfamiliar at the same time. At 2nd level, all languages are learned at ½ cost (e.g. for one skill point you get full literacy). At 10th level the Reborn gains a +4 to decipher scripts checks. At 14th level the Reborn gains the ability to converse as if he had cast a tongues spell once per day.
Unlock Memories: In the many lives your soul has existed it has taken diverse paths and experienced all that life has to give. Lost Talent gives the Reborn a temporary bonus to a skill of their choice. At 3rd level the Reborn receives +4 Wisdom bonus to any skill for a single skill test/day. At 7th level the bonus increases to 6 plus wisdom bonus and at 11th level 8 plus wisdom bonus. At 15th level the Reborn can use the ability twice per day and at 19th level three times per day. As an example, a 7th level Reborn with a +1 wisdom bonus needs to succeed at a use rope test or he will fall to his death. Searching his memories he gains the temporary benefit of a skill he had in a past life and receives +7 (6 + Wis bonus) to a single use rope check.
The King is dead. Long live the King-In-Exile.
Jahzir failed to extinguish the royal line as completely as he hoped when he usurped the throne of Erenland. In the Kaladruns, there remain scions of the ancient Dorthane royal lines, hiding in the valleys and ruins of their kingdoms. The inheritors of Dornish chieftains wait in the icy wilds for their chance at revenge.
The Regent represents the best hope for the ancient banners and thrones of Eredane to reassert themselves and lead their people out from under the Shadow.
1. Diplomat +2
2. Monarch at Arms
3. Divine Right +1
4. Royal Privilege
5. Sovereign Strike 1/day
6. Vassal’s Rulership 1/week
7. Sovereign Strike (Magic)
8. +1 Cha
9. Remove Disease 1/day
10. Sovereign Strike 2/day
11. Diplomat +4
12. Vavasour’s Rulership 1/week
13. Divine Right +2
14. Sovereign Strike (Blessed)
15. Sovereign Strike 3/day
16. +1 Cha
17. Sovereign Strike (Stunning)
18. Remove Disease 2/day
19. Sovereign Strike 4/day
20. Suzereign’s Rulership 1/week
Diplomat (Ex): The Regent gets the listed bonus to Diplomacy and Sense Motive checks.
Monarch At Arms: The character gains a +1 competence bonus to attacks with a type of weapon, as with the Weapon Focus feat (because the bonus from Weapon Focus is a generic bonus they stack, however).
Divine Right: The character gains the listed bonus to saves against divine spells cast by worshippers of Izrador.
Royal Privilege (Ex): The character adds her Cha modifier +1 as a generic bonus to her AC for one round per two character levels per day.
Sovereign Strike (Ex): The Regent can make an especially powerful and impressive melee attack, gaining +4 to hit and dealing +(character level) bonus damage. At later levels, the attack also becomes imbued with additional effects:
- (Magic): The blow counts as being magical over overcoming DR.
- (Blessed): Half the damage from the attack counts as Holy damage.
- (Stunning): The victim of the attack must make a Will save (DC 10 + / 1/2 level + cha mod) or be stunned for 1 round.
Vassal’s Rulership (Su): The character can command the obedience and fealty of creatures within 15 feet when she activates this power (a standard action). Creatures totalling 30 Hit Dice can be ruled with a DC 10 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken.
Vavasour’s Rulership (Su): The character can command the obedience and fealty of creatures within 60 feet when she activates this power (a standard action). Creatures totaling 100 Hit Dice can be ruled, but creatures with Intelligence scores of 10 or higher are entitled to a DC 14 Will save to negate the effect. This ability supersedes and replaces Vassal’s Rulership.
Suzereign’s Rulership (Su): The character can command the obedience and fealty of creatures within 120 feet when she activates this power (a standard action). Creatures totalling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. This ability supersedes and replaces Vassal’s and Vavasour’s Rulership.
The fey believe that the Lost Gods empowered the truest of their followers with the gift to reach beyond their own bodies and merge their thoughts and abilities with others. These rare individuals, called Empaths, could share thoughts, perform miraculous healing, and discern the worth and honesty of any man or fey with a single glance. Empaths were often advisors to the early Kings and may have contributed to the stories that these kings were sound of mind and body long beyond their allotted years. Over the ages, the Shadow has actively sought those with the gift of Empathy to use as interrogators and torturers.
1. Empathy +2
2. Empathic Bond
3. Heightened Healing I
4. Sense Thoughts 1/day
5. Empathy +4
6. Empathic Bond
7. Heightened Healing II
8. Sense Thoughts 2/day
9. Purge Venom
10. Empathy +6
11. See the Truth 1/day
12. Empathic Bond
13. Heightened Healing III
14. Purge Disease
15. Empathy +8
16. See the Truth 2/day
17. Empathic Bond
18. Minor Restoration
19. Defuse Damage
20. Share Thoughts
Empathy: The Empath can sense the emotions of the people around her. The Empath receives a +2 bonus to the skill Sense Motive at 1st level, +4 at 5th level, +6 at 10th level, and +8 at 15th level.
Empathic Bond: The Empath can attune her body with another and draw sickness from that individual into herself. The Empath can draw up to 5hp of damage/level from a single individual into her own body. For example, if the Empath takes 30 points of damage from another person, that damage is transferred to her and she losses 30 hit points. At 2nd level an Empath can only draw away normal damage, at 6th level she can draw away the affects of poison, at 12th level the affects of disease, and at 17th level natural (not spell induced) blindness/deafness. The Empath can use this ability once per day (+1 per Wis bonus).
Heightened Healing: The Empath can control and enhance her body’s natural healing processes. At 3rd level the Empath’s healing rate improves by 50%, at 7th level by 100%, and at 13th level by 200%.
Sense Thoughts: The Empath is so attuned to the emotions and people around her that she can reach out and sense their thoughts. The Empath can detect thoughts 1/day at 4th level and 2/day at 8th level.
Purge Venom: The Empath’s body adapts to fight the foul venoms that would destroy her. The Empath gains the ability to purge poison and its effects from her system. Poison damage is purged from her system after a number of hours equal to the DC of the poison (e.g. a poison with a DC of 16 would be purged from the Empath’s system in 16 hours).
See the Truth: With intense concentration the Empath can clearly tell when someone is lying. The Empath can discern lies 1/day at 11th level and 2/day at 16th level.
Purge Disease: The Empath’s body adapts to fight diseases that would destroy/debilitate her. The Empath gains the ability to purge natural (not supernatural) disease and its effects from her system. Disease is purged from her system after a number of hours equal to the DC of the disease (e.g. a disease with a DC of 16 would be purged from the Empath’s system in 16 hours).
Minor Restoration: The Empath’s healing powers have become so strong that she can restore her own sight/hearing. At 18th level the Empath can cure her own natural blindness/deafness in 2D20 days.
Defuse Damage: As the Empath draws damage into itself; its effects are greatly reduced. The Empath takes only 1/2 the damage they draw into themselves (e.g. if he Empath was drawing 30 points of damage from a wounded person, the Empath would take only 15 points of damage).
Share Thoughts: The Empath ability to read thoughts becomes so strong; she can reach directly into another person’s thoughts. Once per day (+1 per Wisdom bonus), the Empath can reach into another person’s thoughts and read them as if she were reading a book. If the victim tries to oppose the Empath, they have to make a WIL save at DC25. The Empath must be in either physical contact or within 5’ of the individual whose thoughts she wants to enter.
In the fetid jungle of Aruun, the haunted ruins of Cale, and the echoing, empty holdfasts in the Kaladrun Mountains, there are a chosen few born with the ability and the destiny to destroy demons. Some whisper that their abilities come from demonic blood that course through their veins; that they use the powers granted from their blood to hunt down their own kind. Whatever the origin of their abilities, they are a blessing to communities that live in fear.
1. Sense the Demonic 15’
2. Without Fear
3. Sense the Demonic 20’
4. Track the Spoor
5. Sense the Demonic 25’
6. Strike True
7. Sense the Demonic 30’
8. Indomitable Will
9. Sense the Demonic 35’
10. Instill Fear
11. Sense the Demonic 40’
12. Strike True
13. Sense the Demonic 45’
14. Indomitable Will
15. Sense the Demonic 50’
16. See True Form
17. Sense the Demonic 55’
18. Strike True
19. Sense the Demonic 60’
20. Living Bane
Indomitable Will: Years of experience hunting the demonic has hardened the Demonbane’s mind to their dark influence. The Demonbane receives a +4 to Will saves against demonic/evil outsider mental attacks at 8th level and +8 at 14th level.
Instill Fear: Demons/evil outsiders know that their death on Aryth is the end of their existence and see the Demonbane as their doom. Demons/evil outsiders must save (Will save at DC 5 + 1 per the Demonbane’s level) or suffer the affects of a fear spell (duration 1 round/level).
Living Bane: The Demonbane has become the scourge of the demonic able to use any weapon to inflict tremendous damage on the hated allies of the Dark God. The Demonbane becomes a living weapon against demons/evil outsiders. Any weapon he uses is considered a bane weapon when used against demons/evil outsiders.
See True Form: Years of hunting the demonic have sharpened the Demonbane’s mind and eyes, easily seeing through the tricks they use to hide their true forms. The Demonbane is immune to the illusions and transformations (alter self, mirror image, etc) cast by demons/evil outsiders and sees them in their true form; this includes Astirax.
