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Page 1: D&D 3rd Edition - AMB - Librum Equitis - A Book of Prestige Classes Vol 2
Page 2: D&D 3rd Edition - AMB - Librum Equitis - A Book of Prestige Classes Vol 2

librumequitis

A BOOK OF PRESTIGE CLASSES, VOLUME 2

Written by: M Jason ParentAdditional Material by: Mike Downs, Brendan Quinn, Denise Robinson

Designer: M Jason ParentEditor: Larry Theden

Interior Artwork: Tony ‘Squidhead’ MonorchioLayout / Typesetting / Cover: M Jason Parent

DedicationTo Denise Robinson, for the support, love, and amazing parties.

THIS EDITION OF LIBRUM EQUITIS VOL 2 IS PUBLISHED UNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND VERSION 3 OF THE D20 SYSTEM TRADEMARK LICENSE, D20 SYSTEMTRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE,GUIDE AND DOCUMENT.

DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION1.0A: ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS AND TRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO: THEAMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, LIBRUM EQUITIS; ANY LOCATIONS, GODS, HISTORIC EVENTS, ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARAC-TERS, THEMATIC ELEMENTS, FICTION AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHICDESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCTIDENTITY IS NOT OPEN GAME CONTENT.

DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF LIBRUM EQUITIS VOL 1 ARE DESIGNATED AS OPEN GAME CONTENT:ALL PRESTIGE CLASSES EXCEPT THE PRESTIGE CLASS DESCRIPTION (MATERIAL BETWEEN THE NAME OF THE PRESTIGE CLASS AND THE HIT DIE), ALL FEATS, SPELLS AND MAGIC ITEMS. IT ISTHE EXPRESS INTENT TO RELEASE ALL MATERIAL BASED ON THE SRD AS OPEN GAME CONTENT INCLUDING THE NAMES OF THE PRESTIGE CLASSES, ALL PRESTIGE CLASS ABILITIES, SPELLS,FEATS AND MAGIC ITEMS. SPELL NAMES ARE RELEASED AS OPEN GAME CONTENT WITH THE EXCEPTION OF THOSE SPELL NAMES LISTED BELOW.

THE SPELL NAMES “TREMOR”, “HANDS OF CLAY” AND “ESSENCE OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT 2001 BY ALDERAC ENTERTAINMENT GROUP FROM THEIR BOOK ‘ROKUGAN’AND ARE USED UNDER LICENSE. THE SPELL NAMES “MURMUR OF THE EARTH” AND “GUARDIAN OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT BY ALDERAC ENTERTAINMENT GROUP FROMTHEIR BOOK ‘MAGIC OF ROKUGAN’ AND ARE USED UNDER LICENSE. THESE SPELL NAMES ARE NOT OPEN GAME CONTENT.

SOME OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED OGC ORIGINATE FROM THE SYSTEM REFERENCE DOCUMENT AND ARE © 2000 WIZARDS OF THE COAST, INC. THE FOLLOWINGMATERIAL IS BASED ON OPEN GAME CONTENT ORIGINATING FROM ‘ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION1.0A, ‘CLAY STEP’, ‘HANDS OF CLAY’, ‘TREMOR’, ‘EARTH’S DEFENDER’ AND ‘ESSENCE OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENTFROM ‘MAGIC OF ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP, AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, ‘MOUNTAIN’S FORTITUDE’, ‘STONY PURGE’,‘WALL OF EARTH’, ‘MURMUR OF THE EARTH’, ‘GRANITE STEEL’, SWIM THROUGH EARTH’, ‘EARTH’S DEFENDER’, AND ‘GUARDIAN OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIALIS BASED ON OPEN GAME CONTENT FROM ‘ENCYCLOPEDIA ARCANE: NECROMANCY – BEYOND THE GRAVE’ AND IS © 2001 MONGOOSE PUBLISHING, AND IS USED UNDER THE OPEN GAMELICENSE VERSION 1.0A, ‘SKULL SNARE’, ‘SHADOW SHAFT’, SHRIEKING MISSILE’ (FLETCHINGS IN THE BONE ARCHER PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ONOPEN GAME CONTENT FROM ‘SEAFARER’S HANDBOOK’ AND IS © 2002 FANTASY FLIGHT GAMES, AND IS USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CRAFT SYMPATHETIC DOLL’(ABILITY OF THE BOKOR PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘RELICS & RITUALS’ AND IS © 2001 CLARK PETERSON, AND ISUSED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CHAIN POWER’ (METAPSIONIC FEAT IN CHAPTER 3).

ALL CONTENTS OF THIS PUBLICATION, REGARDLESS OF DESIGNATION, ARE COPYRIGHTED YEAR 2001-2002 AMBIENT INC. ALL RIGHTS RESERVED. REPRODUCTION OR USE WITHOUT THE WRIT-TEN PERMISSION OF THE PUBLISHER IS EXPRESSLY FORBIDDEN, EXCEPT FOR THE PURPOSE OF REVIEW.

THE MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGE TO THE TRADEMARK OR COPYRIGHT CONCERNED.

“D20 SYSTEM” AND THE “D20 SYSTEM LOGO” ARE TRADEMARKS OWNED BY WIZARDS OF THE COAST AND ARE USED ACCORDING TO THE TERMS OF THE D20 SYSTEM LICENSE VERSION 3. ACOPY OF THIS LICENSE CAN BE FOUND AT WWW.WIZARDS.COM.

“DUNGEONS & DRAGONS® AND WIZARDS OF THE COAST® ARE REGISTERED TRADEMARKS OF WIZARDS OF THE COAST, AND ARE USED WITH PERMISSION.”

THIS MATERIAL IS PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE NON-OGL MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBIT-ED WITHOUT THE EXPRESS WRITTEN PERMISSION OF AMBIENT INC.

COPYRIGHT © 2001-2002 AMBIENT INC.

Page 3: D&D 3rd Edition - AMB - Librum Equitis - A Book of Prestige Classes Vol 2

This volume of the Librum Equitis series is my fourth foray intowriting d20 books. My first title, Librum Equitis volume 1, shouldbe arriving in book stores now in a printed edition, published bythe hoopy froods at Mystic Eye Games.

But this introduction is about electronic publication. I was firstintroduced to electronic games publications four years agothrough a game called StaRPlay: Armageddon; StaRPlay is agame system written by Phillip McGregor and published by hisone-man company Phalanx Games Design. Phillip McGregor isone of the authors of the FGU Sci Fi classic "Space Opera" aswell as "The Riggers Black Book" for Shadowrun. The fullStaRPlay game system along with rules for use in the modernday and the Armageddon rules set (some 380 pages in total) wasmade available through what is very probably the first electronicRPG store, at a very reasonable price. Through electronic gam-ing storefronts such as RPGnow (one of the pioneers of such e-commerce sites), new publishers can make their breakthoughinto the gaming market without the massive risk and investmentrequired to jump directly into print publication. This has allowedcompanies like Ambient Inc. and several others to release prod-uct to showcase their writers abilities without having to submit thematerial to publisher after publisher for it to see the light of day.

Thank you for buying the second book in the Librum Equitisseries, I hope you enjoy it as much as I did creating and usingthese classes in my own campaigns.

I have to thank Larry for editing this work on the fly for me. Theprestige classes themselves went through his fine comb, howev-er much of the flavor material managed to teleport into the docu-ment after his revisions were done, so errors and glaring omis-sions therein are entirely my own fault.

This year we will be releasing at least one more volume in theLibrum Equitis series (most likely two more) and are currentlyworking on a mega-module entitled “Jungles of the Mind”. Late inthe year, we are planning the release of the deadEarth d20game, a conversion of the hardcore violent and gritty deadEarthRPG to the d20 system. This is designed to work both as its ownRPG as well as being quite possible to use as a supplement forany other post-apocalyptic d20 game. We also have the free Sonof a Portable Hole Full of Beer warming up for an April 1strelease (you can download the original Portable Hole Full of Beerfor free right now for a taste of the strange things to come) aswell as a few other project getting ready for launch in 2003.

Once again, thanks have to go out to my playtesters and to mygaming groups for the hours of quality play that goes into a goodRPG. I’ve been gaming with some of you for 20 years now, and itkeeps getting better.

Don’t forget to check out our site (www.dreadgazebo.com/dnd)and Mystic Eye Games’ site (www.mysticeyegames.com) formore information on our upcoming works and releases.

librum equitis volume two

Ambient Inc. www.DREADGAZEBO.com

table of contentsChapter 1 - Prestige Classes Page 1

Bokor Page 2Bone Archer Page 4Brotherhood of the Golden Blossom Page 7Children of the Snake Page 9Circle of the Lute Page 12Earthbound Page 14Elite Cavalry Page 16Forge Singer Page 17Mad Tailor Page 20Mind Thief Page 24Order of Cordun Page 26Riders of the Duras Page 28Sacred Paladin Page 30Siege Mage Page 32The Society of Heavenly Movements Page 34Timer Page 37Tribal Berserker Page 39Troll Hunter Page 41Venomous Page 43Weapon Cult Paragon Page 45

Chapter 2 - Spells Page 47New Spell Lists Page 47Clerical Domains Page 47Spells (alphabetical) Page 49

Chapter 3 - Psionic Devices of the Duan’Khat Page 53Metafragments Page 53Dawn Spheres Page 54

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Welcome to the second volume of Librum Equitis - literally "thebook of cavaliers". This chapter is the core of the book, 20 pres-tige classes handcrafted from the finest d20 components andplaytested to a hard edge for use in your fantasy d20 campaigns.

More than likely, not all the prestige classes will be incorporat-ed into an existing or new campaign. Others will easily find ahome in any campaign, while others may require some amountof contortion to fit in. Many classes make reference to organiza-tions, cults and societies that are fairly campaign-specific. Thesecan be changed to organizations already in a campaign world,while other GMs may find that there are niches these organiza-tions can easily fill. Remember that the campaign world you runyour games in is yours to mold and work, and with a little work,prestige classes appropriate for most organizations, cults, cabalsand guilds can be made from the 40 classes published so far inthese volumes.

Feel free to tweak the classes a little for your campaign. Doyou have a very religious gnomish nation with a large badlandsarea? Take the Riders of Duras, rename them to the TarvinZephyrs, give them Knowledge (religion) as a class skill andchange the racial requirements to gnomes and half-gnomes. Addsome text about the mounted patrols of the Tarvin Zephyrs upontheir trained wardogs and you are done.

A note on formatting - Just as in Librum Equitis volume 1,classes are formatted such that each class begins on a newpage. This results in some amount of white space on somepages, but it also allows for easier printing of the prestige classesyou want to use in your campaigns without printing out chunks ofother prestige classes also. We obviously don’t use this format-ting style for the print editions of Librum Equitis, but when buyingPDFs you aren’t paying per page, but for content.

Some classes use unusual level progressions throughout thisbook, being 5, 7 and 12 level prestige classes. Here is the basisby which we build the level progressions for our prestige classes.

Three level prestige classes are minor specializations, almostalways directly tied to another character class or social function,or employment. They do not define a character, and are mostoften taken to specialize in a single aspect of a class ability or atangent from a normal class training.

Five level prestige classes are generally used for "professional"prestige classes - those attached to employment, training andmilitary service. Persons of very high level will normally notdefine themselves by a prestige class of this scale, and thus itcannot make up a majority of his experience levels due to itssmall span of levels.

Seven level prestige classes are the middle ground between 5and 10 level classes. More than a pass-time or a sub-class,these classes still do not completely redefine the character whotakes it.

Ten level prestige classes are generally used for "subclass"prestige classes. These are prestige classes that can be used toredefine a character. A high level character in one of these class-es may well define himself more by his prestige class than hisprimary class.

Prestige classes with more than 10 levels are seen as careermoves that are as final as becoming a paladin or monk in mostgame worlds - these are decisions not taken lightly that will leadthe character down his own path to power, with little left of hisoriginal class or classes when he gets there.

librum equitis volume two

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chapter oneprestige classes

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With a deft cut, the goblin guard was dispatched by Drelga'sknife, his life-blood gushing over her muddied hands and thick,yellow claws. Not that she liked using it, but quietly killing guardswas not a job for a half-orc warrior with a long spear.Unfortunately, not all the guards had gone so quietly, and the lastfew had been on full alert, making the job significantly more…challenging. Somewhere in this horrid swamp, someone wasenchanting the Burgomaster with a bleeding disease; one thatthat made him vomit blood; one that returned every night, evenafter applications of cure disease from the clerics. Drelga andSapphire parted the spanish moss hanging from the swamp-wil-lows - making out the torchlit glow of the goblin shaman's hut nota hundred feet away.

The hut was quite old; there were holes in the roof, and span-ish moss draped over it. They approached as quietly as theycould through the black knee-deep waters of the swamp.Decorating the perimeter were skulls and bones of all shapesand sizes, mostly other swamp denizens but obviously somegoblin and human skulls in the mix. Pushing through the curtains,they made their way inside. The inside of the hut well lit andalmost warm, with candles all about, the smell of blood thick inthe air. Obviously, the goblin shaman had heard them coming.The hut was abandoned, but nailed to the central post by a darkdagger was a single doll made of burlap and crude stitching,obviously a caricature of the Burgomaster. Beneath it sat a bowlof freshly-drawn blood from a dead, black rooster.

The Bokor are lords of curses, dark sorcerers of voodoo-esquearcana. They have sought power from dark forces, and rulethose around them through intimidation and fear of their darkarts. They are rumored to traffic with devils, to slay people withstrange incantations and then have the slain work for them astheir undead servants. Those living in the same community as aBokor usually live in awe and fear of his powers. Many powerfulmages see the Bokor's obsession with intimidation and dark artsused to such ends as petty, but most Bokor seek not arcanepower, but power over their fellows. Many Bokor are hurtful,spiteful creatures that revel in their power and dark habits.

Bokor are usually drawn from the ranks of sorcerers and wiz-ards. Some clerics worship deities who see the path of the Bokoras suited to their divine agents, and some dark druids have alsotaken this path - making their wildernesses something to befeared by the common man, thus protecting them from their pre-dations. Bards are also attracted to this class, as the combination

of magical training and the "interpersonal" aspects of theBokor's pursuits appeal to dark raconteurs. If anything, thebardic music makes the Bokor more intimidating, granting hisfollowers additional abilities during ceremonial chants.

Hit Die: d4

RequirementsTo qualify to become a Bokor (Bok) a character must fulfill all

the following criteria.Alignment: Any evilIntimidate: 5 ranksKnowledge (arcana): 6 ranksKnowledge (religion): 6 ranksSpellcraft: 10 ranksFeats: Craft Wondrous ItemSpellcasting: ability to cast at least two necromancies and

bestow curse.

Class SkillsThe Bokor's class skills (and the key ability for each skill) are

Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int),Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int),Knowledge (religion) (Int), and Spellcraft (Int).

Skill Points per level: 4 + Int modifier

Class FeaturesAll of the following are class features of the Bokor prestige

class.

Weapon and Armor Proficiency: The Bokor is proficient in allsimple weapons but with no armor nor with shields. Note thatarmor check penalties for armor heavier than leather apply to theskills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,Pick Pockets and Tumble.

Spellcasting: At the indicated levels, the Bokor gains newspells per day as if he had also gained a level in the spellcastingclass he belonged to before adding the prestige class. He doesnot, however, gain any other benefit a character of that classwould have gained (improved chance of controlling or rebukingundead, metamagic or item creation feats, hit points beyondthose he receives from the prestige class, and so on), except foran increased effective level of spellcasting. If a character hadmore than one divine spellcasting class before becoming aBokor, he must decide to which class he adds the new level forpurposes of determining spells per day. The Bokor also gainsaccess to a new level 2 spell, minor curse, detailed in the spellschapter.

librum equitis volume two

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Bokor

Table 1-1: The Bokor Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +1 +0 +0 +2 Terrifying Presence -1, Poison Use +1 Spellcaster Level2 +2 +0 +0 +3 Sympathetic Figure (Enchantment) +1 Spellcaster Level3 +3 +1 +1 +3 Sympathetic Figure (Transmutation)4 +4 +1 +1 +4 Terrifying Presence -2 +1 Spellcaster Level5 +5 +1 +1 +4 Sympathetic Figure (Abjuration) +1 Spellcaster Level6 +6 +2 +2 +5 Sympathetic Figure (Necromancy)7 +7 +2 +2 +5 Terrifying Presence -3 +1 Spellcaster Level8 +8 +2 +2 +6 Sympathetic Figure (Evocation) +1 Spellcaster Level9 +9 +3 +3 +6 Sympathetic Figure (Conjuration)

10 +10 +3 +3 +7 Terrifying Presence -4 +1 Spellcaster Level

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Terrifying Presence (Ex): The Bokor develops the ability andaura of fear and confidence. He can inspire obedience throughfear, making those who fear him nearly unable to attempt to doanything to cross him. Anyone who has been successfullyIntimidated by the Bokor, as well as those who are his underlingsor who answer to his authority suffer a morale penalty on attacks,skill checks and Will saves against the Bokor. At level 1, thepenalty is -1. It increases to a -2 penalty at level 4, -3 at level 7and -4 at level 10.

Poison Use (Ex): The Bokor are skilled in the use of poisons,as they often use various toxins to instill fear, and never risk acci-dentally poisoning themselves when applying poison to a bladeor other tool.

Sympathetic Figure (Su): The level 2 Bokor learns the mostwell known trick of his class, the creation of small dolls that rep-resent living people. The dolls evoke sympathetic magic, allow-ing the Bokor to direct spells at a doll that affect the person thefigure represents.

A Sympathetic Figure allows the Bokor to use sympatheticmagic in order to cast spells against a target not currently withinthe spell's range. To create a Sympathetic Figure, the Bokor mustcollect items that have a strong "sympathy" with the person theFigure is meant to represent. These items must be either parts ofthe person (hair, teeth, nails, etc.) or be something they haveworn or held for many years. The objects are crafted into a tinyfigure of the target, taking one day per level of the person theFigure represents, as well as 1,000 gp for each level. Activatingthe Sympathetic Figure costs 1/25 of the gp cost in XP (40 XPper level of the target).

A Sympathetic Figure is good for 10 uses before it needs to berecharged. Recharging the Sympathetic Figure requires at leastone new item from the person in question, and requires a ritualcosting half the normal cost in XP and gp and taking half as longto perform as the creation of the Figure.

Any spell may be cast upon an active Sympathetic Figure.

Provided the target is on the same plane as the figure and is notprotected by spells such as antimagic field or the like, he under-goes the full effects of the spell cast upon the Figure (with theusual saving throws and spell resistance rolls to avoid the spell'seffects). Spells cast on the Figure that normally have an area ofeffect are limited to affecting only the person in whose image theFigure is made.

A level 2 Bokor may only cast Enchantments through aSympathetic Figure. He gains the ability to cast Transmutationsthrough the Figure at level 3, Abjurations at level 5,Necromancies at level 6, Evocations at level 8 and Conjurationsat level 9.

Bokor and Zombies

Bokor and Zombies go hand-in-hand. Traditionally, Bokor usezombies as signs of their power over life and death, and many oftheir zombie servitors are actually living persons who have beendrugged or dominated into a zombie-like state. This mastery oftheir enemies, even in death, is used as a very strong means tocompel service from commoners and other believers in theBokor’s magic.

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New Poison

Zombie DustFormat: IngestedSave DC: 18Primary Onset: instantaneousPrimary Damage: 1d6 IntSecondary Onset: 1 minuteSecondary Damage: 2d4 IntSpot DC: 13Market Value: 420 gp

Zombie Dust is normally mixed into drinks or served with food,often to persons who are fully aware that the Bokor is poisoningthem as they consume the poisonous fare before them, withzombies watching over them.