Sense the Demonic: To a Demonbane, the presence of the demonic is like a foul stench that fills the air. The Demonbane can sense the presence of demons/evil outsiders; to include Astirax possessed animals, at 15 ft. The detection distance increases by 5 feet every other level. This is not an automatic ability and does require concentration. Using this ability requires a successful spot check (DC 10 + 1 per HD of the demon/evil outsider), which does not provoke an attack of opportunity. The Demonbane senses the presence of all demons/outsiders for which he exceeds the DC of the check.
Strike True: A Demonbane is born with the ability to find weakness in even the strongest demons. Demonbane strikes are especially lethal, ignoring DR5 of demons/evil outsiders at level 6, DR10 at level 12, and DR15 at level 18. The Demonbane is not limited in what type of weapon he uses (does not have to be silver or good aligned).
Track the Spoor: Through seemingly trackless jungle or rock-strewn ground, the Demonbane can follow the trail of the demonic that no others can see. The Demonbane can sense the spoor of demons/evil outsiders and track them as if he had the track feat.
Without Fear: A Demonbane does not fear his own death and will not allow fear to control his actions. The Demonbane is immune to fear generated by demons/evil outsiders.
At all times there has existed people who seem able to handle every task set upon them. These people are born with an innate understanding of how to make things work, and they excel in almost every mundane art invented.
1. Bonus Feat
2. Steel Nerves
4. Bonus Feat
5. Steel Nerves
6. Fast Learner
7. Bonus Feat
8. Steel Nerves
9. Skill Mastery
10. Bonus Feat
11. Steel Nerves
12. Fast Learner +6
13. Bonus Feat
14. Steel Nerves
15. Skill Mastery
16. Bonus Feat
17. Steel Nerves
18. Fast Learner +8
19. Bonus Feat
20. Skill Mastery
Bonus Feat (Ex): The character may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy or Track. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
Steel Nerves (Ex): The character can pick a class-skill of their choice. The character will always be able to Take 10 when using this skill, even in stressful situations.
Generalist (Ex): The characters mind is so receptive to learning that they count every skill as a class-skill, regardless of the classes they have. The only exception is Craft-skills that is used to create weapons and armor.
Fast Learner (Ex): On reaching the 6th level the character gain a 3 sp) on reaching level 12, and 4 sp) on level 18.
Skill Mastery (Ex): The character select a skill with at least rank 5. The time the skill takes to use is halved, minimum one round. It’s even possible to Take 20 with the skill at 10 times the regular time instead of 20.
The dragonheart dreams of fire and glory, battle and death. In his heart lies the fires of dragonkind, and their power is made manifest in him. Harnessing both the noble and the primal, the dragonheart walks a fine line between glory and madness, heroic defiance and an insatiable thirst for blood.
3. Draconic Bearing +2
4. +2 Spell Energy
5. Elemental Resistance 5
6. Rage 1/day
8. DR 3/magic
9. Draconic Bearing +4
10. +2 Spell Energy
11. Elemental Resistance 10
12. Rage 2/day
13. Intimidating Presence
14. DR 6/magic
15. Draconic Bearing +6
16. +2 Spell Energy
17. Elemental Resistance 15
18. Rage 3/day
19. Frightful Presence
20. DR 9/magic
Dragonsight: A dragon’s senses are much keener than those of others. Possessing some of this power, the character gains low-light vision. If the character already possesses low-light vision, the range of the ability is tripled.
Dragonheart: The dragonheart’s heart beats with an inner fire that few things can quench. He gains a +2 bonus against fear and on Constitution checks made to resist hot or cold environments. However, once battle is joined and the dragon is roused, he is hard to dissuade. Whenever he is engaged in melee, the dragonheart must make a Will save (DC 14) to leave the combat. If the dragonheart is in a barbarian rage or similar state, the DC is increased by +4.
Elemental Resistance: The first time this ability is gained, the dragonheart must choose one of the elemental damage types acid, cold, electricity or fire. He gains the listed damage resistance against that element.
Draconic Bearing: Like his origins, the dragonheart is both regal and intimidating. He gains the listed bonus on all Diplomacy and Intimidate checks.
Rage: The dragonheart is able to unleash his energies in a torrent of death and destruction. This ability functions like that of a barbarian’s rage.
Fearless: From this point on, the dragonheart’s inner fire is so powerful that it quenches out any fear that he might succumb to. However, the will save DC to leave combat increases to 16. If the dragonheart is in a barbarian rage or similar state, the DC is increased by +4.
Intimidating Presence: The dragonheart is a fearsome sight on the battlefield. Whenever the dragonheart is in a rage, any creature within 30 ft. must make a Will save (DC 10 + dragonheart’s Charisma modifier) or be shaken for 1d6 rounds. A creatures that succeeds at its Will save is immune to the dragonheart’s intimidating presence for one day.
Frightful Presence: Whenever the dragonheart is in a rage, any creature within 60 ft. must make a Will save (DC 10 + 1/2 dragonheart’s HD + dragonheart’s Charisma modifier). Creatures with four or fewer HD that fail the save become panicked for 4d6 rounds and those with five or more HD become shaken for 4d6 rounds. A creatures that succeeds at its Will save is immune to the dragonheart’s frightful presence for one day. This ability replaces Intimidating Presence.
Author: Bleak Knight
There are those in this world who have nothing left. They have been scarred by the Shadow so deep that nothing can save them from the despair they live in. There is no more joy in life for them, and so, they live to bleed. As their life drains from their bodies, they become stronger, bolder, and near euphoric. Nothing can bring to them what bleeding does. These are the Bloodletter. They are not suicidal, for they enjoy nothing more than the rush of battle and the mixing of their blood with their enemies, but the rest of the world is pale and dry to them in comparison, and offers them nothing. Some Bloodletters have taken this to a level of near spirituality, and see the spilling of their own blood as a form of praise. They are more often than not loners, and when forced into a unit, they distance themselves as much as possible.
1. Blood Rise, Blood Draw
2. Battle Hardened
3. Blood Daze
4. Fast Healing (x1)
5. Blood Sight
6. Battle Hardened
7. Double-Edged Sword
8. Fast Healing (x2)
9. Blood Debt
10. Battle Hardened
11. Dance of the Red Knife
12. Fast Healing (x3)
13. Blood Rise, Greater
14. Battle Hardened
15. Blood Daze, Greater
16. Fast Healing (x4)
17. Blood Sight, Greater
18. Battle Hardened
19. Bloody Retaliation
20. Fast Healing (x5)
Blood Draw (Ex): Whenever wielding a piercing or slashing weapon, the character may do damage to himself with it as a free action. He may do up to the weapon’s maximum damage (after modifiers) each round. The character must self-inflict a minimum amount of damage equal to their character level before each battle, or lose all abilities from Bloodletter for that encounter.
Battle Hardened (Ex): The character is so used to battle that they can tolerate more pain than they normally would be able to. The character gains 6 hit points. This effect stacks with itself, and other similar effects, such as the Toughness Feat.
Blood Rise (Su): As they lose blood, the Bloodletter revels in it, and awaken to the world around them, and become more difficult to hit as their adrenaline rises. For every 10 points of damage inflicted upon the charater since the beginning of battle, their Dodge bonus to AC is increased by 1. Self-inflicted damage is counted for this effect, but subdual is not. At level 13, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.
Blood Daze (Su): As they lose blood, the Bloodletter enters into a near-spiritual daze, allowing them to attack their enemies without holding back. For every 10 points of damage inflicted upon him since the beginning of battle, his melee damage may be increased by 1, instead of his Dodge bonus (from Blood Rise). Self-inflicted damage is counted for this effect, but subdual is not. The character may use any combination bonuses from Blood Rise and Blood Haze. Bonuses may be transferred at the beginning of the character’s turn, as a free action. At level 15, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.
Blood Sight (Su): As they lose blood, the Bloodletter focuses more intently on the enemy before him, and is able to strike at them more accurately. For every 10 points of damage inflicted upon the character since the beginning of battle, his melee base attack bonuses may be increased by 1, instead of his Dodge bonus (from Blood Rise). Self-inflicted damage is counted for this effect, but subdual is not. The character may use any combination bonuses from Blood Sight, Blood Rise and Blood Haze. Bonuses may be transferred at the beginning of the character’s turn, as a free action. At level 17, the increase becomes 1 for every 5 points of damage. This effect lasts until five minutes after the end of battle.Example: Dret is a 6th level Bloodletter Fighter, who has 70 hit points. He receives 30 damage from a cave troll he is fighting, and decides to increase his AC, melee Attack Bonus, and melee damage by +1 each. He receives 20 more damage, and on his next turn gives himself AC +4, Damage +1. He avoids the next blow, and on his final turn, gives himself Base Attack +5, allowing him to hit and finally kill the troll. At 13th level, Dret receives 20 damage, and can either give himself AC +4, Base Attack +1 and AC +2, or Damage +1 and Base Attack +1 (or any other combination).
Fast Healing (Su): As their body becomes more used to bleeding, it is able to heal faster than normal, as well. The character now recovers his character level plus his Con modifier every night. At 8th level, this bonus increases to (Con modifier)x2. It further increases to x3 at 12th level, x4 at 16th level, and finally (Con modifier)x5 at 20th level.
Double-Edged Sword (Ex): During an attack, after hit success is determined but before damage is rolled, the Bloodletter may sacrifice a number of hit points up to his level to add that number to his damage roll. This damage is applied to the character after it is applied to his enemy.