A person reduced to zero Intelligence by zombie dust is notrendered comatose, instead he becomes almost an automaton,easily controlled by anyone he fears. A DC 20 Intimidate checkwill make a victim of zombie dust do as he is commanded.Usually the Bokor administering the zombie dust has a circum-stance bonus on this roll due to prior brainwashing that hasoccurred as well as his Terrifying Presence ability.

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The black sniper sat upon his perch. Before him, a dozenbarbed shafts of bone stood, each of the hand-carved arrowswaiting for a warm target within which to lodge itself. He hadcarved each one from the bones of his slain foes, knowing thecurves and spines of each intimately, knowing exactly how eachwould mate with his longbow for that instant before he kissed itwith dark energy and let it fly towards its chosen target.

Bone Archers are craftsmen. They have learned an ancientcraft of fletching (crafting arrows) using bones. These arrows arelight and barbed, and they almost seem to seek out living targetswhen wielded by their craftsman. Those already familiar with thenecromantic arts find these handcrafted bone arrows are easilyenchanted with short-duration necromantic energies.

Because of the necessity for familiarity with necromantic magicto truly take on the path of the Bone Archer, all are at least minorspell-casters, mostly multi-classednecromancers or clerics.Because of the traditional elvenskill with bows, they are more likelyto qualify for the class with only levels inwizard previously.

Hit Die: d8

RequirementsTo qualify to become a Bone Archer (Bon) a char-

acter must fulfill all the following criteria.Spellcasting: ability to cast four or more

necromantic spells, with one at least level 2.Feats: Weapon Focus (any bow), Point-

Blank ShotSpellcraft: 6 ranksKnowledge (arcana): 6 ranksCraft (fletcher): 8 ranksSpecial: Learned the craft of Bone Fletching from a

Bone Archer.

Class SkillsThe Bone Archer's class skills (and

the key ability for each skill) areAlchemy (Int), Appraise (Int),Concentration (Con), Craft (Int),Knowledge (arcana) (Int), Spot (Wis),and Spellcraft (Int).

Skill Points per level: 2 + Int modifier

Class FeaturesAll of the following are class features of the Bone Archer pres-

tige class.

Weapon and Armor Proficiency: The Bone Archer is profi-cient in all simple weapons as well as all bows (longbow, short-bow, etc) but with no armor nor with shields. Note that armorcheck penalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Bone Archery (Ex): As the Bone Archer progresses, hebecomes more skilled with his personally crafted bone arrows.Any time he attacks using a missile weapon he is skilled with,

loaded with bone arrows he haspersonally crafted, he gains abonus to his attack roll.

Archery Feat (Ex): At theindicated levels, the BoneArcher gains a bonusarchery feat selected fromthe following list: ImprovedCritical (any bow)*,Weapon Focus (any bow)*,Far Shot, Mounted Archery,Precise Shot, Rapid Shot,Shot on the Run, SkillFocus (Craft: Fletcher).Some of the bonus featsavailable to the BoneArcher cannot be acquireduntil the Bone Archer hasgained one or more prereq-uisite feats. A Bone Archercan select feats markedwith an asterisk (*) morethan once, but it must befor a different weapon eachtime. A Bone Archer muststill meet all prerequisitesfor a feat, including abilityscore and base attackbonus minimums.

librum equitis volume two

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Bone Archer

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Table 1-2: The Bone Archer Level AdvancementClass Attack Fort Ref Will Fletchings Known Fletchings per DayLevel Bonus Save Save Save Special 1 2 3 4 5 1 2 3 4 5

1 +0 +0 +2 +2 Bone Archery +1 1 - - - - 2 - - - -2 +1 +0 +3 +3 Archery Feat 2 - - - - 4 - - - -3 +2 +1 +3 +3 2 1 - - - 4 2 - - -4 +3 +1 +4 +4 Bone Archery +2 2 2 - - - 6 4 - - -5 +3 +1 +4 +4 Archery Feat 3 2 1 - - 6 4 2 - -6 +4 +2 +5 +5 3 2 2 - - 6 4 4 - -7 +5 +2 +5 +5 Spontaneous Bones 3 2 2 1 - 6 6 4 2 -8 +6 +2 +6 +6 Archery Feat 3 3 2 2 - 6 6 4 4 -9 +6 +3 +6 +6 3 3 2 2 1 6 6 4 4 2

10 +7 +3 +7 +7 Bone Archery +3 3 3 3 2 2 6 6 6 4 4

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Spontaneous Bones (Su): Beginning at level 7, the BoneArcher gains the ability to spontaneously create up to his Conbonus (minimum of 1) bone arrows per day as one or more freeactions, drawing them from the negative energy plane. Thesebone arrows count as personally crafted bone arrows for the pur-poses of his bone archery and fletchings. They remain in exis-tence for a maximum of 1 round per Bone Archer level.

Fletchings (Su): Bone Archers have the ability to imbue per-sonally crafted bone arrows with negative energy for a variety ofeffects. As they gain levels they learn more techniques and cantrigger them more often per day. Effectively, a fletching is a spellthat is transmitted by a bone arrow. Imbuing a bone arrow with afletching and firing it is a standard action which provokes anattack of opportunity. If the arrow hits, then the effects of thefletching take effect on the target. The save DC against a fletch-ing is equal to 10 plus the fletching level plus the Bone Archer'sCon modifier. A Bone Archer does not gain additional fletchingsper day based on high ability scores. Only one fletching can beused on a particular bone arrow.

Level 1 Bone Archer FletchingsBloody Arrow

This fletching causes the arrow to crackle and hiss with darkenergies that immediately cause any wound inflicted with thearrow to weep and bleed. Creatures not immune to critical hitsthat are struck by a bloody arrow take one additional point ofdamage each round thereafter, for 1 round per level of the BoneArcher.

Skull SnareThis fletching causes the head of the arrow to become a

human skull. The skull bites whomever the arrow strikes, dealing1 additional point of damage and latching on. Until the skull isdestroyed (AC 10, 2 hardness, 1 hit point) it reduces the target'sspeed by one half.

True Arrow This fletching strikes true on target, the arrow bending and

curving in flight to strike home. It confers a +10 profane bonus onattack rolls.

Level 2 Bone Archer FletchingsChill Arrow

This fletching makes the arrow a conduit for the black cold ofnegative energy. Any living creature struck by it takes 1d6 colddamage and must make a Fortitude save to avoid taking 2 pointsof Strength damage.

Bolt of FearThis fletching causes fear in the target struck. If the creature

succeeds at a Will save, it becomes shaken for 1 round. If it fails,it flees from the Bone Archer as best it can for 1d4 rounds. If itcannot flee, it fights with a -2 morale penalty on attack, weapondamage rolls and saving throws.

Black WaveThis fletching causes the arrow to explode in a wave of nega-

tive energy upon impact. All creatures within 10 feet of the pointof impact take 1d4+1 negative energy damage (or are healed thesame amount if undead).

Level 3 Bone Archer FletchingsExplosive Fletching

This fletching causes the arrow to shatter into a blast of boneshards. All creatures within 10 feet of the point of impact take2d6 piercing damage (half damage with a successful Reflexsave). Living creatures that are not immune to critical hits whofail their save also bleed for 1 point of damage per round untilthey either receive medical aid in the form of a cure wounds spellor a DC 15 Heal check.

Hold PersonThis fletching freezes the target in place. The target must suc-

ceed at a Will save or be affected as if by a hold person spell forone round per class level.

Shadow ShaftThe target of this fletching is enveloped in a swirling cloud of

negative energy. The energy deals 1d4+1 strength damage andstuns the target the next round (both are negated with a success-ful Fortitude save). Additionally the subject suffers a -2 moralepenalty to attack rolls, ability checks, skill checks and savingthrows for 1 round per 2 class levels.

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Level 4 Bone Archer FletchingsVampiric Shaft

This fletching deals an additional 1d6 points of negative energydamage per two caster levels of the Bone Archer (never toexceed the hit points of the target), and grants them to the BoneArcher as temporary hit points. These temporary hit points disap-pear 1 hour later.

Filthy DartsThe target of this fletching is exposed to Filth Fever, with the

DC to resist it being increased to 14 + Bone Archer's Con modifi-er and the primary effects taking effect immediately (no incuba-tion period).

Soul BiterThe target of this fletching has a cold piece of negative energy

lodged in his person. Initially this may feel like a piece of thearrow, but it is more of a metaphysical taint; no amount of healingwill remove it. All necromantic spells and effects (including otherfletchings) that target the victim have a +2 profane bonus to theirDC, and those that deal damage deal an additional point per die.This effect remains until a remove curse is cast upon the victim.

Level 5 Bone Archer FletchingsEnervation

The target of this fletching is struck with 1d4 negative levelsthat remain for 1 hour per Bone Archer level. Since these cannotremain for 24 hours, they will never result in actual level loss.

Shrieking MissileThis fletching binds nearby spirits to the arrow, and it screams

the cries of a thousand tortured souls as it flies through the air,unnerving those near it. Anyone within close range (25 ft + 5 ft /2 levels) of the target of this fletching is affected as if by a fearspell.

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Bone Fletching

Bone fletching is the craft of manufacturing razor-sharp,barbed arrows suited to “negative energy channelling” out ofbones. This craft is taught to few by the Bone Archers exceptthose they are eyeing as potential Bone Archers in their ownright. Crafting a bone arrow is the equivalent of crafting a master-work arrow (value 7gp) except that the ingredients are free to theArcher, as long as he has bones. The bones of a creature thesame size category as the archer will only yield a single arrow.Those of a creature one size category larger will yield four, andthose of a creature two sizes larger will yield 16, and so forth(multiplying the number of arrows by 4 for each size categorylarger). Because of their light weight and strange construction,bone arrows have somewhat shorter range than their wooden,metal tipped counterparts (subtract 20 ft from the normal rangeincrements of the bow they are used with), but they are still mas-terwork weapons providing a +1 bonus on attacks, and the sharpbarbs of the arrows (and their supposed determination to rendthe flesh of the living, something every Bone Archer can attestto) increase the Crit multiplier by one.

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The blow slammed into Craytex, lifting him up off his feet, andshattering ribs. The crushing pain overwhelmed Craytex, andbefore the darkness overwhelmed him, he saw the stranger's footsweep around and noticed that the heavy calluses on the man'sbare feet were dusty.

Shin Tou stood over his downed foe, smashing his foot twicemore into the bones. He knew that the dread being's soul hadfled to its arcane shelter, but that would pose no problem. Helooked around the ancient laboratory as he idly kicked the bonesaway from one another. The place was dusty in some areas,with half completed arcane projects. Tou could not guess at thepurpose they were to serve, or had served.

His hand still tingled where he had disrupted much of the unnat-ural creature's life force with a single Eagle's Claw blow. Heshook his hand out to return feeling to it as he approached whathis Elders had spoken of, and dusty tomes within themonastery's libraries had whispered of in their rustling voices.

Some have left behind the rigorous life of a monk to join theholy martial orders of their churches of their lands, wartime serv-ice to their Deity overcoming their earlier calling to the asceticlife. There are others who have left their martial order to join thespartan, contemplative life of a monastery.

In both cases, their martial training and understanding of their inner selves have fused into a synthesis that takes them beyondtheir previous peers, as the calling of their god leads themagainst some of their churches' most fearsome foes. The meldingof the abilities of a paladin and a monk creates one who can faceundead and demonic foes, is never unarmed, and carries hisown armor inside of him.

Those who receive the calling feel an urging, a longing for aplace they have never seen before. Lured by a longing, they areguided by dreams until they locate one of the hidden GoldenBlossom monasteries. Once there, they receive a quest, or atesting, to prove their worth. Once this test has been passed, thequestor becomes an initiate within the Brotherhood of the GoldenBlossom.

Initiates are shown the detailed and massive libraries of thebrotherhood, where they are trained in the knowledge of undead,outsiders, or both. The training they receive at the hands ofthose too old or too injured to carry on the fight brings out abili-ties deeply buried within them so that they are never unarmed,and learn to no longer rely on just swords, or just hands. Theyare armed with the knowledge of the minds....

Members of the Brotherhood search out and destroy thoseenemies of the Church, and of the forces of Good, with whomthere can be no parley. They are methodical, patient, and careful,fully researching any demonic or undead creature who is preyingon members or the church or goodly folk. These warriors mix the

Paladin's innate abilities to confront undead and demonic forceswith the Monk's fearsome hand to hand combat abilities.

Golden Brothers do not hate their foes, but instead respect theabilities and intellect of the Brotherhood's sworn foes. The medi-tation and extreme training bring out deeply buried abilities thatassist them in overcoming demonic and undead foes. TheGolden Brothers carry with him the support of their Deity, and theweaponry that their Deity has given to them, within themselves.

Hit Die: d8

Requirements:To qualify to become Golden Brother (Gbr) a character must

fulfill all the following criteria.Alignment: Lawful GoodBase Attack Bonus: +10Skills: Knowledge (Undead) and Knowledge (Planes): 10

ranks in one, 6 ranks in the other (character's choice)Feats: Weapon Focus, Improved Unarmed StrikeSpecial: Must have the ability to channel positive energy,

Smite Evil and Ki Strike abilities.Special: The character must seek out and find a monastery of

the Golden Blossom, applying for membership and passing aquest/test/challenge to prove their worthiness to the Elders of theMonastery.

Class SkillsThe Golden Brother's class skills (and the key ability for each

skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal(Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), IntuitDirection (Wis), Jump (Str), Knowledge (all skills - taken individu-ally) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),Tumble (Dex), and Wilderness Lore (Wis).

Skill Points per level: 2 + Int modifier

Class FeaturesAll of the following are class features of the Brotherhood of the

Golden Blossom prestige class.

Weapon and Armor Proficiency: The Golden Brother is profi-cient in the use of light, medium and heavy armor; all shields;and simple, martial, and monkish weaponry. Note that armorcheck penalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Unarmed Damage (Ex): Trained as monks, deadly of foot and

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Brotherhood of the Golden Blossom

Table 1-3: The Brotherhood of the Golden Blossom Level AdvancementClass Attack Fort Ref Will Unarmed ACLevel Bonus Save Save Save Damage Bonus Special

1 +1 +2 +0 +2 1d12 +1 Improved Ki Strike (+1), Empower Weapon2 +2 +3 +0 +3 1d12 +2 True Fist, Core Strike (Fist)3 +3 +3 +1 +3 1d12 +2 Sunder the Unholy, Inner Harmony4 +4 +4 +1 +4 1d12 +2 Improved Ki Strike (+2), True Blade, Core Strike (Weapon)5 +5 +4 +1 +4 1d12 +3 Shielded Soul, Manifest Destiny

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fist, Golden Brothers deal significantly more damage unarmedthan most characters. This damage is scaled as normal forGolden Brothers of sizes larger or smaller than medium. If theGolden Brother has another ability which increases his unarmeddamage, then use the greater of the two abilities. Abilities whichadd directly to unarmed damage instead of changing the die typeare still added to this damage.

Armor Class Bonus (Ex): Training in the arts of body, souland mind trains the Golden Brother also in defensive arts. This isconferred as a bonus to Armor Class as indicated. This bonusrepresents a preternatural awareness of danger, and the GoldenBrother does not lose it even in situations when he loses hisDexterity modifier due to being flatfooted, stunned and so on(although he does lose this AC bonus when immobilised). ThisArmor Class bonus stacks with the Monk's similar Armor Classbonus, although this bonus also applies to a Golden Brotherwearing armor.

Improved Ki Strike (Su): Because of the damage-resistantnature of the foes of the Brotherhood, Golden Brothers aretrained to improve the ability of their Ki strikes. This increases theeffective bonus of the Golden Brother's unarmed attacks for thepurpose of bypassing damage resistance. This bonus is added tothe bonus given by the normal Ki strike ability.

Empower Weapon (Su): When wielding any weapon withwhich the Golden Brother has the Weapon Focus feat, theGolden Brother may use his Ki Strike ability to determine if theweapon can bypass a creature's Damage Resistance. If theweapon is inherently magical already, then either use the GoldenBrother's combined Ki Strike and Improved Ki Strike, or theweapon's magical bonus plus the Golden Brother's Improved KiStrike bonus.

True Fist (Ex): Seeking a "true" point to strike is central to thetraining of the Golden Brother. Beginning at level 2 a GoldenBrother may attack with an unarmed strike as a touch attack,dealing normal damage. This extraordinary ability can be used anumber of times per day equal to the Golden Brother's classlevel plus his Charisma bonus.

Core Strike (Su): Using his unarmed attacks, a level 2 GoldenBrother can cause critical hits against undead and evil outsidersthat are normally immune to critical hits. Beginning at level 4, theGolden Brother can also cause critical hits against these sametargets using weapons with which he has the Weapon Focusfeat.

Sunder the Unholy (Su): While perfecting his Ki Strike ability,the Golden Brother learns to specialize this ability against evilundead and evil outsiders. Against these targets, a level 3Golden Brother always ignores their damage resistance or hard-ness ratings, directly affecting the object or being itself.

Inner Harmony (Ex): The level 3 Golden Brother becomesimmune to all fear- and morale-based effects.

True Blade (Ex): Seeking the "true" point to strike has becomea much easier task for the level 4 Golden Brother. He may nowattack with any weapon with which he has the Weapon Focusfeat as a touch attack. To use this ability with a ranged weapon,the target must be within 30 feet. This extraordinary ability can beused a number of times per day equal to his Charisma bonusplus two.

Shielded Soul (Ex): The level 5 Golden Brother does not suf-fer from negative levels or ability drain when attacked by evilbeings utilizing spells or supernatural abilities that cause suchdamage.

Manifest Destiny (Su): When facing a foe not completelyexisting on the same plane, the Golden Brother may attempt toforce it to manifest on the same plane as the Golden Brother.The target creature must make a Willpower save (DC 10 + ChaBonus + Golden Brother’s class level) or be pulled physically intothe plane and forced to manifest. The creature will be unable toleave the plane for one hour per level of the Golden Brother, oruntil the Golden Brother is killed. Outsiders killed while under theeffects of this power are treated as if they were killed on theirhome plane.

Ex-Golden Brothers: Should the Golden Brother ever changefrom lawful good, he loses all extraordinary and supernatural abil-ities granted by his levels in this prestige class (except armorclass and unarmed damage modifiers) until his alignment returnsto lawful good and he makes an atonement.

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The scream was almost inhuman. Christos could hardly believeit was coming from his own throat. He watched the veins on hisarms stand out in stark relief from his muscled frame as the ven-omous blood of the yuan-ti concoction worked its way throughhim. Each moment was burning agony as it changed his body, bitby bit, into something primal and pre-human. The jungle birdsscattered from the ancient stone temple as he lurched againstthe chains that restrained him to the yuan-ti altar. He could feelthe change tearing him apart - the venoms were something,alien, yuan-ti, non-human and deadly. All the while, the yuan-tipriest stared him in the eyes and spoke quietly to him in the dra-conic tongue, describing his new duties to the ophidian god theyworshipped. The priest's eyes were strangely mesmerising, hisquiet voice easily heard and understood by Christos, eventhrough his screams of pain under the burning mid-day sun.

As the sun set, the last spasms of the venom-shock finally leftChristos' dehydrated body. The serpent-priest had left hours ago,leaving Christos to the last throes of the poison alone on the tem-ple-top. Finally his knees buckled and he fell to the ancient flag-stones, worn smooth by millennia of worshippers. As a slave car-ried up the keys to release him from his chains, Christos wasproud of his new place among these ancient serpent creatures.Once rulers of the world, they would rise again, retaking thereigns of power--with Christos at their side.

There are those humans who choose alien masters over therest of humanity; those who find solace in the conquering armiesand the malevolence of the yuan-ti; even those who yearn for aconnection to the ancient pre-human saurian races that livedhere millennia past. Some of these live out their dreams andnightmares. They seek out the yuan-ti temples of the SerpentGod and his priests to convert them into the yuan-ti themselves,or at least half-human servants of the yuan-ti.

The priests are picky about who gets converted and who willdie from the deadly poisons of the ritual. It takes speed andawareness to survive the initiation into the path of the Snake.The ritual involves deadly poisonous snakes and more than oneopportunity to be slain by the half-bloods in attendance.

The Children of the Snake show little physical change from themutative process instigated by the yuan-ti priests, but often theirpersonalities and mannerisms show their taint: they develophabits such as licking their lips, drawing out sibilants and keepinglarge snakes as pets. More importantly, the transformation awak-

ens latent psionic ability in those who pass through it alive, grant-ing them powers and abilities similar to those of a pure-bloodyuan-ti.

Children of the Snake are usually spies and saboteurs or insur-gents in societies unfriendly to the yuan-ti priesthood. Some arealso trained as assassins and have been known to join the RedFangs prestige class in order to perfect their naturally deadlynature. Others go on to perfect the psionic potential that isbrought about by the change. The Children of the Snake are avaried lot….

Hit Die: d6

RequirementsTo qualify to become a Child of the Snake (Csn) a character

must fulfill all the following criteria.Race: Human, half-elfFeats: Alertness, Dodge, Improved InitiativeSpecial: Must make friendly contact with the yuan-ti and be

converted to their faith. Special: Must succeed at a DC 18 Fortitude save or be slain

by the deadly venoms during initiation (creatures immune to poi-son are exempt)

Class SkillsThe Child of the Snake's class skills (and the key ability for

each skill) are Animal Empathy (snakes only) (Cha), Climb (Str),Concentration (Con), Craft (Int), Disguise (Cha), Hide (Int),Knowledge (all skills taken individually) (Int), Listen (Wis) andSpot (Wis).

Skill Points per level: 4 + Int modifier

Class FeaturesAll the following are class features of the Children of the Snake

prestige class.

Weapon and Armour Proficiency: Children of the Snake gainno additional training or proficiency with weapons or armor. Notethat armor check penalties for armor heavier than leather applyto the skills Balance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pockets and Tumble.

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Children of the Snake

Table 1-4: The Children of the Snake Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +0 +0 +2 +0 Acuity, Draconic Heritage2 +1 +0 +3 +0 Deadly Venom 1/day, Poison Resistance3 +2 +1 +3 +1 Snake Companion (CR 2), Sneak Attack +1d6, Infusions4 +3 +1 +4 +1 Deadly Venom 2/day5 +3 +1 +4 +1 Inhuman Flexibility6 +4 +2 +5 +2 Deadly Venom 3/day, Snake Companion (CR 6), Sneak Attack +2d67 +5 +2 +5 +2 Spell Resistance 158 +6 +2 +6 +2 Deadly Venom 4/day9 +6 +3 +6 +3 Sneak Attack +3d6

10 +7 +3 +7 +3 Deadly Venom 5/day, Snake Companion (CR 12), Spell Resistance 20

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Power Points (Ex): Children of the Snake gain power pointsper day as shown on Table 1-5: Children of the Snake Psionics.These power points are added to any power points the characterhad from other classes (if any). Children of the Snake do not gainadditional power points based on any ability score.

Psionic Powers (Sp): Children of the Snake discover a smallassortment of psionic powers as they advance in levels, asshown on Table 1-5: Children of the Snake Psionics. These pow-ers are added to the character's list of powers known (if any).The Child of the Snake gains psionic attack and defense modesas a Psychic Warrior of the same level. Each power is listed witha level, which is used to calculate the cost in power points tomanifest the power as well as the DC to resist it. (For example,at level one, the Child of the Snake gains Detect Poison (level 1),which will have a base DC of +1 and a power point cost of 1 aswith any other level 1 psionic power.)

Acuity (Ex): The sharp senses of the yuan-ti transformationgrant the Child of the Snake a +2 racial bonus on all Spot andListen checks.

Draconic Heritage (Ex): Shortly after their conversion,Children of the Snake are taught the Draconic tongue and thecommon language of the yuan-ti.

Deadly Venom (Sp): At level 2, the Child of the Snake canbegin to psionically manifest a lethal poison. Since most Childrenof the Snake lack a natural attack to apply the poison to, theyusually manifest it on a weapon. Unlike the normal psionic ormagical poison ability, this venom cannot be delivered through anormal touch attack. A Child of the Snake can manifest this abili-ty as a standard action once per day per two class levels (pro-voking an attack of opportunity as any other spell-like ability).The Venom has a save DC of 10 + class level + Constitutionbonus and deals 1d10 Constitution damage immediately andagain in one minute.

Poison Resistance (Ex): The Child of the Snake's ability tomanifest poison at will also results in subtle metabolic changeswhich protect him from the same toxins. A level 2 Child of theSnake gains a racial bonus on all saving throws against poisonsand toxins equal to half his class level. Against the natural poi-sons of other yuan-ti (including the psionically manifested poi-sons of other Children of the Snake), this increases to a bonusequal to his class level.

Snake Companion (Ex): Beginning at level 3, Children of theSnake can "recruit" a snake companion. Treat this animal like aDruid's animal companion. If the snake is slain, it can bereplaced in d3 weeks at no cost to the character. At level 3 thesnake is restricted to a single CR 2 snake (either a medium con-strictor or a large viper; see the System Reference Documentunder Animals for more information and stats for snakes). Athigher levels more snakes or more potent snakes can be recruit-ed as indicated. For example a level 5 Child of the Snake canhave CR 6 worth of snakes, so either 3 medium constrictors (CR2 each) or a Huge Constrictor (CR 5) and a Medium Viper (CR 1)are appropriate.

Sneak Attack (Ex): If a Child of the Snake of level 3 or higherattacks an opponent who is unable to defend himself effectively,the Child of the Snake can strike a vital spot for extra damage.This ability is identical to the rogue ability of the same name, andsneak attack dice granted by the Children of the Snake prestigeclass stack with sneak attack dice granted by any other source.The extra damage is +1d6 at level 3 and an additional 1d6 everythree levels thereafter.

Infusions (Ex): Many of the powers of the Children of theSnake come from their metamorphosis into yuan-ti. This requiresoccasional painful infusions of yuan-ti blood and ichor that deal1d6 Con primary and secondary damage to the recipient (thiscould be resisted as a poison with a DC of 20, but doing sowould also eliminate the usefulness of the infusions). Withoutthese infusions the character cannot advance beyond level 3 inthis prestige class. A minimum of one infusion must be submittedto between levels in order to continue to advance in the class(until level seven, when the draconic ichor has finally been suc-cessfully internalized). yuan-ti produce the infusions with theirown venom and blood, but non yuan-ti can also do so with a DC24 Alchemy check, requiring 200 gp worth of ingredients andaccess to one or more poisonous snakes.

Inhuman Flexibility (Ex): At level 5, the transformation of thecharacter into a yuan-ti is nearing completion. The Child of theSnake becomes more and more flexible as his blessingsincrease, until he can warp and contort his body in incrediblefashions. This grants the Child of the Snake a +4 racial bonus onall Escape Artist checks, a +2 racial bonus on all Grapplingchecks, as well as a +2 racial bonus to Dexterity. This also grantsa +2 racial bonus to Perform (dance) checks when flexibility isimportant (such as belly-dancing). At this point, the Child of theSnake is no longer a humanoid, and his creature type changes tomonstrous humanoid; his race changes to yuan-ti.

Spell Resistance (Ex): The transformation into the yuan-ti isnearly complete, the constant infusions of draconic and yuan-tivenoms have imbued the Child of the Snake with spell resistanceof 15. At this level the yuan-ti blood is dominant in the Child ofthe Snake and he no longer requires infusions to continue toadvance in the prestige class. The Spell Resistance granted bythis ability increases to SR of 20 at level 10.

Treat the spells on Table 1-5: Children of the Snake Psionicsas psionic powers with descriptions identical to those of thespells listed. Spells with verbal components are given Audible(Au) displays, those with somatic components are given Visible(Vi) displays and those with Material components are givenMental (Me) displays.

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Table 1-5: Children of the Snake PsionicsLevel Power Points Powers Discovered

1 +1 Detect Poison (level 1)2 +1 Animal Trance (level 1 spell)3 +2 Chameleon (level 2)4 +2 Cause Fear (level 2 spell)5 +3 Suggestion (level 3)6 +3 Aversion (level 3)7 +48 +4 Neutralize Poison (level 4 spell) 9 +5

10 +5 SnakeForm (level 4 special)

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The spell-like powers on table 1-5: Children of the SnakePsionics are divided into the disciplines as follows:

Telepathy: Animal Trance, Cause FearPsychometabolism: Neutralize Poison, SnakeForm

Campaigns that don't use the psionics rules can use these abil-ities as spell-like abilities that the character can trigger as a stan-dard action. Each psionic power can be treated as a spell of thesame name. The Aversion and Chameleon powers are detailedin the yuan-ti entry in the System Reference Document. Eachone can be cast using power points equal to twice the level listedbeside the power, minus one.

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New Psionic Power

SnakeFormPsychometabolism (Str) Level: Csn 4Display: Vi, MaManifestation Time: 1 actionRange: PersonalTarget: YouDuration: 10 minutes / levelPower Points: 7

As polymorph self, except this power enables the manifester toassume the form of any viper, of sizes tiny through large, orreturn to his normal form. The new form works like a polymorphself form, gaining all extraordinary powers of the new form,including a poisonous bite, as indicated in the System ReferenceDocument under Animals, Snake. Once this power has beenmanifested, the manifester can change form once each round asa free action. The change takes place either immediately beforeor after the character's regular action, but not during the action.When the duration ends, the manifester returns to his normalform.

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Braer McFinn glanced around the dark tavern as he entered,his preternaturally refined sight quickly adjusting from the brightday outside to the smoky confines of the establishment. None ofthe ubiquitous town guard were present on first inspection, and alonger look into the barkeep's mirror as he purchased an aleassured him that none of the patrons were members of the watchworking under cover. Braer tipped the dwarven barkeep andasked if he had heard any news about the war with the orc tribesto the north. Of course there was little news, as the king hadbeen faking the on-going battle with the orcs in order to cover uptroop movements towards his eastern neighbor.

Some rulers have learned of the Bardic College of Mac-Fuirmidmeddling in foreign affairs, and now keep Collegiate Bards atarm's length from the seat of power, if not exiling them outrightfrom their domain.

Into these kingdoms, the Bardic College of Mac-Fuirmid sendsthe Circle of the Lute, a secret order of spies and diplomats whocarry the mission and goals of the college much more quietlythan the already subtle Collegiate Bards. The Circle of the Luteattempts to quietly foment revolt against the hostile rulership,becoming members of and aiding the efforts of revolutionarygroups, cabals and secret cults. They also collect what informa-tion they can from such countries to pass along to the BardicCollege, where the useful pieces are in turn disseminated towhichever other countries can best use the information to furtherthe aims of the College.

The Circle of the Lute requires very specific spellcasting abili-ties, and unlike most bardic colleges, members are trained in avery structured arcane mastery more akin to wizardry than sor-cery.

Since the Bardic College is a generally peaceful organization;members of the Circle are rarely dispatched to cause activeuprisings or assassinations, instead the few trained Circle mem-bers are usually used to keep these hostile countries in check toavoid major wars or conflicts.

Membership in the Circle of the Lute is by invitation only - mostmembers have proven themselves in the past as members of theCollege of Mac-Fuirmid and often as Collegiate Bard diplomaticenvoys. Obviously, most members are of the Bard class, butsome rogues have entered the Circle over the years.

All members of the Circle of the Lute have a red tattoo of a

stylized lute inside a circle somewhere on their body, usually on ashoulder or shoulder blade.

Hit Die: d6

RequirementsTo qualify to become a member of the Circle of the Lute (Clt) a

character must fulfill all the following criteria.Alignment: non-evilBluff: 10 ranksDiplomacy: 10 ranksDisguise: 8 ranksInnuendo: 6 ranksKnowledge (Arcana): 5 ranksKnowledge (Nobility & Royalty): 5 ranksSpecial: Either 15 ranks of Gather Information or 10 ranks of

Gather Information and the Bardic Knowledge ability or it's equiv-alent

Class SkillsThe Circle of the Lute's class skills (and the key ability for each

skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha),Disguise (Cha), Gather Information (Cha), Innuendo (Wis),Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local)(Int), Knowledge (Nobility & Royalty) (Int), Knowledge (Int), Listen(Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),Profession (Wis), Read Lips (Int), Scry (Int - Exclusive skill),Search (Int), Sense Motive (Wis), Speak Language, Spellcraft(Int).

Skill Points per level: 6 + Int modifier

Class FeaturesAll the following are class features of the Circle of the Lute

prestige class.

Weapon and Armour Proficiency: The Circle of the Lute pro-vides no additional training with weapons or armor. Note thatarmor check penalties for armor heavier than leather apply to theskills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,Pick Pockets and Tumble.

Spellcasting: Unlike most bards, members of the Circle of theLute are taught specific arcane spellcasting abilities. Because ofthe training involved, these are not like spontaneous spellcastingof bards or sorcerers. Intelligence determines how powerful aspell a Circle of the Lute member can cast, how many spells hecan cast, and how hard thee spells are to resist. To cast a spell,a Circle of the Lute member must have an Intelligence score of

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Circle of the Lute

Table 1-6: Circle of the Lute Level AdvancementClass Attack Fort Ref Will Spells per DayLevel Bonus Save Save Save Special 1 2 3 4 5

1 +0 +0 +2 +2 Bardic Knowledge 2 - - - -2 +1 +0 +3 +3 Spellcasting Expertise 3 0 - - -3 +2 +1 +3 +3 3 1 - - -4 +3 +1 +4 +4 Alternate Sources (1) 3 2 0 - -5 +3 +1 +4 +4 Subliminal Innuendo 3 3 1 - -6 +4 +2 +5 +5 Subtle Magic - Silent 3 3 2 0 -7 +5 +2 +5 +5 3 3 2 1 -8 +6 +2 +6 +6 Alternate Sources (2) 4 3 3 2 09 +6 +3 +6 +6 4 3 3 2 1

10 +7 +3 +7 +7 Subtle Magic - Still 4 4 3 3 1

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10 + the spell's level. In addition, the member gets addition-al spells per day based on Intelligence. The DC of a savingthrow agaisnt a member's spell is 10 + the spell's level +the caster's Intelligence bonus. A member of the Circle ofthe Lute must prepare spells ahead of time by studying aspellbook exactly the same way a wizard does. To deter-mine the member's spellcaster level when casting spellsgained in this manner, the character's Circle of the Lutelevel is added to half his spellcaster level in any one otherarcane spellcasting class he may have. Circle membersoften conceal their spellbooks in the form of Illuminatedtexts, a set of scrolls, or a book of songs and hymns. Ateach level gained, the Circle of the Lute member gains twonew spells chosen from the Circle of the Lute spell list.Additional spells can be scribed into their spellbooks in thesame manner as a wizard's.

Bardic Knowledge (Ex): The College of Mac-Fuirmidkeeps the Circle of the Lute up to date to the best of theirability through messengers, contacts, travelling bards andso on. Because of this, and the constant involvement of theCircle members in local events and society, Circle of theLute members gain the Bardic Knowledge ability. Levels ofthe Prestige Class stack with levels of the Bard class andwith any other class granting the Bardic Knowledge ability.

Spellcasting Expertise (Ex): Starting at level 2, theCircle of the Lute member can apply one half his class levelto the spellcaster levels he has in another arcane spellcast-ing class in order to determine his spellcaster level in thoseclasses when casting spells - this does not increase thenumber of spells per day he may cast or prepare, only atwhat spellcaster level he casts them. For example, a level 8Bard with 4 levels of Circle of the Lute casts Bardic spells atspellcaster level 10 and casts Circle of the Lute spells atspellcaster level 8.

Alternate Sources (Ex): Once the Cirlce of the Lutemember is well dug into his new environment (requiring aDC 20 Knowledge (Local) and Diplomacy check, each rollrequiring a full day of work ingratiating the character intolocal society), a member of level 4 or greater can tap intomany sources of information. Effectively, the character cannow make one additional Gather Information check in oneevening of information gathering. At level 8 he gains theability to make a third check in one evening as his networkgrows.

Subliminal Innuendo (Ex): At level 5, the Circle of theLute member can use the Innuendo skill even when com-municating with characters that don't have it. The Circlemember makes an Innuendo check as normal to communi-cate, but if the check is successful, the listening charactergets the message without needing to have the skill also.Others trying to discern the hidden message sent usingSubliminal Innuendo make an Innuendo skill check as nor-mal, but suffer a -5 circumstance penalty.

Subtle Magic (Ex): A level 6 Circle member gains theability to use the Silent Spell metamagic feat spontaneouslyon any spell he can cast without extending the casting time.This can be performed up to twice per day and can be usedon spells already modified by other metamagic feats. Atlevel 10 the member also gains the ability to use the StillSpell feat in an identical manner twice per day.

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Table 1-7: Circle of the Lute Spell List

Level 1 Circle of the Lute SpellsCharm Person. Makes one person your friendChange Self. Changes your appearanceComprehend Languages. Understand all spoken and written tonguesDarkvision. See 60 ft in total darknessDetect Secret Doors. Reveals hidden doors within 60 ftErase. Mundane or magical writing vanishesExpeditious Retreat. Doubles your speedHold Portal. Holds one person helpless for 1 round / levelHypnotism. Fascinates 2d4 HD of creaturesMessage. Whispered conversation at distanceRead Magic. Read scrolls and spellbooksSleep. Put 2d4 HD of creatures into comatose slumberUndetectable Alignment. Conceals alignment for 24 hoursWhispering Wind. Sends a short message one mile / level

Level 2 Circle of the Lute SpellsArcane Lock. Magically locks a portal or chestBefuddle. Confuses a single targetCat's Grace. Subject gains 1d4+1 Dex for 1 hour / levelDarkness. 20 ft radius of supernatural darknessDetect Thoughts. Allows "listening" to surface thoughtsEnthrall. Captivates all within 100 ft + 10 ft / levelFox’s Guile. Subject gains 1d4+1 Cha for 1 hour / levelInvisibility. Subject is invisible for 10 min / levelKnock. Opens locked or magically sealed doorLocate Object. Sense direction toward objectMisdirection. Misleads divinations for one creature or objectSanctuary. Opponents can't attack you, and you can't attackSilence. Negates sound in 15 ft radiusSuggestion. Compels subject to follow stated course of actionTongues. Speak any language

Level 3 Circle of the Lute SpellsClairaudience / Clairvoyance. Hear or see at a distance for 1 min / lvlConfusion. Makes subjects behave oddly for 1 rnd / lvlDetect Scrying. Alerts you of magical eavesdroppingEmotion. Arouses strong emotion in subjectInvisibility Sphere. Makes everyone within 10 ft invisibleIllusory Script. Only intended reader can decipherLesser Geas. Commands subject of 7HD or lessScrying. Spies on subject from a distanceSecret Page. Changes one page to hide its contentNondetection. Hides subject from divination / scrying

Level 4 Circle of the Lute SpellsDominate Person. Controls humanoid telepathicallyDream. Sends message to anyone sleepingFalse Vision. Fools scrying with an illusionLegend Lore. Learn tales about a person, place or thingLocate Creature. Indicates direction to familiar creatureModify Memory. Changes 5 minutes of subject's memoriesNightmare. Sends vision dealing 1d10 damage, fatiguePolymorph Self. You assume a new formShadow Conjuration. Mimics conjuring below level 4

Level 5 Circle of the Lute SpellsFeeblemind. Subject's Int drops to 1Geas/Quest. As lesser geas, affecting any creatureGreater Scrying. As scrying, faster and longerMass Suggestion. As suggestion, plus 1 subject / lvlMislead. Turns you invisible and creates illusory doubleRepulsion. Creatures can't approach you

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Derrace walked slowly towards the Citadel, years perhapssince his last visit to the home that had raised him and was nowraising his children. He was stocky, reddish-brown, and barefoot.Through the stone, he could feel the defenders step to the winch-es to open the front gate at his approach. He had no desire toreturn to the confined society he had left so long ago to listen tothe rock, but the rock had spoken to him, and it warned of trou-bles. Troubles the dwarves would be unable to handle withoutwarning and rock-lore.