Blood Debt (Ex): The character holds personal grudges against those who bled him, and makes them pay for it. The character may make one extra attack of opportunity for each time they were damaged last round. This effect stacks with feats like “Combat Expertise”.
Dance of the Red Knife (Su): With every wound dealt, the character falls deeper into his blood frenzy, and his enemies sense this and begin to fear him. Any enemy who has previously damaged the Bloodletter must make a Will save (DC=character level) in order to attack again. Once an enemy succeeds this save, he need not make it again. This ability does not affect creatures immune to fear.
Bloody Retaliation (Ex): The character’s senses are so heighted by battle that they can respond to attacks with blinding speed. Any time the character takes non-magical melee damage from an enemy, he may immeadiately make one standard attack against that enemy. There is no limit to the number of enemies he may apply this to, but he may only attack each enemy once per round with this ability.
Author: Joe Masiero – “Pheros”
Some heroes have a inner drive that pushes them forward through pain and difficulty. They able to pull off feats of planning and persistance that other mere mortals deemed impossible. Such people do not flag under durress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.
1. Unflagging Endurance (1 day)
2. Ignore Exposure
3. Command (1/day)
4. Focus (3→1)
5. +1 Con
6. Unflagging Endurance (2 days)
7. Command (2/day)
8. Unflagging Drive
9. Focus (2→1)
10. +2 Con
11. Unflagging Endurance (3 days)
12. Command (3/day)
13. Haste (1/day)
14. Focus (1→1)
15. +3 Con
16. Unflagging Endurance (4 days)
17. Haste (2/day)
18. Unflagging Drive (Greater)
19. Focus (Free)
20. +4 Con
Unflagging Endurance (Ex): Starting from 1st level, the character may act without any penalty for not having rested in the past 1 day, provided that at the end of the effect they add half of the skipped rest on to their next rest period (i.e. sleep 8+4=12 hours, trance 6 hours, etc). Characters still regain hit points, refill spell points, etc, as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any). At 6th, 11th, and 16th levels, this effect increases in duration by a full day (e.g. at 16th level, a character can go 4 days without rest, provided on the fifth, they rest for 24 hours [8 hours normal + half of skipped (8*4/2 = 16)]). Spell casters still need to prepare their spells as appropriate, but are not required to fulfill the 8 hour rest minimum.
Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only effects the character.
Focus (Ex): At 4th level, the character may push their body to the limit of its endurance to focus on a particular action. The character may add a +1 to any action, attack or skill check, at the cost of 3 points of subdual damage. In addition, all concentration checks to perform this action succeed automatically, regardless of circumstances. A character may only add a total bonus equal to thier character level each day (e.g.: at 4th level, Rondingus can give himself up to a +4 each day, at a cost of 12 points of subdual damage). The bonus(es) can be divided up any way the character chooses (i.e. 4 +1 bonues, 2 +2 bonues, 1 +4 bonus, etc). At 9th level, the cost is reduced to 2 points of subdual damage for each +1 bonus. At 14th level, the cost is reduced to 1 point subdual points for each +1. Finally, at 19th level, the bonuses become free (no cost, though the character level limit still applies). (e.g.: Upon reaching 19th level, Rarth can give himself up to a +19 at no cost of subdual damage, to make sure he gets this grass infusion correct.)
Unflagging Drive (Su): At 8th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character level. At 18th, the character gains “Greater Unflagging Drive”, which acts like the spell Freedom of Movement, except is effective continuously. Both of these abilities effect only the character (i.e. spell range of ‘personal’ only).
Author: Joe Masiero – “Pheros”
In this bleak age, there is little left of the great achievements, great passions and great inspiration. As the magic that powers Aryth wanes, sapped for the black lord’s own good, its life dies too. Among that life are the humans. Unlike the fey, the race of man is a creaton of the world itself, not some divine sentience. And as the world wanes, so does man. The Fading Soul is a living, breathing embodiment of what Aryth endures. He is a reflection of the world’s dying life. As the years of the fourth age pass, his soul fades and dies, making him less and less living, less and less human. He has few emotions, and what few he possesses are spontaneous and erratic, most often filled with sorrow, anguish and rage. The Fading Soul is as bleak as the lands he walks. The Fading Soul heroic path is available only to humans.
1. Fading Soul +2, Indifference
2. Spectre +2
3. Remove Fear 1/day
5. Fading Soul +4
6. Pale Eyes
7. Spectre +4
8. Hide from Undead 1/day
9. Obscuring Mist 1/day
10. Fading Soul +6
11. Remove Fear 2/day
12. Spectre +6
13. Pass Without Trace 1/day
14. Silence 1/day
15. Fading Soul +8
16. Hide from Undead 2/day
17. Spectre +8
18. Obscuring Mist 2/day
19. Remove Fear 3/day
Fading Soul (Su): As his sould slips from his body, the Fading Soul becomes resistant to the magics that would hamper his mind and spirit. He gains the listed bonus againts spells of the Enchantment and Necromancy schools.
Indifference (Su): The Fading Soul character’s soul is a dying thing, and as the character’s soul dies, so does his emotions, his passion and his drive. A Fading Soul character must always be of True Neutral alignment. All creatures, regardless of type or alignement react with indifference the first time they encounter the character.
Spectre (Su): The character looses his grip on emotions, and possesses little empathy. He moves silently across the world like the specter he is. He gains the listed bonus on Hide, Intimidate and Move Silently checks, but suffers and equal penalty on Bluff, Diplomacy and Gather Information checks.
Uncaring (Su): As his soul slips from him, the Fading Soul looses his emotions. He becomes immune to all fear effects and morale modifiers, whether positive or negative, magical or mundane.
Pale Eyes (Su): Meeting the stare of a Fading Soul is like staring into nothing. Eyes devoid of life or fire, pale and cold. The death stare of a Fading Soul can unnerve anyone. As a standard action, the Fading Soul may use a Gaze Attack with a range of 10 ft. He may use this gaze attack over multiple rounds, but must keep using a standard action to sustain it. Creatures affected must make a Will save or be affected as per the fear spell, except the maximum Hit Dice affected equals the Fading Soul’s character’s level.
Soulless (Su): The character will never rise as Fell, or return as a Lost. Possessing no soul, the character is forever unnaffected by the magics that would take his life. He becomes immune to Death attacks, level and ability drain, and spells involving the character’s soul (such a Magic Jar). He cannot be ressurected by any means short of a Wish or Miracle spell.
Author: Bleak Knight
Although most of the celestials are now barred from Aryth, there never the less remain those whose blood and bloodlines are touched with thier grace. The light blessed is one such individual, touched by thier grace and filled with purity these radiant beings are beacons of goodness driven by thier nature to fight the shadow and reveal its taint wherever it may be found.
1. Radiance – 5 ft.
2. Detect Shadow
4. +1 Cha
5. Turn Undead
6. Purity of Heart
7. Smite Evil 1/day
8. +2 Cha
9. Lesser Planar Ally 1/day
10. Revealing Light – 30 ft.
11. Searing Light 1/day
12. +3 Cha
13. Light of Rejuvenation – 60 ft.
14. Smite Evil 2/day
15. Planar Ally 1/day
16. The Guarding Light – 90 ft.
17. Form of Light
18. +4 Cha
19. Sunbeam 1/day
20. Hope Springs Eternal
Radiance (Su): At first level a light blessed may surround themselves with a pure white radiance equal to that of candle light. This light marks the light blessed as a being of purity and goodness effectively providing them an aura of goodness (see Detect Good spell) equal to their character level. The Radiance may be called for a number of times per day equal to 3 + Charisma modifier.
Detect Shadow (Sp): Upon reaching second level a Light Blessed can detect the taint of the shadow nearby as if able to use a Detect Evil spell at will.
Renown: At 3rd level, the light blessed character recieves a +2 bonus to all Charisma checks and Charisma related skill checks when dealing with non-evil characters.
Turn Undead (Su): When a light blessed reaches 5th level, he gains the supernatural ability to turn fell and other undead like a good-aligned cleric. He may use this ability a number of times per day equal to 3 + Charisma modifier.
Purtiy of Heart (Su): At 6th level a light blessed character gains a bonus to saving throws against all Glamers, Charms and Compulsion spells and effects and any spell with the Evil descriptor equal to their charisma bonus.
Smite Evil (Su): Beginning at 7th level, Once per day, a light blessed may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per character level. If the light blessed accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 14th level, the light blessed may smite evil one additional time per day.
Lesser Planar Ally (Sp): A light blessed character can at 9th level cast the Lesser Planar Ally spell once per day. The planar ally summoned is always named and comes from those few that remain trapped on Aryth.
Revealing Light (Su): Upon reaching 10th level the Radiance ability of the light blessed grows in power now not only providing light out to a radius of 30 ft. In addition they may now use the radiance in a new way not only providing light but also dispelling all magic within this radius as if a Dispel Magic had been used. Each use of Revealing Light uses on of the light blessed characters radiance uses for the day,
Searing Light (Sp): A light blessed of 11th level, may use the Searing Light spell once per day as if cast at their character level.