The EarthBound are dwarves who have heard the summons ofthe earth. They claim to hear the voice of stone and earth callingto them, talking to them, protecting and even nurturing them. TheEarthBound are usually drawn away from Dwarven society inorder to be in silence to listen to the rock and earth around them.Most are barefoot, with torn and dirty clothing, when they maketheir appearances in deep dwarven communities.

Since few dwarves take up a path of magic to begin with, theEarthBound are particularly rare specimens of their race. Mostare clerics of earth, stone and mining deities, with some fewdrawn from the rare dwarven wizards and sorcerers. There arealso rumors of some stone giants who understand the voice ofthe earth and who have the necessary spellcasting abilities tobecome one of the EarthBound.

Hit Die: d8

RequirementsTo qualify to become an EarthBound (Erb) a character must ful-

fill all the following criteria.Race: dwarf or stone giantFeats: Toughness, Great Fortitude, RockBrotherSpellcasting: Ability to cast at least 2 different transmutation

spells of level 2 or higher.

Class SkillsThe EarthBound's class skills (and the key ability for each skill)

are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int),Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the EarthBound pres-

tige class.

Weapon and Armor Proficiency: EarthBound gain no addi-tional training with weapons or armor. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Spellcasting: An EarthBound casts arcane spells according toTable 1-8: EarthBound Spellcasting. An EarthBound's selection ofspells is limited by his level. At each level, the EarthBound gainsadditional spells known and additional spell slots to cast spells,as indicated. The number of spells an EarthBound knows is notaffected by his Wisdom bonus, if any. An EarthBound is limited tocasting a certain number of spells of eah level per day, but heneed not prepare his spells in advance. The number of spells hecan cast per day is improved by his bonus spells from Wisdom, ifany. An EarthBound may use a higher-level slot to cast a lower-level spell if he so chooses. To learn or cast a spell, anEarthBound must have a Wisdom score of at least 10 plus thespell's level. The Difficulty Class for saving throws againstEarthBound spells is 10 + the spell's level + the EarthBound'sWisdom modifier.

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EarthBound Table 1-8: EarthBound Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +0 +2 +0 +22 +1 +3 +0 +3 Earthstep3 +1 +3 +1 +3 EarthKin4 +2 +4 +1 +4 EarthFed5 +2 +4 +1 +4 Craft Tablets6 +3 +5 +2 +57 +3 +5 +2 +58 +4 +6 +2 +6 EarthBinder9 +4 +6 +3 +6

10 +5 +7 +3 +711 +5 +7 +3 +712 +6 +8 +4 +8 One Earth

Table 1-9: EarthBound SpellcastingSpells per Day Spells Known

Level 1 2 3 4 5 1 2 3 4 51 2 - - - - 3 - - - -2 3 - - - - 4 - - - -3 4 2 - - - 5 1 - - -4 5 3 - - - 6 2 - - -5 6 4 2 - - 7 3 1 - -6 6 5 3 - - 7 4 2 - -7 6 6 4 2 - 8 5 3 1 -8 6 6 5 3 - 8 6 4 2 -9 6 6 6 4 2 9 7 5 3 1

10 6 6 6 5 3 9 7 6 4 211 6 6 6 6 4 9 8 7 5 312 6 6 6 6 5 9 8 7 6 4

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Earthstep (Ex): At level 2, the EarthBound gains a +2 circum-stance bonus on all move silent checks while barefoot on rock,earth or sand. This bonus increases to +4 at level 6 and to +6 atlevel 10.

EarthKin (Ex): At level 3, the EarthBound gains the ability tospeak Terran if he did not have this ability already.

EarthFed (Su): Beginning at level 4, an Earthbound whomaintains contact with large quantities of earth or stone no longerneeds food to survive. The contact must be made with at least100 tons of earth or stone that is connected in some way to theground, or to the elemental plane of earth. Cobblestones in acloud city wouldn't count, nor would a dwarven boat with a stonefortress atop it. This contact must be maintained at least 16hours out of every 24. The EarthBound still requires water tosurvive.

Craft Tablets (Ex): At level 5, the EarthBound gains the abilityto craft stone or clay tablets that contain most of a spell. Thisability is identical to the Scribe Scroll feat, except for the materialbeing used. Each tablet weighs 2 pounds, has a hardness of 8and 5 hit points. Tablets are spell-completion items. Becausethey are made of common materials, the cost in gold and XP is25% less than a scroll to scribe.

EarthBinder (Su): At level 8, the EarthBound gains the abilityto rebuke or control creatures with the Earth sub-type. They canattempt to do so once per day, plus one additional time per twoEarthBound levels greater than 7, plus their Charisma modifier.This is treated identically to a negative-energy channeling clericrebuking or turning undead, with the EarthBound's character levelbeing used as his cleric level in the attempt.

One Earth (Su): At level 12, the EarthBound becomes onewith the earth. His creature type changes to Elemental (earth),and he becomes immune to critical hits.

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New FeatRockBrother [General]You know stone like a close family memberPrerequisites: Craft (Stonework) skill, member of a race with aclose connection to stone (dwarf, stone giant, xorn, etc)Benefit: The character gains the dwarven Stonecunning racialability. Characters who already possess this ability gain a +3inherent bonus on all rolls using Stonecunning.

Table 1-10: EarthBound Spell ListLevel 1 EarthBound Spells

Clay Step. Halves movement of targetEnlarge. Object or creature grows +10%/lvl (max +50%)Endure Elements. Ignore 5 damage / rnd from 1 energy typeHands of Clay. May climb stone and earth surfaces Mage Hand. 5-pound telekinesisMagic Stone. 3 stones gain +1 attack, deal 1d6+1 damageMending. Makes minor repairs on objectMountain's Fortitude. Remain motionless to gain DR 10 / +1Pass Without Trace. One subject / level leaves no tracksReduce. Object or creature shrinks 10%/lvl (max -50%)Soften Earth and Stone. Turn stone to clay and earth to sandStony Purge. Target is hurt, but poisons are reduced

Level 2 EarthBound spells

Barkskin. Grants +3 (or better) natural armor bonusBull's Strength. Subject gains 1d4+1 Str for 1 hr/lvlClaim from the Earth. Exhumes one person or objectEndurance. Subject gains 1d4+1 Con for 1 hr/lvlGlitterdust. Blinds creatures, outlines invisible creaturesGlyph of Warding. Inscription harms those who pass itMeld Into Stone. You and your gear merge with stoneMurmur of the Earth. Shock wave topples targetsSlow. 1 sub/lvl takes only part actions, -2 AC, -2 melee attacksStone Shape. Sculpts stone into any formSummon Monster III. Small earth elemental onlyTremor. Cause a minor earthquake in the areaWall of Earth. 5 foot cube of earth / level

Spells in italics can be found in Chapter 2. Other spells are fromthe System Reference Document.

Level 3 EarthBound spells

Commune with Nature. Learn about terrain for 1 mile / lvlEarth's Defender. Allows the subject to act below 0 hit pointsGranite Steel. Weapon gains hardness and hit pointsMagnetic Covering. Target is immobilized by dust and rockPasswall. Breaches walls 1 ft thick / lvlProtection from Elements. Absorb 12 dmg/lvl from one energySpike Stones. Creatures in area take 1d8 dmg, may be slowedSummon Monster V. Medium-size earth elemental onlySwim Through Earth. Subject melds into stone and can moveTransmute Rock to Mud. Transforms 2 10 ft cubes / lvlTransmute Mud to Rock. Transforms 2 10 ft cubes / lvlWall of Stone. 20hp / 4lvls, can be shaped

Level 4 EarthBound spells

Blast of Earth. 1d4+1/lvl blast of earth buries targetsFlesh to Stone. Turns subject creature into a statueGreater Glyph of Warding. 10d8 dmg glyph of wardingGuardian of Earth. Binds an earth elemental to guard an areaMove Earth. Digs trenches and builds hillsStatue. Subject can become a statue at willStone to Flesh. Restores petrified creatureStoneskin. Stops blows, cuts, stabs and slashesSummon Monster VII. Huge earth elemental only

Level 5 EarthBound spells

Earthquake. Intense tremor shakes 5 ft radius / lvlEssence of Earth. DR 25 / +1 and minor spell immunity Iron Body. Your body becomes living ironOubliette. Ground collapses, devouring targetSummon Monster VIII. Greater earth elemental only

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Chunks of dirt and sod flew up under the relentless assault ofthe running wolves. Each wolf was easily 35 stone, and theheavy barding and goblin rider increased the weight substantially.Blood-red pennants snapped in the wind of their speed as theytore across the glades towards the elven fortress. The power ofeach dire wolf would be humbling to most riders, but the elitegoblin cavalry mounted on these were accustomed to the rawand rippling muscle beneath their saddles - machines of destruc-tion custom-built by mother nature for the elite worg riders.

As they broke into the glade, the riders let out a fierce shout asthe wolves beneath them sprung forward into the elven troopsand their human mercenaries. The first crash was the sound ofdire wolf barding smashing into the front ranks of troops as thewolves frantically fought for purchase on the armor of those fallenbeneath them, huge teeth reaching forwards to rip the legs outfrom under the second rank of troops. Above them, the goblinslay about with morningstars and axes, quickly smashing throughthe armored forms about them. Truly this would be a battle forthe shamans to chant about for ages!

Elite Cavalry are mounted warriors, elite knights and heavy sol-diery of classical warfare. Trained as shock troops and braveenough to charge into even heavily fortified troop formations (orat least overconfident enough in the benefits granted by theirhigher station and heavier armor), Elite Cavalry are an essentialpart of any standing army. Most races have their versions ofthese soldiers - from the classic human heavy cavalry in full plateto the fanatical goblin wolf riders. Not all mounted troops are EliteCavalry as such; most are level 1 warriors aspiring to this station.Most Elite Cavalry are drawn from the ranks of warriors and fight-ers, with some from the other fighting classes and many rangersamong the elven troops.

Hit Die: d10

RequirementsTo qualify to become Elite Cavalry (Ecv) a character must fulfill

all the following criteria.Base Attack Bonus: 3+Handle Animal: 6 ranksRide: 6 ranksFeats: Martial Weapon Proficiency, Mounted Combat, Ride-by

Attack, Spirited Charge.Special: Training in the cavalry unit of any standing army.

Class SkillsThe Elite Cavalry's class skills (and the key ability for each

skill) are Animal Empathy (Cha - exclusive skill), Climb (Sr),Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex)

and Swim (Str).

Skill Points per level: 2 + Int modifier

Class FeaturesAll of the following are class features of the Elite Cavalry pres-

tige class.

Weapon and Armor Proficiency: Elite Cavalry are trained inthe use of all simple and martial weapons and with light, mediumand heavy armor as well as with shields. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Man of the Horse (Ex): Extensive training on horsebackgrants the Elite Cavalry a competence bonus on all ride checksequal to his class level.

Fast in the Saddle (Ex): The level 1 Elite Cavalry no longerneeds to make a Ride check in order to mount or dismount froma steed as a free action.

Mounted Team (Ex): The level 2 Elite Cavalry learns how tofight with a mount under him, taking full advantage of theincreased mobility, power and altitude conferred upon him, whileaiding the steed to avoid blows and aiming it to better targets.This grants both the Elite Cavalry and his mount the benefit ofone-quarter cover (+2 Armor Class, +1 on Reflex saves) and a+1 competence bonus on all attack rolls.

Barding Specialisation (Ex): Given the necessary time (twicethe normal time needed to outfit a steed with barding), a level 3Elite Cavalry can perfect the placement and attachment of thebarding such that a properly trained animal gains additionalmobility within it. Training the mount is the same as training it towear barding in the first place (Handle Animal check, DC 20) butonly takes a week instead of the usual two. The mount treats thebarding as having an armor check penalty one point less thannormal and a maximum Dexterity bonus one point greater thannormal. Combined with masterwork barding, a powerful chargercan perform almost as unencumbered in this fashion.

Bonus Feat: A levels 4, the Elite Cavalry gains any one featthat has Mounted Combat as a prerequisite as a bonus feat. Ifthe Elite Cavalry already has all feats made available by this abil-ity, he may instead select any feat from the Fighter's bonus featlist. This bonus feat is in addition to the feats that a charactergains through level advancement.

Mounted Cleave (Ex): The Elite Cavalry learn how to followthrough on a powerful blow. If a level 5 Elite Cavalry strikes downan opponent (typically by reducing it to below 0 hit points, killingit, etc.) during a Ride-by Attack, he is granted an extra melee

attack at the same attack bonus asthe blow that struck down his tar-get. Before making this attack, hemay continue the movement of hismount as per the Ride-by Attackfeat, using this extra melee attackanywhere along the new move-ment of his mount.

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Elite Cavalry

Table 1-11: Elite Cavalry Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +0 +0 Man of the Horse +1, Fast in the Saddle2 +2 +3 +0 +0 Man of the Horse +2, Mounted Team3 +3 +3 +1 +1 Man of the Horse +3, Barding Specialization4 +4 +4 +1 +1 Man of the Horse +4, Bonus Feat5 +5 +4 +1 +1 Man of the Horse +5, Mounted Cleave

Page 20: D&D 3rd Edition - AMB - Librum Equitis - A Book of Prestige Classes Vol 2

The dwarven pulse is that of the beating hammers at the forge.At the center of almost every dwarven citadel is the forge cham-ber, where the dwarven iron priests and Forge Singers beat outthe wares of their labor and the heartbeat of their society. Theysing as they work, keeping time with the bellows and hammers ofthe forges. There, in the depths of the earth, the Forge Singersdraw together the fire, earth, sweat and song into the souls of hisbrethren, and sometimes even their souls into the magics theycraft there. Forge Singers are viewed as both the master smithsof the dwarven holds, as well as their spiritual heart.

All dwarven Forge Singers are clerics of the dwarven gods,although many have also multi-classed as bards - indeed theskills of the Forge Singer are almost wasted on those withouttraining in the Bardic traditions.

Supposedly there are black orc Forge Singers as well - whogoad the orcs into building weapons and armor for months at atime in order to successfully field fully equipped armies. It is saidthat few orcs have the endurance and skill to keep up with theForge Singers, and the body count during a long build-up to warcan be in the thousands as orcs die of heat exhaustion at theforge.

Hit Die: d8

RequirementsTo qualify to become a Forge Singer (Fgs) a character must

fulfill all the following criteria.Knowledge (religion): 6 ranksCraft (any metal craft): 8 ranksPerform (song): 6 ranksSpellcasting: Ability to cast divine enchantments of at least

level 3Feats: Endurance and at least 1 metamagic feat and 1 item

creation feat.

Class SkillsThe Forge Singer's class skills (and the key ability for each

skill) are Appraise (Int), Concentration (Con), Craft (Int),Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform(Cha), Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Forge Singer pres-tige class.

Weapon and Armor Proficiency: Forge Singers gain no addi-tional training with armor or weapons. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Spellcasting: At the indicated levels, the Forge Singer gainsnew spells per day as if he had also gained a level in the divinespellcasting class he belonged to before adding the prestigeclass. He does not, however, gain any other benefit a characterof that class would have gained (improved chance of controllingor rebuking undead, metamagic or item creation feats, hit pointsbeyond those he receives from the prestige class, and so on),except for an increased effective level of spellcasting. If a charac-ter had more than one divine spellcasting class before becominga Forge Singer, he must decide to which class he adds the newlevel for purposes of determining spells per day.

Forge Domain: At level 1, the Forge Singer gains the ForgeDomain, adding the Forge Domain spells to the spells he canselect as a domain spell, and gaining the domain ability of theForge Domain.

Musical Ability (Ex): The Forge Singer is granted divine skilland confidence in his songs. Forge Singers can perform a num-ber of songs per day granted by this class equal to his classlevel. If the Forge Singer has any Bardic Music or similar musicalabilities (such as the Dark Minstrel's Dark Music ability fromLibrum Equitis volume 1), he gains the ability to use his song orpoetic effects one additional time per day per two levels of ForgeSinger.

Song of the Forge (Ex): A level 2 Forge Singer with at least 7ranks in Perform gains the ability to inspire workers to great featsof endurance and skill at the forges. With a successful DC 20Perform check, the Forge Singer keeps his song of inspirationalive for 16 hours a day, granting up to twice his level of forgeworkers the ability to work at the forges for 16 hours a day. Thiseffectively doubles how much they can produce in a day of work.Additionally, any worker who can hear the Song of the Forgegains a +2 morale bonus on applicable Craft checks during thetime of the song. Song of the Forge is an extraordinary, mind-affecting sonic ability.

Fire Resistance (Ex): Constant exposure to the heat of theforge combines with the prayers and magics of the Forge Singer

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Forge Singer

Table 1-12: The Forge Singer Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +0 +2 +0 +2 Forge Domain, Musical Ability +1 Spellcaster Level2 +1 +3 +0 +3 Song of the Forge +1 Spellcaster Level3 +2 +3 +1 +3 Fire Resistance (2)4 +3 +4 +1 +4 Song of Strength +4 +1 Spellcaster Level5 +3 +4 +1 +4 Stoker’s Song +1 Spellcaster Level6 +4 +5 +2 +5 Song of Sharing7 +5 +5 +2 +5 +1 Spellcaster Level8 +6 +6 +2 +6 Song of Strength +8 +1 Spellcaster Level9 +6 +6 +3 +6 Fire Resistance (6)

10 +7 +7 +3 +7 Forge of Self +1 Spellcaster Level

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to grant him a permanent resistance to heat and fire damage. Atlevel 3, this resistance reduces the amount of damage takenfrom fire and heat by 2 points per round. At level 9, this resist-ance increases to 6 points per round.

Song of Strength (Su): A level 4 Forge Singer with at least 10ranks in Perform can inspire his fellows to great feats of strength.To be affected, an ally must be within 200 feet of the ForgeSinger and hear the Forge Singer chant for a full round.The effect lasts as long as the Forge Singer chants and for2 rounds after the Forge Singer stops chanting (or 2rounds after the ally can no longer hear the Forge Singer).While chanting, the Forge Singer can fight but cannot castspells, activate magic items by spell completion (such asscrolls), or activate magic items by magic word (such aswands). Affected allies receive a +4 morale bonus toStrength. At level 8, the effect of this song increases to a+8 morale bonus to Strength. Song of Strength is a super-natural, mind-affecting sonic ability.

Stoker's Song (Su): A level 5 Forge Singer with at least11 ranks in Perform can sing to the heart of a fire, making itstronger, brighter, and much hotter. This song was original-ly created to increase the heat of smelting operations todraw metal from ore, but it also affects all fires within 120feet of the Forge Singer. It is often used to increase theoffensive capability of flaming weapons and fire magicsused to defend the forge when it comes under attack. Aslong as the Forge Singer sings the Stoker's Song, all fire effectswithin 120 feet deal an additional 2 points of damage per die.While singing the Stoker's Song, the Forge Singer can fight, butnot cast spells, activate magic items by spell completion (such asscrolls) or activate magic items by magic word (such as wands).Stoker's Song is a supernatural sonic ability.

Song of Sharing (Su): A level 6 Forge Singer gains the abilityto share the XP cost of manufacturing magic items. Each personwho will share in the cost of crafting the magic item must have atleast one rank in the Perform skill in order to partake in the Songof Sharing. Each participant in a Song of Sharing must be a will-ing participant; no amount or type of coercion or mind control canmake someone take part who does not want to be part of it in hisheart. Each person must be present for the final 48 hours of themagic item's crafting (or for the full duration of the item creation ifthe item would take less than 2 days to create). Each participantwith the Song of Sharing ability chooses how much XP to investin the creation of the magic item in question. All other participants(those without the ability but who take part in the song) share theremaining XP cost equally between them. All investments of XPare calculated before the Song is begun; each person will there-fore know exactly what the cost in XP will be before entering intothe Song.

Forge of Self (Ex): At level 10, the Forge Singer becomescapable of a powerful metamorphosis into a living forgemaster.Once per week the metamorphosis can be undertaken, changingthe Forge Singer's creature type to "Elemental" and granting theeffects of the iron body spell as well as complete immunity to firedamage. The hands of the living forgemaster are treated as +3magic warhammers and any Craft rolls performed using theminstead of normal hammers and anvils are performed with a +10equipment bonus. The transformation is extremely taxing to theForge Singer, and transforming back out of the living forgemasterform causes 1d8 damage to the Forge Singer's Constitution, +1damage per day spent in living forgemaster form. The forgemas-ter can craft metal weapons out of his own body while in this

form. Tiny weapons cost the forgemaster two permanent pointsof damage to his hit points and take 5 minutes to craft. Smallweapons cause twice as much damage and take twice as long tocraft, medium weapons 3 times, and large weapons 4 times. Allweapons crafted in this way are treated as masterwork adaman-tine weapons.

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The Forge Domain

Granted Power: The cleric gains a +4 sacred bonus on all craft checksworking with metal.

1. Magic Weapon. Weapon gains +1 bonus2. Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl3. Granite Arms. Weapon gains 5 hardness & hit points4. Major Creation. Creates one metal object (no cloth, stone, wood)5. Wall of Iron. 30 hp / 4 lvls, can topple onto foes6. Permanency. Makes certain spells permanent7. Stoneskin. Stops blows, cuts, stabs and slashes8. Iron Body. Your body becomes living iron9. Elemental Swarm. Summons 2d4 Large, 1d4 Huge Iron Elementals.

Granite Arms is included in chapter 2 of this book.

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Iron Elemental

Not all elementals from the plane of earth are made of a mix ofearths, stones and metals. Some are a more "pure" form, almostentirely made of a single elemental component of the plane. TheForge Singer has the rare ability to summon forth these IronElementals from their home. Iron elementals look like a steel-plated version of the earth ele-mental. Some are rusty red-brown, others black as night andsome few are as shiny as freshly beaten and polished steel. Allare adorned with massive steel studs, rivets and spikes.

Creating an Iron Elemental"Iron Elemental" is a template that can be added to any earth

elemental.

Type: Creature type is changed to Elemental (Iron)Hit Dice: As base creature. Increased Con stat will increase hit

points by 1 hit point per hit die.Initiative: As base creature. Reduced Dex stat will decrease

Initiative bonus by 1 point.Speed: speed is decreased by 25%AC: Natural armor improves by one-third (round down)Damage: Increase by 1 die. (1d6 becomes 2d6, 2d10 becomes

3d10, etc). Spikes increase the crit multiplier by one.Abilities: +2 Con, -2 Dex

Sample Iron Elemental:The following sample uses a Huge Earth Elemental as the basecreature

Iron Elemental, HugeHuge Elemental (Iron)Hit Dice: 16d8+96 (168 hp)Initiative: -2 (Dex)Speed: 15 ftAC: 21 (-2 size, -1 Dex, +14 natural)Attacks: Slam +19 / +14 / +9 meleeDamage: Slam 3d10+13 (crit x3)Face/Reach: 10 ft by 5 ft / 15 ftSpecial Attacks: Earth mastery, pushSpecial Qualities: Elemental, damage reduction 10/+2Saves: Fort +16, Ref +3, Will +5Abilities: Str 29, Dex 6, Con 23, Int 6, Wis 11, Cha 11Skills: Listen+18, Spot +18Feats: Cleave, Great Cleave, Power Attack, Sunder

Earth Mastery (Ex): The Iron Elemental gains a +1 attack anddamage bonus if both it and its foe touch the ground. If an oppo-nent is airborne or waterborne, the elemental suffers a -4 penaltyto attack and damage.

Push (Ex): The Iron Elemental can start a bull rush maneuverwithout provoking an attack of opportunity. The combat modifiersgiven in Earth Mastery also apply to the elemental's opposedStrength checks.

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The diminutive tailor looked over his latest masterpiece inprogress.… It was functional, no doubt, but not particularly pretty.But then again, the materials available this time left a lot to bedesired. He looked around, almost furtively, seeking the missingingredient for this piece. His little beady eyes became two pin-pricks over his long nose as he saw the messenger enter hisstudy with a package in hand. That was what he needed! With agesture and a word from the tailor, the messenger froze in histracks, and was then lifted towards the masterpiece in the middleof the study. His eyes frozen in mute horror, the messenger wasquickly sewn into the massive construct of flesh by the agilehands of the tailor. Chuckling and almost tittering to himself, thetailor examined the masterpiece once more with his critical eye,this time with a content smile upon his drawn lips.

The Mad Tailor is someone who has decided to "remodel" peo-ple and creatures, to craft masterpieces from living flesh, notnear-static golem-like constructs from the inanimate or gruesomeanimated dead. The Mad Tailor crafts his masterpieces using amix of magic and old-fashioned haute-couture. He can never befound without needle and thread in hand.

Mad Tailors are usually wizards and sorcerers, as few othersever learn the magics needed for the gruesome process of theirconstructions. It is generally a self-taught path, although sometruly infamous mad tailors attract a small entourage of wannabes.

Hit Die: d4

RequirementsTo qualify to become a Mad Tailor (Mdt), a character must fulfill

all the following criteria.Alignment: Any non-lawful, non-goodCraft (Tailor): 10 ranksHandle Animal: 4 ranksDiplomacy: 4 ranksKnowledge (Arcana) or Knowledge (Psionics): 6 ranksHeal or Knowledge (Anatomy): 8 ranksFeat: Craft Wondrous ItemSpecial: Ability to cast or manifest Polymorph Other

Class SkillsThe Mad Tailor's class skills (and the key ability for each skill)

are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis),Knowledge (Arcana) (Int), Knowledge (Anatomy) (Int), Profession(Int), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are features of the Mad Tailor prestige

class.

Weapon and Armor Proficiency: Mad Tailors receive no addi-tional training in armor or weapons use. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Spellcasting (Su): At each level, the Mad Tailor gains newspells per day as if he had also gained a level in the spellcastingclass he belonged to before adding the prestige class. He doesnot, however, gain any other benefit a character of that classwould have gained (improved chance of controlling or rebukingundead, metamagic or item creation feats, hit points beyondthose he receives from the prestige class, and so on), except foran increased effective level of spellcasting. If a character hadmore than one spellcasting class before becoming a Mad Tailor,he must decide to which class he adds the new level for purpos-es of determining spells per day. If the character can manifest thePolymorph Other power instead of casting it, then he can elect totreat these spellcasting levels as manifesting levels instead.

First Signs (Ex): As the Mad Tailor first learns the arts of histrade, his mind begins to slip (no sane man could do such workas this). The first signs of insanity manifest as inappropriatelaughter (Will save, DC 20, to keep from laughing when doing sowould be a bad idea) and minor delusions (cannot take 10 onListen and Spot rolls, -2 insanity penalty on Sense Motivechecks).

Mad Construct I (Ex): The Mad Tailor first hones his skills withflesh, bone, sinew and thread upon animals and other… pre-dictable… victims - ones that the Mad Tailor can force to listen tocommands. The act of building a Mad Construct I takes oneweek of sewing and "modifying" (often the finishing touches arereferred to by their creator as "hemming" and "basting") thesource creatures. A Mad Construct I requires one small animal orbeast as the base for the construction, and two to five additional

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Mad Tailor

Table 1-13: The Mad Tailor Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +0 +0 +0 +2 First Signs, Mad Construct I +1 Spellcaster Level2 +1 +0 +0 +3 +1 Spellcaster Level3 +1 +1 +1 +3 Mad Construct II +1 Spellcaster Level 4 +2 +1 +1 +4 Homunculus, Delusions +1 Spellcaster Level5 +2 +1 +1 +4 Mad Construct III +1 Spellcaster Level6 +3 +2 +2 +5 +1 Spellcaster Level 7 +3 +2 +2 +5 Mad Construct IV +1 Spellcaster Level8 +4 +2 +2 +6 Psychosis +1 Spellcaster Level9 +4 +3 +3 +6 Mad Construct V +1 Spellcaster Level

10 +5 +3 +3 +7 Magical Construct +1 Spellcaster Level

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animals or beasts of small size or smaller to complete (if theadditional creatures beyond the base are of smaller size than thebase creature, then they are sewn and grafted entirely into theconstruct; in the case of creatures of the construct's size, parts ofthe creatures in question are grafted and sewn into the con-struct). The process consumes 1,000 gp worth of special butobtainable ingredients (special threads and cat-gut sutures, tub-ing, clamps, staples, lab equipment) and costs the Mad Tailor100 XP to perform. Once created, it will follow simple orders fromthe Mad Tailor.

Mad Construct II (Ex): Beginning at level 3, the Mad Tailorbegins his trade in earnest, able to assemble creatures frommuch… finer… raw materials. A Mad Construct II is made from asingle medium-sized animal, beast or humanoid (alternately threesmall-sized animals, beasts or humanoids can be substituted)with two to five additional animals, beasts orhumanoids of medium-size or smaller to com-plete it. A Mad Construct II takes three weeks ofsewing and modifying the source creatures. Theprocess consumes 4,000 gp worth of ingredientsand costs the Mad Tailor 300 XP to perform.

Homunculus (Ex): The Mad Tailor can beginto ply his trade upon his own form, often out ofboredom. The usual result of this is a strangehomunculus - a construct created from the MadTailor's own flesh. The creation of the homuncu-lus' body from the Mad Tailor's own flesh requiresa Craft (tailor) check (DC 20) and requires a fullweek of work. The construction consumes 100gp of ingredients and materials and costs theMad Tailor 25 XP to perform. In all other waysthe Homunculus is treated as the Homunculusentry in the System Reference Document.

Delusions (Ex): As the Mad Tailor's mind slipsfurther away, his delusions become more promi-nent. These include delusions of grandeur (+2morale bonus on saves against fear), paranoiaand mild hallucinations (-4 insanity penalty onsense motive checks, -2 insanity penalty on listenand spot checks), and mood swings.

Mad Construct III (Ex): At level 5, the MadTailor's constructs require a larger facility for theirconstruction. A Mad Construct III is made from asingle large-sized animal, beast, humanoid orgiant with two to five additional animals, beastsor humanoids of large size or smaller to completeit. (As always, 3 creatures of one size smaller than indicated cansubstitute as a creature of the indicated size - such as four dogssubstituting for a human). A Mad Construct III takes five weeks ofsewing and modifying the source creatures to create. Theprocess consumes 10,000 gp worth of ingredients and costs theMad Tailor 700 XP to perform.

Mad Construct IV (Ex): At level 7, the Mad Tailor can create amuch more powerful construct than the Mad Construct IV.Requiring the same base creatures (although often adding a fewmore "minor" creatures to the mix for additional limbs and muscletissue), the Mad Construct IV takes seven weeks to complete.The process consumes 20,000 gp worth of ingredients and coststhe Mad Tailor 1,300 XP to perform.

Psychosis (Ex): At level 8, the Mad Tailor is truly slipping intothe deep end. He becomes manic-depressive (roll 1d6 for thecharacter's mood each morning and after a major stressful event- on a 1-3 he is manic, on a 4-6 he is depressed. Manic charac-ters gain a +1 morale bonus on all skill checks and a -1 moralepenalty on all Will saves and tend to be very outgoing andexcitable, but generally brash. Depressed characters receive a -2morale penalty on all skill checks and saves and rarely take inter-est in anything except their own masterpieces). In times ofextreme stress (such as combat or being hunted down by a mobof torch-bearing peasants), he may fall prone to hysterics (Willsave DC 10+1 per round of combat or minute of stress to preventhysterics). While in hysterics treat the Mad Tailor as being in abarbarian rage, except that he gains no bonuses, just the -2 toAC and the inability to do anything requiring serious thought orconcentration.

Mad Construct V (Ex): At level 9, the Mad Tailor begins mak-ing truly monstrous constructs, able to tower over most siegedevices. Requiring a single huge-sized animal, beast, humanoidor giant as the base creature, with a multitude of additional crea-tures used throughout the assembly, the Mad Construct V takesnine weeks to assemble. The process consumes 30,000 gpworth of ingredients and costs the Mad Tailor 1,900 XP to per-form.

Magical Construct (Ex): At level 10, the Mad Tailor can nowuse magical beasts as an ingredient in his Mad Constructs. EachMad Construct can take on one Extraordinary or Supernaturalability from this magical beast (such as a gorgon's breathweapon or a manticore's spike volley).

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Mad Constructs

"They were caught short by a pitiful mewing noise. Fromaround the corner lurched a beast which looked like a patchworkhunting dog, sewn together from who knows what. It snarled,dripping bloody foam to the cobbles beneath it. Then its masterfollowed, a towering 20 foot monstrosity that may have oncebeen a small giant, now a quiltwork of body parts and strange,unfathomable limbs. From its shoulder the mewing continuedfrom the face of a small cat, grafted there for some obscure orna-mental purpose."

Mad Constructs are created from living specimens by the MadTailor. While they are still alive, unlike most constructs, they losetheir free will and are otherwise treated as most other constructsin the game - albeit constructs that require food and drink to sur-vive. They are patchwork creations, a quilt of various livingbeings meshed together into a horrific monstrosity under the willof its creator.

Creating a Mad Construct

When crafting a Mad Construct from it's component beings,select special abilities for it from the lists below. Each MadConstruct gets a certain number of special abilities from this list,based on the type of construct. Attempts should be made to keepthe powers granted to a Mad Construct in line with the creaturesused in it's construction.

Construct: Constructs usually have no Intelligence scores andnever have Constitution scores. A construct is immune to mind-influencing effects (charms, compulsions, phantasms, patternsand morale effects) and to poison, sleep, paralysis, stunning, dis-ease, death effects and necromantic effects. Constructs cannotheal damage, though they can be healed using curative magics.They can be repaired as an object can, using Craft (Tailor). Aconstruct is not subject to critical hits, subdual damage, abilitydamage, ability drain or energy drain. It is immune to any effectthat requires a Fortitude save (unless the effect also works onobjects). A construct is not at risk of death from massive dam-

age, but when reduced to 0 hit points or less, it is immediatelydestroyed. A construct cannot be raised or resurrected, althoughits component parts may be. Unlike most constructs, a MadConstruct requires air, food and water to survive.

Berserk (Ex): When a Mad Construct enters combat, there is acumulative 1% chance each round that the tormented beasts thatit is made of manage to regain some small amount of controlover its actions causing it to go berserk. The uncontrolled MadConstruct goes on a rampage, attacking the nearest living crea-ture or smashing some object smaller than itself if no creature iswithin reach, then moving on to spread more destruction. TheMad Tailor, if within 60 feet, can try to regain control by speakingsoftly and persuasively to the Mad Construct, which requires asuccessful Charisma check (DC 20). It takes 1 minute of rest toreset the Mad Construct's berserk chance to 0%

Mad Construct Group I abilities

Additional Attack: Extra limbs give the Mad Construct oneadditional attack at its highest attack bonus.

Agile (Ex): Use of light and agile creatures for the constructiongrants the Mad Construct a +2 inherent bonus to Dex. This givesit a +1 on initiative rolls, armor class and Reflex saves. Multipleuses of Agile do not stack.

Armor: Implanted exoskeletal bones, armor plates or even rhi-noceros hide provides a +2 inherent bonus to the MadConstruct's natural armor.

Resistance (Ex): Choice materials and special preparationsduring the crafting of the Mad Construct make it resistant to oneor more energy forms. Choose one of fire, cold, acid, electricityor sonic resistance 5. The same resistance can be chosen multi-ple times and stacks.

Sprint (Ex): Powerful legs from a wild animal grant the MadConstruct the ability to run incredibly fast for short periods. Onceper hour, the Mad Construct can take a charge action to move 10times normal speed

Swim: The Mad Construct is aquatic, and perhaps even nearlystreamlined. It gains a swim speed of 60 ft.

Trample (Ex): As a standard action during its turn each round,the construct can run over an opponent at least one size smaller

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Mad Construct I Mad Construct II Mad Construct IIISmall Construct Medium-size Construct Large Construct

Hit Dice 1d10 (5 hp) 3d10 (16 hp) 7d10 (38 hp)Initiative +1 (Dex) +1 (Dex) +0Speed 30 ft 40 ft 50 ftAC 15 (+1 size, +1 Dex, +3 natural) 17 (+1 Dex, +6 natural) 18 (-1 size, +9 natural)Attacks Slam +3 melee Slam +6 melee Slam +14 meleeDamage Slam 1d6+3 Slam 1d8+6 Slam 1d12+15Face / Reach 5 ft by 5 ft / 5 ft 5 ft by 5 ft / 5 ft 5 ft by 5 ft / 10 ftSpecial Attacks 1 ability from Group I 2 abilities from Group I 1 ability from Group IISpecial Qualities Berserk Berserk Berserk, Damage Reduction 5/+1Saves Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +1 Fort +2, Ref +2, Will +3Abilities Str 15, Dex 13, Con -,

Int -, Wis 10, Cha 4Str 19, Dex 13, Con -,Int -, Wis 12, Cha 4

Str 31, Dex 11, Con -,Int -, Wis 12, Cha 4

Climate / Terrain Any land and underground Any land and underground Any land and undergroundOrganization Solitary Solitary SolitaryChallenge Rating 1/3 2 5Treasure None None NoneAlignment Always neutral Always neutral Always neutralAdvancement None None None

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than itself. It has to move over the opponent to deal bludgeoningdamage equal to 1d6 plus Strength modifier (see Trample in theSystem Reference Document for more information on Trampleattacks).

Trip (Ex): Suckers, tentacles, hooks, or even graspingappendages attached to very strange places grant the MadConstruct a trip attack. If the Mad Construct hits with a slamattack it can attempt to trip the opponent as a free action withoutmaking a touch attack or provoking an attack of opportunity. If theattempt fails, the opponent cannot react to trip the MadConstruct.

Mad Construct Group II abilities(You may replace any ability from this Group with three abilities

from Group I)

Brutal (Ex): Massive musculature taken from just about anysource can be of use to a brute like this. The Mad Constructgains a +4 inherent bonus to Strength. This gives it an additional+2 on its attack rolls and +3 to damage from its slam attack (and+2 damage with other attacks). Multiple uses of Brutal do notstack.

Charge (Ex): Headstrong and ferocious, if the Mad Constructcharges a foe during the first round of combat, it can make a fullattack even if it has already taken a move action.