Light of Rejuvenation (Su): When the light blessed reaches 13th level, his radiance power once again increases in intensity providing light equal to daylight in a 60 ft. radius. However the radiance ability can now also be used in a new way when the Light of Rejuvenation is first called into being all within the 60 ft. radius are instantly cured of 1d8 + 1 hp/level (maximum of +25). Like other curative effects this ability deals damage to fell in its area rather than curing them. Each affected fell may attempt a Will save for half damage. Each use of the Light of Rejuvenation uses one of the light blessed characters Radiance uses for the day.
Planar Ally (Sp): A light blessed character can at 15th level cast the Planar Ally spell once per day. The planar ally summoned is always named and comes from those few that remain trapped on Aryth.
The Guarding Light (Su): When the light blessed reaches 16th level, his radiance power once again increases in intensity providing light equal to daylight in a 90 ft. radius. However the radiance ability can now also be used in a new way, when the Guarding Light is used they are surrounded by a radiant mobile filed of light that prevents any evil or shadow tainted creature from approaching the light blessed character. The Guarding light lasts 1 round per character level, but while it lasts any such individual within or entering the light must make a Will save or be unable to move toward the light blessed for the duration. Any evil/tainted individuals within the radius who fail the save must move outside the light at full speed the first chance they have. However once outside the light such creatures are free to cast spells or used ranged weapons at the light blessed but cannot close to within the light so long as it lasts. Each use of the Guarding Light ability uses one of the light blessed characters radiance uses for the day.
Form of Light (Su): A light blessed upon reaching 17th level can use one of its Radiance uses per day to transform themselves into a being of pure light. In this form the light blessed character is treated in all ways as if under a Gaseous Form spell lasting 1 minute per character level.
In addition while in this form the light blessed character can at a cost of all uses of radiance for the day travel anywhere on the surface of Aryth that the sunlight reaches that they have directly seen, arriving in a beam of sunlight. They can only move themselves in this way and this does not include what they wear or hold, nor can they take anyone else with them.
Sunbeam (Sp): A light blessed of 19th level, may use the Sunbeam spell once per day as if cast at their character level.
Hope Springs Eternal (Su): Perhaps the most potent of the Light Blessed characters gifts is this ability. Should the character ever die of something other than natural causes or old age then the character is reborn at a cost of 5,000xp. When the character is reborn he has no memories of his abilities, history, or previous life and is effectively a 1st level commoner. The light blessed character grows to maturity at an alarming rate over the space of 2d4 months at the end of which it regains all previous memories and access to all its previous class levels the character finally reborn!. All the characters statistics remain the same but the character suffers a permanent 2 pt reduction to his Constitution score (there by limiting the number of times a character can be reborn). The rebirth takes the form of an immaculate conception within the closest fertile female of the same species as the character.
Author: Mark “Neo” Howe
In this age of oppression, only the wind is truly free. The Windwalker is the physical embodiment of this freedom. An elusive wind that blows swift and unhindered across the lands, turning into a deadly hurricane when the need for violence arises.
1. Blessings of the Wind +2
2. +1 dodge bonus to AC
3. Light Feet +5 ft.
4. Swift +2
5. +1 Dex
6. Black Wind
7. +2 dodge bonus to AC
8. Light Feet +10 ft.
9. Commune with Nature 1/day
10. +1 Wis
11. Blessings of the Wind +4
12. +3 dodge bonus to AC
13. Light Feet +15 ft.
14. Swift +4
15. +1 Dex
16. Gaseous Form 1/day
17. +4 dodge bonus to AC
18. Light Feet +20 ft.
19. Commune with Nature 2/day
20. +1 Wis
Blessings of the Wind: The Windwalker is light of foot and keen of ear, as the winds help her circumvent the dangers she encounter. The Windwalker gains the listed bonus on all Jump, Listen, Move Silently and Tumble checks. If environmental conditions are at least moderately windy, this bonus is increased by +1 at 1st level, and +2 at 11th.
Black Wind: Winds may be light and swift, but can also be powerful and violent, bringing about great destruction. When the Windwalker takes a charge action, she may move three times her base speed, and gains an additional +2 bonus on the attack roll.
Light Feet: The Windwalker is lighter on her feet than nearly any other. Her base speed increases by the listed amount. She also reduces the distance of any fall by this amount for the purposes of determining damage from falling.
Swift: Winds are fast, agile and elusive, and impossible to catch. The Windwalker gains the listed bonus as a bonus to Initiative, Reflex saving throws and Escape Artist checks.
Author: Bleak Knight
Even in dreams there is no escape from the Shadow. In Ages past, the presence of a child with the gift of dreams could change the fate of nations. Dreamers were advisers and councillors to the mighty and the learned, seeking wisdom in the phantasmagoric realm of their minds and the minds of others. At the foot of the Witch Queen and in the high recesses of Whitehall, dreamers were used to spread warning and instructions to widely scattered armies or agents buried deep inside the Order of Shadow. At the beginning of the last age, the dreamers were hunted down and either turned to serve or sacrificed to the Dark God. Those that could escape the Shadow fled to the Witch Queen or sought out one the few remaining resistance leaders. In this Last Age, as the Shadow’s grip tightens on the land and the free people are scattered, a dreamer could be the key to survival for those who still resist the Dark God.
1. Master of Sleep
2. Dream 1/day (1 minute / 50 miles)
3. Master of Visions +2
4. Phantasmal foes 1/day
5. Dream 2/day (10 minutes / 1000 miles)
6. Major image 1/day
7. Minor dream gift 1/day
8. Restful sleep 1/day, Master of Visions +4
9. Dream 3/day (1 hour / 5000 miles)
10. Nightmare 1/week
11. Major dream gift 1/day
12. Major image 2/day
13. Dream 4/day
14. Master of Visions +6
15. Phantasmal killer 1/day
16. Restful sleep 2/day
17. Dream 5/day (conversation)
18. Major image 3/day
19. Nightmare 1/day
20. Dream 6/day
Master of Sleep (Ex): The dreamer must be familiar with her own circadian rhythms, sleep patterns and state of mind, because dreams can be influenced by all these things. She may add her character level as a bonus to resist sleep spells and effects, and dream-related magic such as nightmare. In addition, the dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses.
Dream (Sp): The most recognised ability of the dreamer is to speak to others while they sleep. This ability functions as the spell; however, until she reaches 13th level the maximum length of the message and distance to its recipient are limited. At 17th level, the dreamer may enter a two-way conversation with the recipient of her message.
Master of Visions (Ex): Accustomed to dealing with bizarre images from the depths of her mind, the dreamer is hard to faze with illusions. She gains the listed bonus to saves against spells of the Phantasm and Figment sub-schools.
Phantasmal Foes (Sp): The realm of nightmares is full of the worst demons and terrors imaginable; fear she who can marshal this army against you. Phantasmal foes is a lesser variant of phantasmal killer, detailed below.
Dream Gift (Sp): From within her own mind, the dreamer can summon forth objects she has seen in her nocturnal wanderings. This works as minor or major creation, but the objects so created always look wispy and fantastical, and cannot be mistaken for genuine materials.
Restful Sleep (Su): The dreamer can bless a sleeping person, ensuring the sleep deeply and peacefully, untroubled by nightmares. The recipient of this blessing gains double the normal benefits of resting, and awakens feeling so chipper that she gains a +1 morale bonus to the first save or skill check she makes that day.
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 2, Cha 2.
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature.
Saving Throw: Will disbelief, then Fortitude half
Spell Resistance: Yes.
You draw forth shadowy shapes of the target’s worst imaginings, visible only to you and him. If the target fails the Will save to disbelieve the illusion, he is overcome by the assailants and must make a Fort save or suffer 1d6 Wis damage. A successful save halves the damage. Either way, the target is shaken for 1 round per caster level.
As with phantasmal killer, a helm of telepathy can be used to turn the foes back on the caster.
Not all who wander are lost; not all who are found are saved.
While the Fell are regarded as a clear and present threat to the people of Eredane, the Lost are more enigmatic. Ephemeral creatures, the remains of the dead that linger in haunted and lonesome places across the land, not all are baneful to men and fey, but wise folk avoid them anyway. On some strange, unhallowed days, rare children are born who are not flly of the world of Aryth. Such children are called the Found; they are kin of the Lost somehow born into flesh, living ghosts. As they grow, Foundlings gradually lose their grip on the world of the living, becoming thinner, wispier, color and matter slowly leeching out of them. They gain abilities that mark them as being as much a part of the world of the dead as the living.
1. Eerie, Ghost Touch
2. Intangible Tread +2
3. Deflection +1
5. Fading Away I, Become as Death
6. Intangible Tread +4
7. Ghostly Strike 1
8. Deflection +2
9. Lost One
10. Fading Away II
11. Intangible Tread +6
12. Ghostly Strike 2
13. Deflection +3
14. Invisibility 1/day
15. Fading Away III, Fear the Shadow
16. Intangible Tread +8
17. Ghostly Strike 3
18. Deflection +4
Eerie (Ex): The foundling’s appearance is pale and disconcerting , the first outwards signs of her fading from the material world. The foundling gains +4 to Intimidate checks and +2 to saves vs fear, but loses one point of Strength, which can never be restored.
Ghost Touch (Su): Being nearly one of them herself, the foundling’s attacks can threaten bodiless beings. Her attacks (unarmed, melee, ranged and magic) have a (level x 10)% chance to count as Ghost Touch. At 10th level, therefore, her attacks are always Ghost Touch.