Heavy Armor (Ex): The use of heavy armor plating (perhapseven the grafting of metal and wooden armor to the construct)grants the Mad Construct a +5 inherent bonus to its naturalarmor.

Improved Grab (Ex): A bear hug is always a good tactic for alarge creature to take care of smaller threats. To use this ability,the Mad Construct must hit with its slam attack.

Tough (Ex): Made from hardy beasts and animals, the MadConstruct gains 3d10 hit points added to its hit point total.Multiple uses of Tough do not stack.

Mad Construct Group III abilities(You may replace any ability from this Group with three abilities

from Group II)

Armor Plating (Ex): Entirely covered with armor in the form ofbones, steel plates and other reinforcements, the Mad Constructgains a +8 inherent bonus to it's natural armor.

Gristle (Ex): By working only with the hardest muscles andbones, the Mad Tailor grants his Mad Construct an additional10d10 hit points. Multiple uses of Gristle do not stack.

Siege Engine (Ex): The massive fists of the Mad Construct arereinforced with extra bones and armor. They ignore the hardnessof targets struck and grant the Mad Construct the benefits of theSunder feat.

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Mad Construct IV Mad Construct VLarge Construct Huge Construct

Hit Dice 13d10 (71 hp) 19d10 (104 hp)Initiative +0 -1 (Dex)Speed 50 ft 50 ftAC 21 (-1 size, +12 natural) 23 (-2 size, +15 natural)Attacks Slam +20 / +15 melee Slam +27 / +22 / +17 meleeDamage Slam 1d12+18 Slam 2d8+22Face / Reach 5 ft by 5 ft / 10 ft 10 ft by 10 ft / 15 ftSpecial Attacks 2 abilities from Group II 1 ability from Group IIISpecial Qualities Berserk, Damage Reduction 10/+2 Berserk, Damage Reduction 15/+3Saves Fort +4, Ref +4, Will +6 Fort +6, Ref +5, Will +8Abilities Str 35, Dex 11, Con -,

Int -, Wis 14, Cha 4Str 41, Dex 9, Con -,Int -, Wis 14, Cha 4

Climate / Terrain Any land and underground Any land and undergroundOrganization Solitary SolitaryChallenge Rating 8 10Treasure None NoneAlignment Always neutral Always neutralAdvancement None None

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The Grey School of Tuarek is one of the few known schools ofpsionics in the world. Many a young psion has found trainingbehind the tall, stone walls of Tuarek; and the psychic warriorstrained there are known for their combination of psionics andsamurai swordsmanship. The true secret of Tuarek, however, arethe Mind Thieves. Psions who show promise in the arts of move-ment are watched to see if they have a certain moral “flexibility”.Those that do are invited to the order of the Mind Thieves ofTuarek.

The Mind Thieves of Tuarek are supreme specialists in mobilityand striking into the most tender portions of their foes' bodies,minds and souls. Most members of this secret society are assas-sins who hire out specifically against wizards and clerics. Othersare merely rogues with a talent for manifesting psychoportivepowers and a knack for the arcane. Most Mind Thieves wereoriginally psions with a few levels of rogue, and most of these arenomads, psions specializing in psychoportive powers. A few aresoulknives, mastering the art of striking deep into their foes withtheir fearsome mind blades. A very few psionic rogues discovertheir way to these skills on their own, but a vast majority aretrained by the order of the Mind Thieves of Tuarek.

Hit Die: d4

RequirementsTo qualify to become a Mind Thief (Mth) a character must fulfill

all the following criteria.Alignment: non-lawful.Base Attack Bonus: +4Concentration: 6 ranksJump: 7 ranksKnowledge (psionics): 5 ranksTumble: 7 ranksUse Magic Device: 6 ranksFeats: Any two psionic feats (including metapsionic and psionic

item creation feats)Manifesting: Ability to manifest at least three psychoportive

powers, one of which must be at least level 2 and one or moretelepathic power

Special: Sneak Attack ability

Class SkillsThe Mind Thief's class skills (and the key ability for each skill)

are Balance (Dex), Climb (Dex), Concentration (Con), Craft (Int),Disable Device (Int), Gather Information (Cha), Handle Animal(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int),Knowledge (psionics) (Int), Move Silent (Dex), Open Lock (Dex),PsiCraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use MagicDevice (Cha) and Use Rope (Dex).

Skill Points per level: 6 + Int modifier

Class FeaturesAll of the following are class features of the Mind Thief prestige

class.

Weapon and Armor Proficiency: The Mind Thief is proficientin all light simple and martial weapons and with light and mediumarmors. (Light weapons are weapons up to one size categorysmaller than the Mind Thief.) Note that armor check penalties forarmor heavier than leather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, Pick Pockets andTumble.

Manifesting: At the indicated levels, the Mind Thief gains newpowers and power points per day as if she had also gained alevel in the manifesting class she belonged to before becoming aMind Thief. She does not, however, gain any other benefit acharacter of that class would have gained (additional psioniccombat modes, hit points beyond those she receives from theprestige class, and so on), except for an increased effective levelof manifesting. If a character had more than one manifestingclass before becoming a Mind Thief, she must decide to whichclass she adds the new level for purposes of determining mani-festation.

Sneak Attack (Ex): If a Mind Thief can catch an opponentwhen she is unable to defend herself effectively from his attack,he can strike a vital spot for extra damage. This is treated exactlyas the Rogue's Sneak Attack ability, and all damage bonusesstack with other Sneak Attack bonuses the character may have.

Uncanny Dodge (Ex): Starting at level 2, the Mind Thief gainsthe extraordinary ability to react to danger before his sensesshould allow her to even be aware of it. At level 2 and above,she retains her Dexterity bonus to AC (if any) regardless of beingcaught flat-footed or struck by an invisible attacker. (She stillloses her Dexterity bonus to AC if immobilised.)

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Mind Thief

Table 1-14: The Mind Thief Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Manifesting

1 +0 +0 +2 +0 Sneak Attack +1d6 +1 Manifester Level2 +1 +0 +3 +0 Uncanny Dodge (Dex bonus to AC) +1 Manifester Level3 +2 +1 +3 +1 Sneak Attack +2d64 +3 +1 +4 +1 Mind Strike +1 Manifester Level5 +3 +1 +4 +1 Sneak Attack +3d6, Uncanny Dodge (cannot be flanked) +1 Manifester Level6 +4 +2 +5 +2 Soul Bite7 +5 +2 +5 +2 Sneak Attack +4d6 +1 Manifester Level8 +6 +2 +6 +2 Greater Mind Strike +1 Manifester Level9 +6 +3 +6 +3 Sneak Attack +5d6

10 +7 +3 +7 +3 Greater Soul Bite, Uncanny Dodge (+1 vs traps) +1 Manifester Level

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At level 5, the Mind Thief can no longer be flanked, since shecan react to opponents on opposite sides of her as easily as shecan react to a single attacker. This defence denies rogues theability to use flank attacks to sneak attack the Mind Thief. Theexception to this defence is that a rogue at least four levels high-er than the Mind Thief can flank her (and thus sneak attack her).

At level 10, the Mind Thief gains an intuitive sense that alertsher to danger from traps, giving her a +1 bonus to Reflex savesmade to avoid traps.

If the Mind Thief has another class that grants the uncannydodge ability, add together all the class levels of the classes thatgrant the ability and determine the character's uncanny dodgeability on that basis.

Mind Strike (Su): At level 4, the Mind Thief learns the art ofthe mind strike. On a successful sneak attack against a spellcast-er or manifester, the Mind Thief can spend 5 Power Points andforego 2d6 of his sneak attack damage in order to effect a mindstrike. The target of a mind strike must make a Fortitude save(DC 10 + Mind Thief level + Charisma bonus) or be unable tocast any spells or use any spell-like abilities for 1d6+1 rounds.

Soul Bite (Su): At level 6, the Mind Thief's knowledge of bodyand soul becomes so finely tuned that she becomes capable ofstriking into the animating force of undead and constructs. TheMind Thief becomes capable of soul biting undead and con-structs in any circumstance that would normally allow a sneakattack, regardless of the target's immunity to sneak attacks andcritical hits. The soul bite is treated identically to a sneak attack,but only deals half the normal sneak attack damage bonus(round down). A Mind Thief can only make a soul bite attack ifshe has at least 9 Power Points.

Greater Mind Strike (Su): At level 8, the Mind Thief improveshis mind strike ability. As long as the Mind Thief has at least 7Power Points, he can trigger a greater mind strike whenever hesuccessfully sneak attacks a spellcaster or manifester. The MindThief foregoes 4d6 of his sneak attack damage to trigger thisability, which duplicates the effects of a normal mind strike, butalso draws away some of the target's spellcasting ability. The vic-tim of a greater mind strike loses 1d4 prepared spells or spellslots (starting with their highest-level spells) and the Mind Thiefgains Power Points equal to the total spell levels of lost spells. Ifthe victim is a manifester, he loses 1d3 times the power pointcost of his highest level psionic power, and the Mind Thief gainshalf that many Power Points. The Power Points gained byGreater Mind Strike can bring the Mind Thief's Power Point totalabove his normal maximum. If the Power Points above his maxi-mum are not spent within 2 rounds per Mind Thief level, they arelost and deal 1 point of damage to the Mind Thief per PowerPoint lost.

Greater Soul Bite (Su): At level 10, the Mind Thief's ability tostrike at the animating force within a construct or undead isimproved, and she becomes able to draw the animating forcefrom them using the same techniques as the greater mind strike.As long as the Mind Thief has at least 13 Power Points, whenev-er he makes a soul bite attack against an undead or construct,he gains half the damage he dealt with the soul bite ability astemporary hit points that remain for one hour.

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Out of the darkness they rode, eight dark knights on fellsteeds, many wrapped in a hard shell of some strange blue-blackorganic exoskeleton. The knights carried no light, but they werefollowed by a team of human and half-orc mercenaries bearingtorches and lanterns. Some of the mercenaries also bore theblue-black exoskeletal armor which they wore with some pride intheir station. The heavy oak city gates had been left open; theguards lay on the damp stone floors of their watch-stations,sleeping off the effects of dark socereries cast in the name ofCordun.

Few looked out their shuttered windows to see the processionwork its way through town to the tenderloin district; those that didmade sure to double-bar their doors after they saw the ilk of manthat now walked their streets. In the tenderloin they were met bya man in black leathers and cloak who greeted them with botharms outstretched as if crucified on an invisible cross - exceptthat his left arm ended in a clean white stump where his handhad once been. As the knights rode past him double-file, theInitiate of Cordun touched each with either his fingertips or hisstump as he blessed their arrival. When all he faced were themercenaries, the Initiate turned also and followed the Knights upinto the manor house they had appropriated from its previousowner, a half-orc crime lord whose operations they had takenover.

Korto, the Initiate of Cordun in charge of operations in the city,was relieved to see the Knights of the Order had arrived. First, itmeant that he now had a military presence in town that he lackedpreviously, and the backing of his church. But more importantly,their arrival without incident meant that the rest of the nation wasunaware that the Followers of Cordun were re-establishing them-selves here. Dark tides would soon wash over the city.

The Initiates of Cordun may be the true believers in the faith ofCordun, but they are represented on the field of battle by theirarmies of mercenaries, the best of whom are dressed in armormade from the Tirric, a species of armored creature crafted andbred by the Order in their Onyx Keep. Above these soldiers offortune are the elite Order of Cordun - warrior-priests of Cordun,knights in black armor, fell ravagers and destroyers. While amajority of the Order of Cordun are drawn from clerics of thefaith, some few are blackguards who have found the road ofCordun to be pleasing to their twisted selves, and rare others areactual Initiates of Cordun with a more martial bent than their fel-

lows.Hit Die: d10

RequirementsTo qualify to become a Knight in the Order of Cordun (Ocd) a

character must fulfill all the following criteria.Alignment: Chaotic Neutral or Chaotic EvilBase Attack Bonus: 6+Feats: Heavy Armor Proficiency, Weapon Focus (one martial

weapon), Cleave, Combat ReflexesKnowledge (religion): 6 ranksRide: 5 ranksSpellcasting: must be able to cast divine spellsSpecial: Must swear allegiance to the Order of Cordun and the

Initiates of Cordun

Class SkillsThe Order of Cordun's class skills (and the key ability for each

skill) are Climb (Str), Concentration (Con), Craft (Int), HandleAnimal (Cha), Knowledge (religion) (Int), Ride (Dex) and Swim(Str).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the Order of Cordun

prestige class.

Weapon and Armor Proficiency: Knights of the Order ofCordun gain no additional training with armor, but are proficientwith all martial weapons. Note that armor check penalties forarmor heavier than leather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, Pick Pockets andTumble.

Spellcasting: At each even level, the Knight of the Order ofCordun gains new spells per day as if he had also gained a levelin the divine spellcasting class he belonged to before adding theprestige class. He does not, however, gain any other benefit acharacter of that class would have gained (improved chance ofcontrolling or rebuking undead, metamagic or item creation feats,hit points beyond those he receives from the prestige class, andso on), except for an increased effective level of spellcasting. If acharacter had more than one divine spellcasting class beforebecoming a Knight of the Order of Cordun, he must decide towhich class he adds the new level for purposes of determiningspells per day.

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Order of Cordun

Table 1-15: Order of Cordun Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +1 +2 +0 +0 Living Armor2 +2 +3 +0 +0 Aura of Courage +1 Spellcaster Level3 +3 +3 +1 +14 +4 +4 +1 +1 Unholy Smite +1 Spellcaster Level5 +5 +4 +1 +16 +6 +5 +2 +2 Armored Grace +1 Spellcaster Level 7 +7 +5 +2 +28 +8 +6 +2 +2 Unholy Strikes +1 Spellcaster Level9 +9 +6 +3 +3

10 +10 +7 +3 +3 Unto Death +1 Spellcaster Level

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Aura of Courage (Ex, Su): The second-level Knight of theOrder of Cordun is immune to fear (magical or otherwise). Allieswithin 10 feet of the Knight of the Order of Cordun gain a +4morale bonus on saving throws against fear effects. Granting themorale bonus to allies is a supernatural ability.

Unholy Smite (Su): The Knight of the Order of Cordun learnsto imbue his attacks with the power of the infernal. He can sacri-fice spell slots or prepared spells in order to increase the damagedealt in an attack. The Knight must sacrifice 3 spell levels worthof spell slots or prepared spells as a free action to trigger thissupernatural ability (for example, 3 level 1 spells, a level 1 andlevel 2 spell or a level 3 spell). When triggered, the Knight's nextattack to strike its target gains a damage bonus equal to theKnight's class level plus his Charisma bonus. If the next attackmisses, the power remains in effect until an attack hits or until anumber of rounds equal to the Knight's class level have passed.

Armored Grace (Ex): The Knight of the Order of Cordun'straining in armor has progressed to the point where he moves init like a natural thing. This reduces the armor check penalty ofany medium or heavy armor the Knight wears by 2 points, andincreases his max Dex bonus by 1 point.

Unholy Strikes (Su): The Knight of the Order of Cordun cansacrifice his infernal magics in order to rain down a flurry ofblows upon his opponents. By sacrificing 6 spell levels worth ofspell slots or prepared spells as a free action, the Knight gainsone additional attack on his next round of combat at his fullattack bonus. This supernatural ability can only be used once perround.

Living Armor (Ex): The Knights of the Order of Cordun areblessed with a suit of black, chitinous armor culled from the hideof the Order's own slave race, the Tirrics. Tirric hide armor, whenproperly cured and fitted, is comparable to a suit of masterworkhalf-plate armor, with protrusions and spikes covering it. TheKnight is not required to wear this armor, especially if he has asuperior suit of armor already. It is treated as masterwork half-plate with armor spikes and spiked gauntlets, with a max Dexbonus of +2 and an armor check modifier of -6. As the Knight ofthe Order of Cordun gains in levels, he may invest his personalpower into the armor. These investments cost the Knight a smallportion of his accumulated XP to perform. At any time, a Knightmay bring his armor to the temple of Cordun to have it imbued.This requires one day per 50 XP spent in this way. The bonus (ifgreater than +1) can include special magical qualities (such asspell resistance, or any other magical armor ability in the SystemReference Document). The values listed on the table are the totalexpenditure required. If the Knight of the Order of Cordun alreadyhas +4 Tirric Armor, then enchanting it to a +5 bonus costs theKnight 800 XP and 16 days in contemplation at the temple (the

difference between the new bonus and the old). If a Knight of theOrder of Cordun wishes to remove a power invested in his armor(usually to replace it with something more powerful) he may doso at the same time, at no cost, but the power and the XP thatwere invested to gain the power are both lost. While the tableincludes listings for +4 and +6 bonuses, only at even levels doesthe Knight of the Order gain advances to his maximum enchant-ment. At level 10 the Knight can enhance the armor to the equiv-alent of a +7 enchancement. As normal, enchancement bonusesabove +5 do not exist, and any remaining enhancement bonusesmust be spent on additional powers.

Unto Death (Ex): Seemingly propped up by faith and hisarmor, a level 10 Knight of the Order of Cordun can continue tofight when lesser men would have fallen in their tracks. With asuccessful DC 20 Fort save each round, the Knight may continueto act as normal when reduced to zero hit points or below. Thissave must be made each round at zero hit points or below until itis failed and the Knight topples into unconsciousness and beginsto die as normal, or until the Knight is cured above zero hitpoints. If the Knight fails the roll once, this ability ends until theKnight is healed back above zero hit points.

Armored TirricMedium AberrationHit Dice: 3d8+6 (20 hp)Initiative: +0Speed: 20 ftAC: 18 (+8 Natural)Attacks: 2 Claws +3 melee, Bite +0 meleeDamage: Claws 1d4+1, Bite 1d6+1Face/Reach: 5 ft by 5 ft / 5 ftSaves: Fort +3, Refl +1, Will +1Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 6, Cha 4Skills: Hide +4, Spot +4, Listen +4, Move Silently +4Climate/Terrain: Underground, indoorsOrganization: Stragglers (1-3), Gang (2-8), Breeding Pit (3-36),Colony (5-50).Challenge Rating: 2Treasure: ½ NormalAlignment: Usually chaotic neutralAdvancement: 4-5 HD (Medium-size); 6-8 HD (Large-size)

Bred by the Master Breeders of Cordun based on the ornatecarapaces exhibited by some Arcane Tirrics, the Armored Tirric isalmost a piece of art in design. The Armored Tirric is nearlyhumanoid in shape and size, and is covered with interlockingarmor plates almost as strong as steel plate armor.

The Armored Tirrics were also bred to have more naturalweaponry than previous Tirrics, thus making the armor suitscrafted from them more effective. When an Armored Tirric iskilled (usually accomplished by the Initiates of Cordun while theywere sleeping by jamming a steel spike into the soft spot underthe back of the Tirric's skull), the plates make for a very economi-cal suit of plate mail.

COMBATArmored Tirrics were the first of their kind to ever show any

aptitude for combat, with their collection of natural weapons andlarger size than the previous Tirrics. Fortunately they were bredto be cowards, and the constant culling of the herd to makearmor for the mercenaries hired by the Order of Cordun keepsthem in check. They prefer to attack in a rush of other Tirrics, bit-

ing and clawing with reckless abandon once in the fight.

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Table 1-16: Order of Cordun Armor EnhancementClass Level Armor Bonus XP Sacrifice

2 +1 1004 +2 4006 +3 1,000

+4 1,4008 +5 2,200

+6* 3,00010 +7* 4,500

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Perringlas stood high in the saddle, his brown cloak settlingbehind him as his mount came to a stop at his signal. His fineblond hair was a windblown mess, something birds could easilymistake for a nest, his clothes unkempt and worn. His elven her-itage showed in his fine and pointed ears, but he was certain hisappearance would startle or upset his fey kin considering thepoor form he kept himself in. Looking down from the comfortablyworn saddle on his roan mare, he could see the obvious signs ofrecent passage through the undergrowth here.

Just what they needed - Hurak's goblin raiders were back inthe area, and from the looks of it not only were they headingstraight to Diem, but they also had a one day lead on him.

Border Patrol and mounted skirmishers, the Riders of theDuras are looked up to on their steeds as the protectors of theland. They patrol their edges of their protectorate, keeping aneye out for hostile forces, evil humanoids and other unwelcomeguests. Travelers who stick to the main roads and beaten pathsare unlikely to meet a Rider except at country inns and taverns,where they stop in their travels. Others don't even stop there,only coming back from extended patrols when they have gravenews. They have sharp senses, including an eye for trouble andtroublemakers.

Most Riders of the Duras are rangers, but some cavalry moveon to this station, as well as fighters, warriors and even the occa-sional druid.

Hit Die: d10

RequirementsTo qualify to become a Rider of the Duras (Rdr) a character

must fulfill all the following criteria.Race: Elf, Half-Elf or HumanBase Attack Bonus: 5+Feats: Alertness, Medium Armor Proficiency, Mounted Archery,

Mounted Combat, TrackRide: 8 ranksSense Motive: 5 ranksWilderness Lore: 5 ranks

Class SkillsThe Riders of the Duras' class skills (and the key ability for

each skill) are Climb (Str), Craft (Int), Handle Animal (Cha),Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int),Knowledge (local) (Int), Ride (Dex), Sense Motive (Wis), Spot(Wis), Swim (Str), and Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the Riders of the Duras

prestige class.

Weapon and Armor Proficiency: Riders of the Duras aretrained with all simple and martial weapons, but are not givenadditional training with armor or shields. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Favored Enemy (Ex): At level 1, a Rider of the Duras mustselect a type of creature as a favored enemy. Due to his training,the Rider of the Duras gains a +1 bonus to Bluff, Listen, SenseMotive, Spot and Wilderness Lore checks when using these skillsagainst this type of creature. Likewise, he gets the same bonusto weapon damage rolls against this creature. The Rider alsogets the damage bonus with ranged weapons, but only within 30feet. At levels 4 and 7, the Rider must select a new favoredenemy, and the bonus associated with every previously selectedfavored enemy goes up by +1, just like the ranger class ability ofthe same name. The new favored enemy may be the same crea-ture as a previous favored enemy, in which case the bonusesstack. Unlike the ranger ability, the Rider of the Duras mustselect a specific creature as a favored enemy, not a creaturetype. For example, while a ranger may have Beasts as a favoredenemy, a Rider of the Duras would have Owlbears instead.

The creatures available as favored enemies include DireAnimals (all), Ettins, Hill Giants, Ogres, Otyugh, Owlbears, Trolls,or any Humanoid race (taken individually). In some campaigns,this list is subject to change (see sidebar).

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Riders of the DurasUsing the Riders in another campaign

The Riders of the Duras can easily be used for anykingdom or territory that has large, outlying sparselypopulated areas. Just rename them, perhaps changetheir selection of favored enemies (Riders in a king-dom constantly threatened by Giants would obviouslyhave the whole selection of Giants in their list) and letthem rip

Table 1-17: Riders of the Duras Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +0 +0 Favored Enemy +1, Track from the Saddle2 +2 +3 +0 +0 Coordinated Attack +13 +3 +3 +1 +1 Travelling Shot4 +4 +4 +1 +1 Second Favored Enemy, Coordinated Attack +25 +5 +4 +1 +1 Slayer6 +6 +5 +2 +2 Coordinated Attack +3, Higher Ground7 +7 +5 +2 +2 Third Favored Enemy, Night Watch

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Track from the Saddle (Ex): Rarely dismounted, a Rider ofthe Duras gains an eye for tracking, even from horseback. Alevel 1 Rider can use the Track feat from a mount walking at nor-mal speed without penalty to his Wilderness Lore roll. Riders ofthe Duras also gain this benefit to all search checks from thesaddle.

Coordinated Attack (Ex): The Riders of the Duras take fulladvantage of the mobility, size and speed of their mounts. If mul-tiple mounted Riders charge the same target in the same round,each Rider after the first gains a +1 competence bonus on attackrolls against that target as they swarm at it and past it, strikingfrom all sides. In the case of flanking attacks, this stacks with thebonus provided for flanking the target. The initial attack does nothave to be from someone with this ability, but must have comefrom someone charging the target from horseback. The compe-tence bonus for a Coordinated Attack increases to +2 at level 4and +3 at level 6.

Travelling Shot (Ex): As scouts and border patrol, often theRiders of the Duras have to engage a fleeing enemy, or one atextreme range. They are therefore trained in shooting from thesaddle of a rapidly moving mount. When using a missile weaponfrom the saddle, the Rider of the Duras suffers no penalty whenattacking during a double move, and only a -2 circumstancepenalty to hit when his mount is running. This supersedes thenormal penalties associated with shooting from a moving mount,as well as those granted by the Mounted Archery feat.

Slayer (Ex): Level 5 Riders of the Duras are exceptionallyskilled at taking down their foes. Whenever a Rider of the Durasscores a critical threat with a weapon (within 30 feet in the caseof ranged weapons), he deals an additional 1d6 damage to thetarget, regardless of whether or not the attack resolves as a criti-cal hit. This bonus is not multiplied in the case of a critical hit.Creatures that are immune to critical hits are immune to this abili-ty.

Higher Ground (Ex): A level 6 Rider has learned how best touse his elevated position to aid himself in his patrols. As long ashe is mounted, he gains a +4 altitude bonus on Spot rolls.

Night Watch (Ex): Constantly working against creatures thattravel under cover of night increases the Rider of the Duras'senses to an almost preternatural level. A level 7 Rider of theDuras gains a 50% increase to his low-light vision. For creatureswho lack low-light vision, this means they now can see 50% fur-ther than most creatures in a low-light condition. For Riders whoalready have low-light vision, this increases the range 50% (so alevel 7 Rider elf can see 3 times further in the dark than a normalhuman).

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Russain's blade dug deep into the body of the last orc body-guard. Finally he stepped forward

across the etched stone floor ofthe dark goblinoid templetowards the inner fane where thehigh priest stood snarling, havingexpended most of his supposedlydivine might attempting to pre-vent Russain's very presencehere. With no further guardsbetween them, Russain took

the time to gloat as hesheathed his short swordand prepared to teach thenoseless priest about thedivine right which he bore

with him. His spiked gauntletswhispered quietly, darkness

seeming to ooze forth from them.The orc looked slightly impressed,but held aloft his staff, which borethe runes of a hundred slainelves, and brought forth a stormof axes and swords behind thedark paladin. The bladessmashed into Russain's armor,sending him hurling forwardstowards the priest, no longergloating, his bloody back sendinghim raging to destroy the foulorc. As Russain lept, the orcraised an invisible shield beforehim, but not one powerful enoughto deflect the profanely chargedblow that bore down upon him.Russain's gauntlet struck himsoundly above his right ear, rend-ing open his skin and exposingbright red skull. The second blowcame from the left, smashingthe black spikes into the orc's

foul throat and sending it sprawling from the impact. The priest'sstaff skipped across the floor as his crimson blood sprayed uponto the altar of his god.

With their temple destroyed and their priest slain, no longerwould the Black Rock orcs be useful allies of the village ofTrieste, and soon the village would fall to the encroaching evils.

Sacred Paladins are the holy warriors of their church, god andfaith. Unlike true Paladins, who find their vocation of their ownwill, Sacred Paladins are often drawn from the clergy or defend-ers of the temples. They are crusading knights who face theunfaithful, heretics and infidels at every turn. Holy warriors of allalignments, all churches, all faiths, the Sacred Paladin representsthe wrath and blade of his church. They wield their deity's sacredweapons into combat against all forces that may oppose them.Most churches that have any real number of Sacred Paladinshave dedicated orders of knight-paladins quartered near theheadquarters of the church (although only the most military ofchurches actually have the knight-paladin order's temple on thesame grounds or even in the same city as their primary temple,for political reasons at the very least). Most Sacred Paladins arefighters who have heard the call of the divine and have taken upthe station of holy defenders or holy avengers, as the case maybe. Some few are drawn from the ranks of clerics and even somerogues and other classes have taken up the call over the years,depending on the church of course.

Hit Die: d10

RequirementsTo qualify to become a Sacred Paladin (Scp) a character must

fulfill all the following criteria.Alignment: Same alignment as patron deityBase Attack Bonus: 6+Feats: Heavy Armor Proficiency, Iron Will, Weapon Focus

(deity's favored weapon)Knowledge (religion): 4 ranks

Class SkillsThe Sacred Paladin's class skills (and the key ability for each

skill) are Climb (Str), Concentration (Con), Craft (Int), HandleAnimal (Cha), Knowledge (religion) (Int), Knowledge (royalty andnobility) (Int), Ride (Dex) and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features

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Sacred Paladin

Table 1-18: Sacred Paladin Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +0 +2 Divine Grace2 +2 +3 +0 +3 Domain3 +3 +3 +1 +3 Channel Energy4 +4 +4 +1 +4 Weapon Specialization5 +5 +4 +1 +46 +6 +5 +2 +5 Channel Strike7 +7 +5 +2 +5 Domain8 +8 +6 +2 +69 +9 +6 +3 +6 Channel Speed

10 +10 +7 +3 +711 +11 +7 +3 +712 +12 +8 +4 +8 Domain, Channel Spell

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All of the following are class features of the Sacred Paladinprestige class.

Weapon and Armor Proficiency: Sacred Paladins gain noadditional armor training, but are proficient with all simple andmartial weapons. Note that armor check penalties for armorheavier than leather apply to the skills Balance, Climb, EscapeArtist, Hide, Jump, Move Silently, Pick Pockets and Tumble.

Spellcasting: The Sacred Paladin can cast a small number ofdivine spells granted by his deity. To cast a spell, the SacredPaladin must have a Wisdom score of at least 10 + the spell'slevel. Sacred Paladins do not gain bonus spells based on highabilities. Saving throws against Sacred Paladin spells have aDifficulty Class of 10 + spell level + Wisdom modifier. A SacredPaladin has a very restricted list of spells known. Each spellknown must be selected from either the Paladin or Cleric spelllists. Spells with an alignment descriptor (good, chaos, etc) canonly be selected by a Sacred Paladin of that alignment. A SacredPaladin prepares and casts spells just as a cleric does (thoughthe Sacred Paladin cannot use spontaneous casting to lose aspell and cast a cure or inflict spell in its place).

Divine Grace (Ex): A Sacred Paladin receives divine protec-tion from harm from his deity. This manifests as a divine bonuson all saving throws equal to the Sacred Paladin's Charismabonus. This bonus does not stack with the Divine Grace bonusgranted to a core class Paladin.

Domain (Ex): At the listed levels, the Sacred Paladin gainsaccess to one of his deity's domains normally granted to theirclerics. The Sacred Paladin gains the domain ability of thedomain, and adds the level one through six domain spells to hisSacred Paladin spell list.

Channel Energy (Su): At third level, the Sacred Paladin gainsthe ability to channel divine energy. For good Sacred Paladinsthis is positive energy, and for evil Sacred Paladins, this is nega-tive energy. Neutral Sacred Paladins must select whether it ispositive or negative energy, using their deity's attitude anddomains as a guide (the Sacred Paladin player should consultwith the Game Master on this). Once the Sacred Paladin haschosen what type of energy he channels, this choice cannot bechanged. A Sacred Paladin can channel divine energy up to onehalf his class level times per day (rounded down). The primaryuse for channelled energy is to turn or rebuke undead. A Sacred

Paladin turns or rebukes undead as a cleric two levels lower thanhis Sacred Paladin level. At levels 6, 9 and 12 the SacredPaladin learns additional methods of channelling this divine ener-gy.

Weapon Specialization (Ex): Beginning at level 4, the SacredPaladin becomes eligible to take the Weapon Specialization featusing one of his normally-obtained feats. This is not a bonus feat.The Weapon Specialization must be taken with the SacredPaladin's deity's favored weapon.

Channel Strike (Su): At level 6, the Sacred Paladin learns tochannel the divine energy granted by his deity into his weapon.The Sacred Paladin may declare any melee attack to be aChannel Strike. Regardless of whether or not the attack hits, thiscounts as a channelling attempt. If the attack hits, it deals anadditional 1d8 divine damage to the target.

Channel Speed (Su): At level 9, the Sacred Paladin can chan-nel the divine energy granted by his deity into a lightning-faststrike. The Sacred Paladin may use this ability in combinationwith any attack action, allowing the Sacred Paladin an additionalattack at his full attack bonus during that action. This counts astwo channelling attempts.

Channel Spells (Sp): At level 12, the Sacred Paladin canchannel divine energy into spell-like effects. The Sacred Paladincan cast any spell from his Sacred Paladin domain lists usingchannelling attempts as a spell-like ability. Each spell cast in thisway counts as a number of channellings equal to the spell'slevel.

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Table 1-19: Sacred Paladin SpellcastingSpells Known Spells per Day

Level 1 2 3 4 5 6 1 2 3 4 5 61 1 - - - - - 1 - - - - -2 2+d - - - - - 2 - - - - -3 2+d 0+d - - - - 2 1 - - - -4 2+d 1+d - - - - 2 2 - - - -5 3+d 1+d 0+d - - - 3 2 1 - - -6 3+d 2+d 1+d - - - 3 2 2 - - -7 3+2d 2+2d 1+2d 0+2d - - 3 3 2 1 - -8 4+2d 2+2d 2+2d 1+2d - - 4 3 2 2 - -9 4+2d 3+2d 2+2d 1+2d 0+2d - 4 3 3 2 1 -

10 4+2d 3+2d 2+2d 2+2d 1+2d - 4 4 3 2 2 -11 5+2d 3+2d 3+2d 2+2d 1+2d 0+2d 5 4 3 3 2 112 5+3d 4+3d 3+3d 2+3d 2+3d 1+3d 5 4 4 3 2 2

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The School of Warfare has taught many of the realm's greatestmilitary leaders. The sages there have picked through genera-tions of books and manuscripts regarding tactical warfare, andthey hire many old generals to help teach or to aid the scribes inrecording their knowledge. The students at this school are war-riors and nobles, men who lead (or expect to lead) sizeable mili-tary forces. They leave with a strong knowledge of mass combatand warfare, but also with the understanding that war betweennations should be kept as civilized as possible (something thatnot all students take to heart, but a lesson taught nonetheless).

But within the repository of information that is the School ofWarfare, there are also many books and scrolls detailing theuses of magic in warfare. Against armies, a few strong spells canwield incredible results. Ancient sages and scribes have workedto uncover ancient battle magics that are supposedly recorded inthe documents they have collected. Nearly sixty years ago theysucceeded at uncovering the lore of tower magic. Now they gath-er small numbers of arcane students who seek this knowledge -some for defending their own towers, but most in the employ oflarger military forces who need defensive or offensive aid in com-ing campaigns. They are known within the school as the SiegeMagi.

Hit Die: d4

RequirementsTo qualify to become a Siege Mage (Sgm) a character must

fulfill all the following criteria.Knowledge (Arcana): 7 ranksKnowledge (Architecture & Engineering): 7 ranksFeats: Enlarge Spell, Craft Magic Arms and Armor as well as

either Craft Wand or Craft StaffSpellcasting: must be able to cast at least one arcane abjura-

tion and one arcane evocation spell of level 3 or greater.

Class SkillsThe Siege Mage's class skills (and the key ability for each skill)

are Concentration (Con), Craft (Int), Knowledge (all skills takenindividually) (Int), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Siege Mage pres-tige class.

Weapon and Armor Proficiency: Siege Magi gain no addi-tional training with weapons or armor. Note that armor checkpenalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Siegecraft (Su): Siege Magi are able to invest some of theirspells to improve constructions they are in contact with. The sizeand type of construction, as well as the level of the Siege Mage,determine how many spells of what levels can be invested. Eachtype of construction lists a maximum number of spell levels thatcan be invested into it on the table below. Additionally, a SiegeMage cannot invest a spell of a level higher than the level indi-cated on table 1-19: Siege Mage Level Advancement. Spellsinvested into the construction can be activated by the SiegeMage who placed them there as if the construction was a spelltrigger device, but requiring only a move-equivalent action to trig-ger (and not provoking an attack of opportunity). Investing a spellinto a construction costs the Siege Mage materials and rare com-ponents worth 10gp times the level of the spell times the spell-caster level, and 2/25 of this price in XP. Spellcasters other thanthe Siege Mage who invested the spells cannot trigger them. Allspells invested in military constructions are cast as if under theeffect of the enlarge spell feat, at no additional cost in time orspell levels.

Spell Striker (Ex): Because damage to buildings and siegeconstructs is vital to a siege or defeating a siege, Siege Magi aretaught how to get the best effect out of their spells against theseimmobile (yet tough) targets. All spells that a level 2 or higherSiege Mage casts ignore the hardness of constructions or build-ings that they target.

Fortification (Ex): Defensive spellcasting is a powerful ally,and correctly used walls can shore up even the most damagedstructures. Beginning at level 4, the Siege Mage casts all "wallof" spells as a spellcaster of one level higher when determiningduration, size, thickness and all other level-based variables.Additionally, at this level a Siege Mage can cast abjuration spellsthat normally only target "one creature" or "creature touched" totarget "structure touched" instead. This is normally used to castspells such as resist elements on besieged fortifications.

Danger Zone (Ex): Evocations during mass warfare are not

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Siege Mage

Table 1-20: Siege Mage Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +0 +0 +0 +2 Siegecraft - level 1 spells +1 Spellcaster Level2 +1 +0 +0 +3 Spell Striker +1 Spellcaster Level3 +1 +1 +1 +3 Siegecraft - level 2 spells4 +2 +1 +1 +4 Fortification +1 Spellcaster Level5 +2 +1 +1 +4 Siegecraft - level 3 spells +1 Spellcaster Level6 +3 +2 +2 +5 Danger Zone I +1 Spellcaster Level 7 +3 +2 +2 +5 Siegecraft - level 4 spells8 +4 +2 +2 +6 Danger Zone II +1 Spellcaster Level9 +4 +3 +3 +6 Siegecraft - level 5 spells +1 Spellcaster Level

10 +5 +3 +3 +7 Siegecraft Lore +1 Spellcaster Level

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designed to yield the maximum damage against a target,but to yield damage against the maximum number of tar-gets. At level 6, Siege Magi casting spells with any elemen-tal designator (fire, sonic, acid, cold) that have an areaeffect gain a 50% increase in the numeric area of effect.For example, a level 7 Siege Mage casting a fireball (alevel 3 spell with the fire designator) increases the effectfrom a 20-foot radius spread to a 30-foot radius spread.Beginning at level 8, the Siege Mage can use this abilitywith any spell with an area effect, not only those with ele-mental designators.

Siegecraft Lore (Ex): At level 10, Siege Magi have tran-scended the limits of how much magic can be held withinan unprepared receptacle, and are capable of storing twiceas many spell levels as normal within a construct usingtheir Siegecraft ability (although they still cannot investspells of a level higher than fifth without actually building amagical structure).