Intangible Tread (Ex): As the foundling starts to fade away, her footsteps become lighter, she becomes harder to follow, and foes wrestling with her might find she slips out of their grasp. The listed bonus applies to the foundling’s Move Silently checks, check to avoid being grappled or escaping grapples, or tripped, and to the DC of tracking checks made against her. Also, her mass decreases by (bonus x 10)%.
Deflection (Su): The foundling gains the listed bonus as a deflection bonus to AC, as attacks have a small chance to pass through her body, or at least do less damage.
Ghostfall (Su): The foundling learns how to move her light body with the wind, reducing the damage from any fall by half.
Fading Away I (Ex): The foundling grows thinner, wispier, and less real with each passing day. She gains +4 to save vs fear and poison and disease, but loses another point of Strength.
Become as Death (Ex): The foundling detects as both dead and alive by magical means.
Ghostly Strike (Su): The foundling’s attacks are more likely to penetrate mere physical armour. She reduces the armour and/or natural armour bonus of her victims by the listed amount when determining if she hits with an unarmed or melee attack.
Lost One (Ex): As time goes on, the foundling’s weirdness becomes so clear that it cannot be ignored. Material creatures reactions are shifted down one category (e.g. friendly to neutral), while those of incorporeal creatures are shifted up one category (e.g. hostile to unfriendly).
Fading Away II (Ex): The founding loses another point of Strength, but her save bonuses increase to: +6 vs fear, poison and disease, death magic and massive damage.
Fading Away III (Ex): The founding loses another point of Strength, but her save bonuses increase to: +8 vs fear, poison and disease , death magic, massive damage and energy drain.
Fear the Shadow (Ex): The foundling counts as an undead creature with double her HD for the purposes of turning or rebuking, to which she becomes vulnerable.
Breathless (Ex): As the penultimate step of her annihilosis, the foundling stops breathing.
Incorporeal (Ex): The foundling’s last hold on the flesh fails, and she becomes as the Lost. She gains the Incorporeal subtype and all of its advantages and drawbacks. She loses the following Path abilities: Ghost Touch (she can no longer influence the physical world, but can affect other incorporeal beings normally), Intangible Tread (she is utterly weightless and silent), Ghostfall (she takes no damage from falls), Ghostly Strike and Breathless.
While the nature-friend embraces the forest, the woodborn becomes the forest. The woodborn feels most at home in the deep forests, from Highwood to the Forest of the Sahi, but all, in someway, have their spiritual home in Erethor. She is kindred to dryads and treants, and feels sap running through her veins and the sunlight on the bark of her skin. The woodborn spreads her branches wide, and vows to defend the arboreal realms from fire and axe.
1. Forestbond, Flamefear
3. Rooted to the spot
4. Barkskin 1/day
5. Speak with plants 1/day
6. Barkskin 2/day
7. Wood shape 1/day
8. Barkskin 3/day
9. Tree shape 1/day
10. Barkskin 4/day
11. Quench 1/day
12. Plant growth 1/day
13. Forest’s endurance
14. Command plants 1/day
15. Speak with plants 2/day
16. Wall of thorns 1/day
17. Tree stride 1/day
18. Ironwood 1/day
19. Liveoak 1/day
20. One with the woods
Forestbond (Su): Knowledge (nature) is always a class skill for the woodborn, and she gets +2 on skill checks related to knowledge about plants or forests.
Woodsfriend (Su): As the naturefriend ability.
Flamefear (Ex): Always in sympathy with the trees around her, the woodborn suffers -2 to all saves vs fire.
Rooted to the Spot (Ex): The woodborn’s firm grip on the earth below grants her the benefits of Stability, as a dwarf.
Barkskin (Sp): The woodborn’s link with her trees lets her borrow their strong and blade-resistant bark in place of her weak skin. As the druid spell, but self only. Additionally, the cap on the maximum bonus the spell can grant is raised from +5 to +7.
Forests Endurance: The woodborn gets Endurance or Great Fortitude as a bonus feat.
One With the Woods (Ex): The woodborn’s type changes to plant. She no longer needs to eat, sleep, or breath, and is not affected by spells that target humanoids.
(Adapted from Midnight 1st edition)
A powerhouse of physical and spiritual strength, the juggernaut is a mighty agent in the fight against the Shadow. Whether rippling with muscle or deceptively petite, the juggernaut can tear down the fortresses of Izrador with her bare hands, sunder chains, and obliterate sacred relics.
1. Brute Strength +1
2. Show of Strength 1/day
3. Ignore Hardness 1
4. Brute Strength +2
5. +1 Str
6. Show of Strength 2/day
7. Show of Strength (technique)
8. Ignore Hardness 2
9. Brute Strength +3
10. +1 Str
11. Show of Strength 3/day
12. Show of Strength (technique)
13. Ignore Hardness 3
14. Brute Strength +4
15. +1 Str
16. Show of Strength 4/day
17. Show of Strength (technique)
18. Ignore Hardness 4
19. Brute Strength +5
20. +1 Str
Brute Strength (Ex): The juggernaut can perform acts of terrific strength due to her great muscular endurance and power. The character adds his Brute Strength bonus to all Strength checks, grapple checks, and Climb and Jump checks.
Show of Strength (Su): The juggernaut can briefly bolster her already prodigious strength to even more astounding levels. At 2nd level, she can do this once per day and knows one of the following techniques. As she increases in level, she can make a show of strength more often, and can learn additional ways of focusing her power.
- Shake the Earth: By stamping her foot, punhcing the floor or belly-flopping, the juggernaut can create a 20 ft. cone of vibration that travels only along the ground. All creatures and objects in the area are sent toppling to earth (creatures get a Ref save to negate) and take d4 subdual damage.
- Thunder’s Applause: The juggernaut claps her hands, and that’s the last thing anyone near her hears. The sound is equivalent to a thunderstone (Fort save or deafened for one hour), but the radius is increased to 30 ft.
- Hands of Destruction: With an epic effort, the juggernaut shows that no steel or stone can stand before her. Her next attack deals double damage to objects (before Ignore Hardness is taken into account).
- Surge of Power: The juggernaut raises her Brute Strength bonus by +4 at a cost: she is fatigued for one hour afterwards.
Ignore Hardness (Ex): The juggernaut’s great strength and will to power allow her to ignore some of the hardness of objects she strikes. When the juggernaut strikes an object or animated object, subtract the amount of this ability from the object’s hardness before applying damage to it.
The tale of the archer that killed an Orcish warlord standing in the middle of an orc army; the scout that can see that “Gortha” is the legate that leads the enemy war party a mile away. These are all the whispered tales referring to a hero who fights the Shadow using the gift of his tremendous eyesight. None can compete with them in archery, and their hand eye coordination can reach such levels as to be able to deflect enemy projectiles just before they would hit a friend. Tales of hawkeyed elves have been known to bring paralyzing fear to some of the most hardened Orc veterans.
3. Eyes of the Hawk 1)
8. Assassins Aim 2/day
9. Eyes of the Hawk 2)
14. Eyes of the Hawk 3)
18. Defensive Archery 3/round
19. Eyes of the Hawk +8
20. Sight of legends
NightVision: The Hawkeyed gains low-light vision, if the Character already has low-light vision the distance he can see in poor lighting conditions is increased to three times that of normal sight.
Farsight: At second level the Hawkeyed can see twice as far as he should normally see. Also any penalties from range are reduced by two for every 5 levels, so at fifth level they would be reduced by 2 and tenth they would be reduced by 4. This reduction applies to both ranged combat and penalties to spot checks that have to do with distance.
Eyes of the Hawk: At third level the Hawkeyed gains +2 to spot and +2 to search checks. These bonuses become +4 spot, search at ninth level; the same type of increases again occur at 14th and 19th level.
Assassins Aim: This ability is used as a full round action. When the Hawkeyed is hidden and/or the target is denied his dex bonus (if any) to his AC then the Hawkeyed performs a single ranged attack with his full bonus. This strike is automatically treated as if it was a critical hit. The Hawkeyed must still roll to see if he actually hits his mark though but he has a +3 insight attack bonus. The Hawkeyed can use this ability once per day at 4th level and an additional times every 4 level thereafter until 16th level (8th, 12th 16th), the attack bonus increases accordingly, +6 at 8th, +9 at 12th and +12 at 16th.
Extended point blank: At 5th level the point blank range of the Hawkeyed is increased by 10ft, it is again increased at 10th level and then at 15th, making her final point blank range 60ft. This increases the range that a sneak attack with a ranged weapon can occur as well, and also the range of any other range-dependent traits, such as Master Hunter.
Defensive archery: If the Hawkeyed has a ranged weapon in his hands and is not flat footed, then this ability is in effect if he so wishes. For that turn he may attempt to deflect with his projectile any arrow, bolt or any other small projectile, he cannot deflect projectiles of the same size category as him or larger, for example a human cannot deflect boulders, or magical ones like a flaming arrow produced from the spell. He makes an attack roll with his highest attack bonus with a DC of the opponents attack roll plus 5. If he succeeds the Hawkeyed has deflected the attack and sends it out of harms way. This maneuver destroys both projectiles. The Hawkeyed may deflect one projectile per round at level 6, two at level 11 and three at level 18.
Extra ranged bonus: The Hawkeyed gains an extra competence attack bonus when attacking with a ranged weapon. This bonus is equal to +1 at 7th level, +2 at 13th level and finally +3 at 17th level.
Sight of legends: At twentieth level the Hawkeyed can see four times as far as a normal character of his race could normally see, also increasing his low-light vision appropriately.
The Shadow seeks to lock the great roads that once allowed unobstructed journeys across Eredane. After all, a foe that is trapped is one half beaten. The traveler is a hero born with the wanderlust and gifts to surmount these barriers, to wander the land as her heart sees fit, to show people that freedom is not entirely a thing of the past. They are frustrating foes for the Shadow, with their ability to slip from place to place all but unseen, and avoiding any barrier. Travelers tend to be cosmopolitan in their views and experiences, often knowing languages and trivia from all across Eredane.
1. Journeyman 8), tireless
12. Longstrider 4/day
13. Pass without trace 1/day
14. Improved Longstrider 10), sleepwalker
19. Pass without trace 2/day
20. Walk Untouched In Dark Lands +8
Journeyman (Ex): The traveler is capable of going a great distance before weariness overtakes her. The Journeyman bonus is added to the number of hours the character can Forced March or Hustle before suffering penalties. Thus, a 1st level traveler can walk for 10 hours per day without difficulty, and hustle for three.
At 11th level, walking no longer tires the traveler. She still needs to sleep, however; though she could walk for 18 hours per day, sleeping the other eight. She can also hustle for eight hours more than normal without suffering any penalties.
At 18th level, the traveler can rest while upright and moving, her eyes half open. She may not do anything except walk while traveling in this manner, and she suffers -5 to Spot and Listen checks (rather than the usual -10 to Listen and inability to Spot). This is not quite as restful as sleeping curled up on the ground or in a bed; she only heals half as quickly as normal, and it takes twice as long to refresh spell points and spell damage.
Unfettered (Su): The traveler is used to her enemies trying to bind her and fill her way with obstacles, so she becomes able to avoid them with great ease. For a number of rounds per day equal to half her character level, she may act as if under the effect of a freedom of movement spell, as the Chanceborn ability.
Longstrider (Sp): The traveler can magically increase her pace, and share this ability with those around her. This spell-like ability functions as per the longstrider spell, except that it has a range of touch.
At 8th and 14thlevel, those under the benefit of the traveler’s longstrider find their movement increased by an extra 5 ft, for a total movement of 15 ft and 20 ft, respectively.
Walk Untouched In Dark Lands (Ex): The traveler has a natural talent for evading, avoiding and deceiving the garrisons and roadblocks of orcs and legates that watch the highways of Eredane. She gains the listed bonus to Bluff, Forgery, Hide, Move Silently and Survival checks made for this purpose.
Word of Recall (Sp): At her journey’s end, the traveler has a knack for getting home again. She may use an effect similar to Word of Recall, with the following changes: the ‘sanctuary’ must be a Power Nexus, and the transported characters are not teleported. Instead, they turn to air, temporarily becoming elemental creatures, and move back towards the designated site at 500 miles per hour. They must avoid the magic drain areas of black mirrors, but are not otherwise in danger, unless the GM wishes to stage an encounter with an angry air elemental.
The legends of the dwarves speak of those favored by Father Sun into whom he breathed his fiery breath to make a more perfect dwarf, one whose love for the forge and the hammers of the forge was forged, as it were, into the very fiber of his being. And other tales tell of the same blessing being mysteriously gifted upon members of other races…
1. Master of Hammers
2. Soul of the Forge
4. Master of Hammers II
5. Soul of the Forge
7. Hammer from the Forge 1/day
8. Master of Hammers III
9. Soul of the Forge II
11. Hammer from the Forge 2/day
12. Master of Hammers IV
13. Soul of hte Forge IV
15. Hammer from the Forge 3/day
16. Breath of the Bellows
17. Fire from the Forge
19. Hammer from the Forge II
Master of Hammers I (Ex): Automatically proficient with light hammer, warhammer and maul.
Soul of the Forge I (Su): Fire resistance 5
Forgemaster I (Ex): Every time this ability is gained, the Forgesoul may choose one of the following skills: Craft (armorsmithing), Craft (blacksmithing), or Craft (weaponsmithing). He recieves a +2 bonus to the skill. He may select the same skill more than once.
Master of Hammers II (Ex): The Forgesoul gains the feat Weapon Focus for a type of hammer (light hammer, warhammer or maul).
Soul of the Forge II (Su): Fire resistance 10
Hammer from the Forge (Su): As a free action, metal weapon in hand acquires the flaming property for one minute once per day
Master of Hammers III (Ex): The Forgesoul gains Weapon Focus with the other two types of hammers.
Soul of the Forge III (Su): Fire resistance 15
Master of Hammers IV (Ex): The Forgesoul may fight with a lighthammer and/or warhammer in each hand as if he possessed the Two-weapon Fighting feat.
Soul of the Forge IV (Su): Fire immunity
Breath of the Bellows (Su): May breathe a 50 ft cone of fire for 6d6 damage once per day (Reflex save for half; DC = 10 + half character level + Con bonus).
Fire from the Forge (Su): Summon large fire elemental once per day for one minute but requires a Large fire as the source.
Hammer from the Forge II (Su): The flaming property of Hammer from the Forge is improved to Flaming Burst.
Forgesoul (Su): May polymorph into a Large fire elemental once per day for one minute.
Vampires. To the Dorns, they are the night wanderers. In parts of Erenland they speak of nosferatu or the restless bloodghouls, while the Sarcosans tell tales of hungry sheols walking in eternal hunger. In truth, vampires are very rare in Eredane, and most serve the Shadow as valued lieutenants or Night Princes. Some human and fey families, however, still carry the taint of vampirism in their veins, and it occasionally arises in a dhampyre, a mortal child with some curious abilities reflecting her heritage as a blood-drinking monster.
Dhampyre share little with their forebears: they are alive, visible in mirrors, unharmed by the sun and so on. And, most of all, they are disliked and hunted by their Shadow-sworn ancestors, who view them as a threat. This drives most dhampyre into the arms of the resistance.
1. Fangs, Staunch
3. Obscuring Mist 1/day
4. Charm Animal 1/day
5. Ability score increase
7. Charm Person 1/day
8. Exsanguinate 1/day
9. Unliving Toughness 1/day
10. Ability score increase
11. Dread fangs
12. Improved Blooddrink
13. Obscuring Mist 2/day
14. Charm Animal 2/day
15. Ability score increase
16. Gory fangs
17. Charm Person 2/day
18. Exsanguinate 2/day
19. Unliving Toughness 2/day
20. Ability score increase
Fangs (Ex): The dhampyre gains the ability to grow fangs as a free action. She gains bite as a natural weapon. This deals d3 (medium) or d2 (small) damage, plus Str mod x0.5. However, as the faces of humanoids are not well designed for chewing on enemies, she suffers a -2 penalty to bite attack rolls. If used in a grapple, this -2 penalty does not apply.
Staunch (Su): The dhampyre has some measure of control over her blood, and can close bleeding wounds before they cause any extra damage. She gains +4 to saves against any spells or effects that specifically target her blood.
Blooddrink (Su): Like her ancestors, the dhampyre gains sustenance from blood. If she makes a successful bite attack against a living human or fey, she heals one hit point per two hit points of damage inflicted.
Ability Score Increase: At every 5th level, the dhampyre may raise her Str, Dex, Wis or Cha by one point. She may not choose the same ability score more than once.
Fangs (Ex): The dhampyre’s fangs can grow larger. Her natural weapon damage increases to d4 (medium) or d3 (small).
Exsanguinate (Su): With a touch, the dhampyre can draw vital blood from her victims. This deals one point of damage per level, and the dhampyre gains a like amount of temporary hit points that vanish after one hour.
Unliving Toughness (Su): The dhampyre can channel her ancestry to grant herself protection from many weapons. This ability grants her DR equal to her Con modifier, minimum of one; it lasts for one round per two levels. The DR can be penetrated by silver or piercing wooden weapons.
Dread Fangs (Ex): The dhampyre’s fangs grow longer and more savage. Her critical multiplier increases to x3.
Improved Blooddrink (Su): The dhampyre metabolises blood more efficiently, gaining one hit points back per hit point of damage inflicted with her bite attack.
Gory Fangs (Ex): With anticoagulant saliva, the dhampyre can now cause persistent haemorrhaging in her victims. Her bite wounds cause an extra point of damage per round for a number of rounds equal to her Con modifier, minimum one, as they continue to bleed. Bandaging the wound via the Heal skill or curative magic stops the bleeding at once.
Every culture on Eredane has fireside stories and myths about newborn babes that changed shape and coloration overnight. Some believed that the children were possessed by spirits or had been stolen and replaced by dark fey. It’s not known how many children, blessed with the Formless path, were put to death due to fear and superstition. Those children that survived long enough to learn how to hide and control their abilities had the chance to become very powerful. Some of history’s most successful spies and assassins were likely gifted with the Formless path.
1. Fey vision
2. Change Size, enlarge/reduce person 1/day
3. Minor Transformation
4. Alter Form, alter self 1/day
5. Assume Identity
6. Alter Scent
7. Change Size, enlarge/reduce person 2/day
8. Minor Transformation
9. Improved Healing
10. Assume Identity
11. Alter Form, alter self 2/day
12. Change Size, enlarge/reduce person 3/day
13. Minor Transformation
14. Fast Healing
15. Assume Identity
16. Slow Poison
17. Disease Resistant
18. Improved Metabolism
19. Immunity to critical hits
Alter Scent: Years of being hunted has taught the Formless how to alter its scent to throw off pursuit. A Formless can change its scent once/day for one hour per character level.
Alter Form: After what seems to be a lifetime of failure, the Formless has begun to master the ability to change its body to meet his needs. The character can transform himself into any humanoid race, which he has closely observed. The transformation does not change the character’s hit points, save and attack bonuses, nor does it provide any special abilities/immunities of the race he is imitating. The character can stay in this form for ten minutes per level.
Assume Identity: Through practice and close observation of the people around him, the Formless has learned how to consistently assume a new form. At 5th level the Formless can chose a new identity/form that he can maintain for extended periods. At 5th level the form must be of the same race/culture (e.g. if you are originally Dorn, you must chose another Dornish form) and that form can be maintained for one hour per level. At 5th level the ability can be used once/week. At 10th level, the character gains another form that has to have the same racial origin, human, fey, or orc/goblinkin (dark fey) for two hours/level. At 15th level the character gains a third form that can be of any humanoid race and can hold that form for three hours/level.
Change Size: The formless’ control of his body allows him to temporarily increase or decrease his size. As per the enlarge person and reduce person spells, the character can temporarily change its size (1 minute per character level).
Disease Resistant: The formless’ ability to rapidly change his form allows him to control the spread of disease through his body. The character receives a +4 to saves vs. disease. In addition, reduces damage from a disease by one step.
Fast Healing: The mutability of the formless’ flesh makes wounds close much faster. The character’s body naturally regenerates normal damage at the rate of one hit point every hour. The character does not have the ability to reattach limbs, regrow lost body parts or repair damage to hearing or eyesight.
Feyvision: As you reached maturity, your eyes became more acute, and the first sign of your new powers. The character gains low light vision; if they already have low light vision, they get dark vision up to 60’.
Formless: The formless has master the potential of his abilities and can change his form at will. The character can change between any of its four forms (original and the three other forms it has gained) at will and stay in any of the forms as long as desired.
Immunity to Critical Hits: The formless’ ability to absorb and heal damage protect him from what would be killing strikes to a normal member of his race. Due to changes in the character’s physiology, he becomes immune to critical hits.
Improved Healing: The formless’ body has become much more adept at healing damage. The character’s recovery time is halved and twice the normal hit points are healed with rest.
Improved Metabolism: The formless’ body requires far less food and water to survive. Allows the character to subsist with half the normal amount of food and water. The character still needs to eat and drink normally, just half the normal rations with no ill effect.
Minor Transformation: For short periods of time, the formless can strengthen his abilities and sharpen his senses. The character can choose from the following spells, Bear’s Endurance, Bull’s Strength, Cats Grace, or Hawk’s Eyes once per day at 3rd level, twice per day at 8th level, and three times per day at 13th level.
Slow Poison: The formless is able to control the toxins flow inside his body. Add +4 to saving throws against poison and reduce the effects by one dice type (1D6 to 1D4) or effect by one step (death to incapacitation/paralysis).
Fey scholars believe that in the time of the eldethar, when the world was new and vibrant life took root, that many of the forbearer’s had the power to shape the flow of life and speed the growth of what is now the Erethor. As the modern fey races evolved from the eldethar, that life giving power was lost to most of the new races. Legends speak of rare individuals who retained the power and helped shape some of the natural marvels that still exist today, even in this time of darkness and decay. Some of history’s greatest healers were believed to Lifebonds. Today the gift is so exceptionally rare that Gethiane may be the last Lifebond. In an era where healing magic is rare and sickness and injury are daily occurrences, a Lifebond can save a community or even a race from extinction.
1. Imbued with Life, +2 Fort Save
2. Beacon of Life
3. Command Nature, entangle 1/day
4. Bestow Life
5. Gift of Years, age at ½ normal rate
6. Beacon of Life
7. Command Nature, entangle 2/day
8. Bestow Life
9. Powered by Life, +4 Fort Save
10. Gift of Years, age at ¼ normal rate
11. Beacon of Life
12. Bestow Life
13. Command Nature, entangle 3/day
14. Shield of Life, wall of thorns 1/day
15. Gift of Years, age at 1/8th normal rate
16. Command Nature, animate plants 1/day
17. Pure Body, immune to disease
18. Pure Blood, immune to poison
19. Shield of Life, wall of thorns 2/day
Imbued with Life: The Lifebond’s body flows with the boundless energy of youth, able to shrug off sickness and debilitating fatigue (gains the Great Fortitude feat).
Command Nature: The Lifebond can send a portion of his life energy into the Aryth causing the plants to reach out and bind his enemies and to temporarily come to life and serve his will. At 3rd level, a Lifebond can caste the entangle spell once per day, at 7th level he can cast entangle twice per day, and at 13th level he can cast entangle three times per day. At 16th level, the Lifebond gains greater control of his life giving powers and can cast animate plants once per day (in addition to the three entangle spells).
Beacon of Life: The Lifebond’s life giving energy radiates from his body providing health and growth to all who are near him. At 2nd level, the Lifebond exudes life and health improving the healing rate of all living things (including the Lifebond) within a 10’ radius (+10’ per level) by 50%. At 6th level the healing rate improves by 100% and at 11th level by 200%.
Bestow Life: The Lifebond is so attuned to power of life that he can temporarily give the gift of life to the lifeless. At 4th level, the Lifebond can, once per day, temporarily bestow life to an inanimate object similar to the spell animate objects, but only one small object every 3 levels (rounded down). At 8th level the ability rises to one small object for every two levels (round down) and at 12th level one small object per character level.
Gift of Years: The Lifebond’s body is so full of life that the years take little toll. At 5th level, the Lifebond ages at ½ normal rate, at 10th level ¼ of normal rate, and at 15th level 1/8th of normal rate. The Gift of Years affects aging attacks as well. For example an attack that would normally age a character ten years would only age a 5th level Lifebond five years.
Powered by Life: The Lifebond’s body glows with health (+4 to Fortitude saves).
Shield of Life: In this time of darkness and decay, nature rises to protect the Lifebond. The Lifebond can cast the wall of thorns spell once per day at 14th level and twice per day at 19th level.
Pure Body: The Lifebond’s life force is so powerful, that disease cannot touch his body (immune to disease).
Pure Blood: Life flows so powerfully through the Lifebond’s veins, that it easily destroys any toxin (immune to poison).
Ageless: The Lifebond’s body is now immune to the ravages of time.
Author: Concept by Kane, re-vamp by Dirigible
The Stormborn carries the wrath of the heavens in his body. Wild as the wind, strong as the sea and as deadly as lightning, he is a fearsome foe, wild, mighty, and free.
2. Windheart (half penalties)
4. Thunderous Charge +1
5. +1 Str
6. Electricity and Sonic Resistance 2
7. Windheart (no penalties)
8. Eye of the Storm 1/day
9. Gust of Wind 1/day
10. +2 Str
11. Thunderous Charge +2
12. Electricity and Sonic Resistance 5
13. Windheart (half bonuses)
14. Stormshield (extended)
15. +3 Str
16. Eye of the Storm 2/day
17. Electricity and Sonic Resistance 8
18. Thunderous Charge +3
19. Windheart (full bonuses)
20. +4 Str
Stormborn (Ex): The stormborn carries the dangers of the storm within him. He gains a +5 bonus on any save or check involving violent weather (Fortitude to endure a blizzard, Balance checks to remain standing in strong winds, Swim checks to swim in a stormy sea, etc.)
Windheart (Ex): The stormborn understands winds and violent weather better than most. He only suffers half the penalties normally involved with rough weather of any sort, whether mundane or magical weather (skill check penalties, attack penalties, miss chances, etc). At level 7, he no longer suffers any penalties from bad weather. At level 13, he may add half the number of any numerical penalty as a bonus to the rolls and checks involving the penalty and at level 19, numerical penalties from bad weather become bonuses instead.
Eye of the Storm (Su): The stormborn can create an area of utter stillness around himself. The area has a radius of 10 feet, and no natural weather hazards or conditions apply within the area, and any magical weather conditions are subjected to an area-effect Dispel Magic, with a caster level equal to the stormborn’s character level. Eye of the Storm lasts for one minute per character level.
Stormshield (Su): A number of rounds per day equal to his character level, the stormborn can manifest a vortex of wind around his body. This ability functions like the spell Wind Wall, but surrounds the stormborn on all angles, five feet out from his position. While manifesting the vortex is a standard action, maintaining it is a free action. At level 14, the stormborn can extend the stormshield out to 10 feet.
Thunderous Charge (Su): When the stormborn charges, his weapon deals one point of electric or sonic damage in addition to its normal damage, determined by the stormborn at the beginning of the charge. This damage bonus increases to +2 at level 11, and +3 at level 18.
Author: Bleak Knight
Even in the grim days of the Fourth Age, there are those who will stand up in the cause of honor, protecting the weak. Though many perish early for their beliefs, some survive. The honorable is one such, and his sense of duty is beyond compare. Justice follows him, and his stalwartness is nigh unshakable.
1. Honorable +2
2. Righteous +1
3. Courageous +2
4. Protection from Chaos 1/day
5. Punish the Wicked 1/day
6. Rallying Cry
7. Righteous +2
8. Honorable +4
9. Courageous +3
10. Punish the Wicked 2/day
11. Divine Favor 1/day
12. Righteous +3
13. Protection from Chaos 2/day
14. Courageous +4
15. Punish the Wicked 3/day
16. Honorable +6
17. Righteous +4
18. Divine Favor 2/day
19. Courageous +5
20. Punish the Wicked 4/day
Honorable (Ex): The honorable is an avatar of virtue and righteousness. He is admired by his allies, and feared by his foes. He gains the listed bonus on all Diplomacy checks against creatures of lawful alignment, and on all Intimidate checks against creatures of chaotic alignment. He also suffers a similar penalty to all Bluff checks.
Righteous (Ex): Should the honorable character and his allies find themselves outnumbered in a combat, for every whole multiple (x2, x3, x4 etc.) the enemy outnumbers his party with, the honorable gains the listed bonus as a morale bonus on all attack and damage rolls. However, if his party should ever outnumber the enemy, he suffers the same number as a penalty to his attack and damage rolls. However, the penalty does not change depending on how much his side outnumbers the enemy.
Courageous (Ex): The honorable fears neither pain nor death. He gains the listed bonus on all saves against fear spells and effects.
Punish the Wicked (Ex): The honorable will tolerate no threat or harming of those he protects. Whenever a creature wounds one of the honorable’s allies, or an unarmed or innocent creature, the honorable may make a smite attack against that foe. He may add his Constitution modifier (if positive) to the attack roll, and if he hits, he adds his character level to the damage roll.
Rallying Cry (Su): The honorable can attempt to strengthen the resolve and heart of his comrades when they are in doubt. As a move action, he can unleash a rallying cry. Any ally within earshot may immediately attempt to re-roll any save against a fear spell or effect, with a +2 morale bonus on the attempt. He may only use this ability once per encounter.
Author: Bleak Knight
The warheart carries battle in his soul. To him, every day is a new tactical challenge, every plan a cunning stratagem. He is a natural strategist, and with training and experience he can defeat even vastly superior foes in the field. Battle and combat come naturally to him, and he is only truly at home when leading men in battle.
1. Combat Instinct +1
3. Coordinate 1/day
4. Assess Foe +3
5. Multiple Assessment (2)
6. Combat Instinct +2
7. Gut Feeling 1/day
8. Coordinate 2/day
9. Assess Foe +4
10. Assess Foe (attack and defense)
11. Combat Instinct +3
12. Multiple Assessment (4)
13. Coordinate 3/day
14. Assess Foe +5
15. Improved Placement
16. Combat Instinct +4
17. Gut Feeling 2/day
18. Coordinate 4/day
19. Assess Foe +6
20. Multiple Assessment (8)
Placement: The warheart gains twice the normal numerical bonuses to attack rolls from any advantageous position (+4 for flanking, +2 for higher ground, etc.) and if he uses the aid another action in combat, his ally gains an additional +2 bonus from the action.
Assess Foe: The warheart is able to see patterns in his foe’s movements that no others see, and instinctively takes advantage of any quirks and weaknesses his enemy possesses. For every two rounds the warheart can observe a foe, he gains a +1 bonus to attack or defense rolls against that one foe (chosen individually for each +1 bonus), up to the listed maximum. Also, this bonus is added to contested Knowledge (Warfare) and Profession (Soldier) checks. At 11th level, the warheart gains the bonus to both attack and defense rolls.
Combat Instinct: The warheart gains the listed bonus as a bonus to all initiative checks.
Multiple Assessment: The warheart can now assess two foes simultaneously. At 12th level, he can assess four foes simultaneously and at 20th level he can assess eight foes simultaneously.
Coordinate: The warheart must declare use of this ability as a free action before initiative is determined in a combat. When activated, coordination allows all of the warheart’s allies within 30 ft. to use his initiative instead of theirs.
Gut Feeling: The warheart has a sixth sense about battle. As a free action, he may use Augury as a spell-like ability. However, the question asked must relate to conflict. (So “Is this valley filled with ambushers” or “Is the enemy better prepared than us” are acceptable, while “should I go see the local legate for healing” is not).
Improved Placement: The warheart doesn’t have to put himself in a good position, it is enough that his enemy is in a bad one. When attacking an enemy which suffers a circumstantial or morale penalty to attacks or defense that the warheart does not suffer himself, he gains a +1 bonus on attack rolls against that foe.
Author: Bleak Knight
To some people, self-sacrifice is a natural part of life. They willingly put themselves in harm’s way, and suffer where others should have suffered in their stead. The martyr is the epitome of this way of self-sacrifice. No pain is too great for him, as long as he knows that whatever he suffers, someone else would have suffered had he not intervened. His actions will make him highly respected amongst the lowly and suffering, though the mighty or cruel often despise him, and see his actions as foolish and weak. They often also fear him, for they do not understand what makes him keep walking his painful path.
1. Absorb Ailment
2. Resigned to Death
3. Transfer Wounds
4. Pure Soul +2
5. DR 1/-
6. Fight the Pain
7. Sanctuary 1/day
8. Touch of Sorrow
9. Pure Soul +4
10. DR 2/-
11. Calm Emotions 1/day
12. Sanctuary 2/day
13. Control the Pain
14. Pure Soul +6
15. DR 3/-
16. Cure Moderate Wounds 1/day
17. Sanctuary 3/day
18. Calm Emotions 2/day
19. Pure Soul +8
20. DR 4/-
Absorb Ailment (Su): The suffering can absorb the ills of others into himself. As a standard action, he may touch a creature, and transfer any disease, poison, curse or other penalising effect to himself. In doing this, the Suffering resigns himself to his agony, and he may not make any save or check to resist any of the effects of the absorbed ailment.
Resigned to Death: The martyr is ever ready to sacrifice himself to protect others. He gains the Resigned to Death feat for free, even if he does not fulfill its requirements.
Transfer Wounds (Su): Self-sacrifice is the essence of the martyr. As a standard action, he may transfer any hit point damage from another creature to himself. He may lower his hit points below zero or kill himself in this way. This ability cannot be used to bring back someone who has already fallen below the negative hp threshold and is dead.
Pure Soul (Su): The Martyr gains the listed bonus to resist evil or negative energy spells and effects.
Touch of Sorrow (Su): With a melee touch attack, the martyr can channel part of the pain, loss and sorrow he has felt and witnessed into another creature. The effect is staggering to most. A creature touched must succeed a Will save with a DC equal to ten, plus half the Martyr’s level, plus the Martyr’s Wisdom modifier, or become staggered for 1d4+1 rounds. The Martyr may perform this action a number of times per day equal to his one plus his Wisdom modifier (minimum 1).
Fight the Pain (Su): At 6th level, whenever the martyr uses absorb ailment, he gets to make a save or check against the ailment, if the original victim was allowed one. The DC is the same as it was for the original creature.
Control the Pain (Su): At 13th level, any damage or penalizing effect the martyr transfers from others to himself is halved before it is applied to the martyr. Thus, if the martyr was to transfer 10 hp damage from another creature to himself, he would only suffer 5 hp damage. If he should absorb 4 points of Con damage from another character, he would only suffer two points himself.
Author: Bleak Knight
Some people are tied to blood and death. To the Battlebound, the screams of the dying, the howls of the killing, the smell of battle and blood are all irrevocably tied into his existence. He has a sixth sense about blood and death, and wether he wants it or not, the Battlebound draws power from the fury of battle. His soul reaches out for the hate, the fear and the anger, the relief and the joy of survival. It fuels his thoughts and actions, and drives him ever onward. A Battlebound’s prowess in battle is great, and he will be feared and respected even by orcs.
1. Battlebound +2
3. Bear’s Endurance 1/day (self only)
4. Against the Tide +1
5. Bull’s Strength 1/day
6. Unleashed Fury
7. True Strike 1/day
8. Deathwatch 1/day
9. Aid 1/day (self only)
10. Battlebound +4
11. Against the Tide +2
12. Greater Unleashed Fury
13. Bear’s Endurance 2/day (self only)
14. True Strike 2/day
15. Bull’s Strength 2/day
16. Deathwatch 2/day
18. Against the Tide +3
19. Aid 2/day (self only)
20. Battlebound +6
Battlebound (Su): Whenever a creature the battlebound has been fighting in melee falls in combat (drops to negative hit points), he gains a +2 hit point per hit dice of the downed creature. This bonus increases as the Battlebound rises in levels. These bonus hit points fade after a number of rounds equal to half the battlebound’s level, down to a minimum of one round. The battlebound must have attacked in melee or been attacked in melee by the fallen creature if he is to gain the bonus.
Battleheart (Ex): The Battlebound gains a +1 morale bonus to attack and damage roll for every ten creatures – allies or enemies – engaged in combat within 100 ft.
Unleashed Fury (Ex): If the Battlebound scores a critical hit, he gains all the benefits and none of the penalties of a barbarian rage the next round. If he is already a barbarian or has access rage in some other way, and is already raging, the bonuses stack.
Battlesoul (Ex): As Battleheart, but the attack and damage bonus changes to +1 per five creatures.
Greater Unleashed Fury (Ex): As Unleashed Fury, but the bonuses increase to those of a barbarian greater rage, and there are still no penalties.
Against the Tide (Ex): The Battlebound thrives in the heart of carnage. When faced with four or more melee opponents at once, he gains the listed bonus as a morale bonus to AC.
Author: Bleak Knight