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Table 1-21: SiegecraftConstruction SpellsNon-military vehicle (cart, wagon, boat) 2 spell levelsSmall non-military construction (house) 3 spell levelsLarge non-military construction (mansion) 6 spell levels

Siege weapons (catapult, ballista) 3 spell levelsSiege constructs (siege tower, covered ram) 6 spell levelsHuge military vehicles (armed boats) 10 spell levels

Small stone construction (mannor house) 6 spell levelsMedium stone construction (wizard's tower, gate house) 10 spell levelsLarge stone construction (moathouse, small keep) 16 spell levelsHuge stone construction (castle, fortress) 20 spell levelsMassive stone construction (mountain fortress) 28 spell levels

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The sky ( of Plancus' city ) forebodes to usThrough clear signs and fixed stars,That the time of its sudden change is approaching,Neither for its good, nor for its evils.

Within the pit will be found the bones,Incest will be committed by the stepmother:The state changed, they will demand fame and praise,And they will have Mars attending as their star.

The great force which will pass the mountains.Saturn in Sagittarius Mars turning from the fish:Poison hidden under the heads of salmon,their war-chief hung with cord.

from the prophecies of Nostradamus

The Society of Heavenly Movements tracks the movements ofthe stars and planets, and how each relates to the casting ofmagical spells and enchantments. They are regarded as lore-masters of the heavens, drawing insight and powers from theirstudies of the night sky. The society is a very loose grouping ofsages and wizards dedicated to this study of the heavens andheavenly magic. Within the society are a variety of cliques andclans, groups of wizards and sages who share the same goalsand ambitions, often linked together by alignment, sometimes bynationality or race.

Millennia ago, the stars were mapped into constellations thatare accepted by the Society for their research. This solar zodiacwas based on several racial constellations and the astrologicalbeliefs most prevalent within the Society at the time - thus mostof them are based on draconic and elven heritage and mytholo-gy, as are most of the old books of astrological lore the Societyhas collected since its inception. This gives the Society as awhole a subtle but distinct elven bias that is constantly foughtagainst by the few dwarven members. Most of the (now domi-nant) human membership dismiss these concerns, pointing outthe draconic material's dominance and the continued use of dra-conic to this day in most matters of arcana.

Officially, the Society meets annually, although only the mostupper-ranking members usually arrive at these convocations.Major convocations of the Society occur once every nine years ata time that is agreed to be fairly boring for students of the heav-

ens. The convocations are supposed to be used to establishwhat major changes have been discovered by various members,but are generally used instead to reconnect with old friends andresearchers within the society and to introduce new members tothe group. Additionally, there are smaller meetings during manymajor celestial events, usually at the location of a researcher whohas a large enough observatory to suit a larger group of Societymembers who share his interests and ethics.

Due to the studious arcane nature of the Society, almost allmembers are wizards. Few sorcerers find the pure research totheir taste; although those that do discover they learn new spellsquite unusual to their ilk. Even some rare bards have becomemembers of the Society over the ages, forever telling tales of themythology of the constellations and their interactions.

Hit Die: d4

RequirementsTo qualify to become a member of the Society of Heavenly

Movements (Shm) a character must fulfill all the following criteria.Knowledge (arcana): 10 ranksSearch: 5 ranksRead Language: Elven & DraconicFeats: Any one metamagic featSpellcasting: Ability to cast at least 2 arcane divinations and 2

arcane enchantments of level 3 or higher.

Class SkillsThe Society of Heavenly Movements' class skills (and the key

ability for each skill) are Appraise (Int), Concentration (Con),Decipher Script (Int - exclusive skill), Gather Information (Cha),Heal (Wis), Knowledge (all skills - taken individually) (Int),Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis),Speak Language, SpellCraft (Int), and Use Magic Device (Cha,exclusive skill).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the Society of

Heavenly Movements prestige class.

Weapon and Armor Proficiency: Members of the Society ofHeavenly Movements gain no additional training with weapons or

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The Society of Heavenly Movements

Table 1-22: The Society of Heavenly Movements Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +0 +0 +0 +2 Astrological Studies +1 Spellcaster Level2 +1 +0 +0 +3 Night Casting +1 +1 Spellcaster Level3 +1 +1 +1 +3 Heavenly Lore4 +2 +1 +1 +4 Astrological Studies +1 Spellcaster Level5 +2 +1 +1 +4 Night Casting +2 +1 Spellcaster Level6 +3 +2 +2 +5 Lesser Conjunction +1 Spellcaster Level 7 +3 +2 +2 +5 Astrological Studies8 +4 +2 +2 +6 Night Casting +3 +1 Spellcaster Level9 +4 +3 +3 +6 Greater Conjunction +1 Spellcaster Level

10 +5 +3 +3 +7 Astrological Studies +1 Spellcaster Level

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armor. Note that armor check penalties for armor heavier thanleather apply to the skills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pockets and Tumble.

Spellcasting: At the indicated levels, the member of theSociety of Heavenly Movements gains new spells per day as ifhe had also gained a level in the arcane spellcasting class hebelonged to before adding the prestige class. He does not, how-ever, gain any other benefit a character of that class would havegained (improved chance of controlling or rebuking undead,metamagic or item creation feats, hit points beyond those hereceives from the prestige class, and so on), except for anincreased effective level of spellcasting. If a character had morethan one arcane spellcasting class before becoming a Member ofthe Society of Heavenly Movements, he must decide to whichclass he adds the new level for purposes of determining spellsper day. The character does not learn new spells as normal forgaining a level in a spellcasting class (i.e.: he does not learn twonew spells from the spell lists for prepared spellcasters, nor doeshe gain the normal spell known for a spontaneous spellcaster);instead he gains access to new spells as indicated in theAstrological Studies ability below.

Astrological Studies (Ex): At the indicated levels, the memberof the Society of Heavenly Movements must select one astrologi-cal feature to have learned magical abilities from. This grants themember of the Society of Heavenly Movements knowledge ofnine spells, (one of each level,) associated with the heavenlybody or astrological feature studied.

Night Casting (Ex): Empowered by the stars above, whenevercasting spells under the night sky, the level 2 member of theSociety of Heavenly Movements increases the DC of all savesagainst his spells by one. This bonus increases to +2 at level 5and +3 at level 8. This does not apply when the character isunderground or in a building, as he must be exposed to the nightsky.

Heavenly Lore (Ex): The knowledge gathered through thestars is diverse indeed. At third level, members of the Society ofHeavenly Movements gain the ability to know legends and infor-mation regarding various topics as a bard with the BardicKnowledge ability. The member of the Society of HeavenlyMovements adds half his level and his Intelligence modifier to theBardic Knowledge check, as per the ability description for thebard class in the System Reference Document.

Lesser Conjunction (Su): Once per night, a level 6 member ofthe Society of Heavenly Movements may cast a single spell,spontaneously using a known metamagic feat on it withoutincreasing the level of the spell slot required. The metamagic featused cannot be one that would increase the spell slot by morethan two levels. Using this ability increases the casting time ofthe spell to a full round action.

Greater Conjunction (Su): Once per night, a level 9 memberof the Society of Heavenly Movements may cast a single spell,spontaneously using any known metamagic feat on it withoutincreasing the level of the spell slot required. Using this abilityincreases the casting time of the spell to a full round action.

Astrological Studies of the Society

Each planet and constellation is given its own spell list of ninespells. For this volume, we have included the classic 12 signs ofthe zodiac, several planets in the solar system, as well as thesun and moon. To customize the class for your own campaign,rename the constellations and planets or even reassign theirspells based on the perceived personalities of these heavenlybodies.

When creating new spell lists for your alternate heavenly bod-ies, the quick cheat is to select domains that best suit the sup-posed personas of these entities, and remove the granted powerfrom the domain. For example, we have used several domains torepresent the studies of the planets, based on their supposedpersona in Roman myth.

Aquarius 1 Endure Elements. Ignore 5 dmg / round from one energy type 2 Soften Earth & Stone. Turn stone to clay or dirt to mud3 Water Breathing. Subjects can breathe underwater 4 Solid Fog. Blocks vision and slows movement 5 Commune with Nature. Learn about terrain for one mile / level 6 Luke's Freezing Sphere. Freezes water or deals cold damage 7 Control Weather. Changes weather in local area 8 Horrid Wilting. Deals 1d8 damage / level within 30 ft 9 Summon Monster IX. Water elementals only

Aries 1 Pass without Trace. One subject / level leaves no tracks 2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr / level 3 Meld into Stone. You and your gear merge with stone 4 Stoneskin. Stops blows, cuts, stabs, and slashes 5 Wall of Stone. 20 hp / 4 levels, can be shaped 6 Summon Nature’s Ally VI. 1d3 dire boars or earth elementals 7 Summon Nature’s Ally VII. Earth elementals only8 Earthquake. Intense tremor shakes 5 ft / level radius 9 Summon Nature’s Ally IX. Earth elementals only

Cancer1 Mage Armor. Gives subject +4 armor bonus2 Bull's Strength. Subject gains 1d4+1 Str for 1 hour / level3 Magic Vestment. Armor or shield gains +1 / 3 levels4 Sleet Storm. Hampers vision and movement4 Stoneskin. Stops blows, cuts, stabs, and slashes 6 Summon Monster VI. Fiendish Chuul7 Iron Body. Body becomes living iron8 Regenerate. Subject’s severed limbs grow back9 Implosion. Kills one creature / round

Capricorn 1 Magic Fang. Natural weapon gets +1bonus2 Speak with Animals. Communicate with natural animals 3 Summon Nature's Ally III. Calls creature to fight4 Greater Magic Fang. Natural weapon gets +1 / level (max +5)5 Animal Growth. One animal / two levels doubles in size, HD 6 Summon Nature's Ally VI. Calls creature to fight7 Liveoak. Oak becomes treant guardian 8 Animal Shapes. One ally/level polymorphs into chosen animal 9 Summon Nature's Ally IX. Calls creature to fight

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Gemini 1 Charm Person. Makes one person your friend2 Mirror Image. Creates decoy duplicates of you 3 Charm Monster. Makes one creature your friend4 Scrying. Spies on subject from a distance 5 False Vision. Fools scrying with an illusion 6 Mislead. Turns you invisible and creates illusory double 7 Shadow Walk. Step into shadow to travel rapidly 8 Reverse Gravity. Objects and creature fall upward 9 Shapechange. Transform into any form, change form 1/rnd.

Leo 1 Faerie Fire. Outline subject with light2 Flame Blade. Touch attack deals 1d8+1 per 2 levels 3 Flame Arrow. Shoots flaming projectiles or fiery bolts 4 Summon Nature's Ally IV. Lion5 Summon Nature's Ally V. d3 lions, 1 dire lion or fire elemental6 Commune with Nature. Learn about terrain for one mile / level 7 Fire Storm. Deals 1d6 fire damage / level 8 Incendiary Cloud. Cloud deals 4d6 fire damage / round 9 Summon Monster IX. Fire elementals

Libra 1 Magic Weapon. Weapon gains +1 bonus 2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level 3 Keen Edge. Doubles normal weapon's threat range 4 Divine Power. You gain attack bonus, 18 Str, and 1 hp / level 5 Righteous Might. Your size increases and you gain +4 Str 6 Heroes' Feast. Food for one creature / level cures and blesses 7 Mordenkainen's Sword. Magic blade strikes opponents 8 Symbol. Triggered runes have array of effects 9 Summon Monster IX. Calls creature to fight

Pisces 1 Know Direction. You discern north 2 Invisibility. Invisible for 10 min/ level or until attacks3 Haste. Extra Partial Action and +4 AC 4 Dimension Door. Teleports you and up to 500 lb. 5 Ice Storm. Hail deals 5d6 damage / level 6 Find the Path. Shows most direct way to a location 7 Plane Shift. Up to eight subjects travel to another plane 8 Horrid Wilting. 1d8 damage / level within 30 ft. 9 Astral Projection. Project selft and companions to the astral

Sagittarius 1 Goodberry. 2d4 berries each cure 1 hp (max hp/24 hours) 2 Warp Wood. Bends wood (shaft, handle, door, plank) 3 Speak with Plants. Talk to normal plants and plant creatures 4 Antiplant Shell. Keeps animated plants at bay 5 Commune with Nature. Learn about terrain for one mile/level 6 Ironwood. Magical wood is strong as steel 7 Changestaff. Staff becomes a treant on command 8 Sunburst. Blinds all within 10 ft., deals 3d6 damage 9 Storm of Vengeance. Storm rains acid, lightning, and hail

Scorpio 1 Chill Touch. 1 touch / level deal 1d6 damage / level 2 Summon Swarm. Swarm of small crawling or flying creatures 3 Poison. Touch deals 1d10 Con damage, repeat in 1 minute 4 Giant Vermin. Turns insects into giant vermin 5 Insect Plague. Limits vision, inflicts damage, creatures flee6 Acid Fog. Fog deals acid damage 7 Creeping Doom. Carpet of insects attacks at your command 8 Horrid Wilting. Deals 1d8 damage / level within 30 ft 9 Implosion. Kills one creature / round.

Taurus 1 Bless. Allies gain +1 attack and +1 saves against fear2 Bull's Strength. Subject gains 1d4+1 Str for 1hr/level 3 Magic Vestment. Armor or shield gains +1 / three levels4 Divine Power. Gain attack bonus, 18 Str, an 1 hp per level 5 Wall of Stone. 20 hp / four levels; can be shaped 6 Stoneskin. Stops blows, cuts, stabs, and slashes 7 Earthquake. Intense tremor shakes 5 ft / level radius 8 Shield of Law. +4 AC, +4 Resistance, & SR 25 vs Chaos9 Bigby's Crushing Hand. Provides cover, pushes, or grapples.

Virgo 1 Charm Person. Makes one person your friend 2 Detect Thoughts. Allows "listening" to surface thoughts 3 Charm Monster. Makes monster believe it is your ally 4 Emotion. Arouses strong emotion in subject 5 Dominate Person. Controls humanoid telepathically 6 Mass Suggestion. As suggestion, plus one / level subjects 7 Sympathy. Object or location attracts certain creatures 8 Antipathy. Object or location repels certain creatures 9 Dominate Monster. As dominate person, but any creature

PlanetsFor the Planets, we've designated a clerical domain that best

suits each planet. As with the constellations, when converting adomain into a spell list for the Society of Heavenly Movements,remove the "granted power" of the domain. We have not includedUranus, because the traditional Uranus is the father of the godsin Roman myth, not given his own portfolio.

Mercury - Travel domain spellsVenus - Love domain spellsMars - War domain spellsSaturn - Plants domain spellsJupiter - Storms domain spellsNeptune - Water domain spellsPluto - Death domain spells

Sun - Sun domain spells

the Moon1 Faerie Fire. Outline subject with light2 See Invisibility. Reveals invisible creatures and objects3 Charm Monster. Makes monster believe it is your ally 4 Emotion. Arouses strong emotion in subject 5 Shadow Evocation. Mimics evocation less than 5th level6 Permanent Image. Includes sight, sound and smell7 Insanity. Permanent confusion on one target8 Animal Shapes. One ally/level polymorphs into chosen animal 9 Gate. Connects two planes for travel and communication

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Like an arrow from a tight-strung bow, Errises erupted from theshadows towards the hideous, tentacled head of the mind flayer.The mind flayer turned, preparing a blast of psionic energy tosend Errises back to the recesses from which he had exploded.But momentarily, time seemed to cease for the flayer, as Errisesran along the wall and ceiling, dropping down in front of the crea-ture and sending it reeling back towards the black precipice. Astime seemed to right itself, the surprised flayer launched a blastof psychic energy at Errises, sending a shockwave rippling pasthim that no amount of dodging could avoid. The blast jarred hismind, but did not slow his progress. Once again time seemed toplay tricks on the flayer. Errises stepped forwards again andtripped the beast, then struck it with his crystal katana as itbegan to fall, following up the blow with yet another strike oncethe flayer landed upon the basalt beneath it.

Timers are as fast as thought itself. They have honed theirpsionic arts to be able to move faster than anyone else, to thepoint of bending time to their needs. They jump further, movefaster, run up walls and dodge harder than anyone else.

Due to the incredible amount of psionic and physical prowessrequired to become a Timer, almost all timers are psychic war-riors with a few drawn from other psionic classes, most typicallynomads.

Hit Die: d8

RequirementsTo qualify to become a Timer (Tmr) a character must fulfill all

the following criteria.Knowledge (Psionics): 5 ranksTumble: 8 ranksFeats: Dodge, Psionic Charge, Psionic Dodge, Speed of

Thought, Up the Walls

Class SkillsThe Timer's class skills (and the key ability for each skill) are

Balance (Dex), Climb (Str), Concentration (Con), Jump (Str),Knowledge (psionics) (Int), Stabilize Self (Str), Swim (Str),Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the Timer prestige

class.

Weapon and Armor Proficiency: Timers gain no additionaltraining with weapons or armor. Note that armor check penaltiesfor armor heavier than leather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, Pick Pockets andTumble.

Manifesting: At the indicated levels, a Timer gains additionalpower points per day and discovers psionic abilities as if increas-ing in level in the manifesting class he had prior to becoming aTimer. He gains no other benefits normally associated with gain-ing a level in that class (hit points, saving throws, additionalpsionic combat modes, etc).

Personal Time (Su): The level 1 Timer can slow his percep-tions of time just enough that he never feels harassed or worried.This allows him to take 10 on any skill check even in situationswhere this would normally not be allowed. The Timer may mani-fest this ability once per day per class level at no cost; additionalmanifestations of this ability cost 1 power point per use.

Dodge This (Su): At level 2, the Timer can focus his dodgingagainst a single opponent. During his action, the Timer desig-nates an opponent and receives a +1 dodge bonus to ArmorClass against attacks from that opponent. This can be the sameopponent or opponents designated for the standard Dodge andPsionic Dodge feats, in which case the dodge bonuses stack.The Timer can reassign his opponents as a free action on eachaction. A condition that makes the Timer lose his Dexterity bonusto Armor Class (if any) does not make him lose the dodgebonus(es) from this feat. Every second level after level 2, theTimer gains an additional opponent that he may target with thisability (or he may apply the dodge bonuses against the sameopponent, as normal).

Act Up (Su): A level 3 Timer can accelerate his own timeframe sufficiently to allow an additional partial action in a round.Manifesting this ability is a free action for the Timer. This partialaction is treated the same as any other partial action, and can beused for an attack action or a move-equivalent action or for any-thing else that does not require a full round action to complete. Atlevel 3 the Timer can manifest this ability once per day. It may bemanifested one additional time per day per two class levelsthereafter (as per table 1-22: The Timer). A Timer may manifest

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Timer

Table 1-23: Timer Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Manifesting

1 +0 +2 +2 +0 Personal Time2 +1 +3 +3 +0 Dodge This (1) +1 manifester level3 +2 +3 +3 +1 Act Up 1/day, Mental Speed4 +3 +4 +4 +1 Dodge This (2) +1 manifester level5 +3 +4 +4 +1 Act Up 2/day, Up and Over6 +4 +5 +5 +2 Dodge This (3) +1 manifester level7 +5 +5 +5 +2 Act Up 3/day, Instant Action8 +6 +6 +6 +2 Dodge This (4) +1 manifester level9 +6 +6 +6 +3 Act Up 4/day, Mental Speed

10 +7 +7 +7 +3 Dodge This (5) +1 manifester level

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this ability no more than twice in one round.Mental Speed (Ex): A levels 3, 6 and 9, a Timer gains one of

either Mental Leap, Quicken Power or Speed of Thought as abonus feat. These bonus feats are in addition to the feats that acharacter gains through level advancement.

Up and Over (Su): Through a combination of the Up the Wallsfeat and sheer speed, a level 5 Timer can use the Up the Wallsfeat to move under overhangs, across ceilings and so on.

Instant Action (Su): A level 7 Timer can manifest the Act Upability at any point in a round, as long as he has not manifestedthe ability already during the round. This is treated as a readiedaction, except the Timer has the option to select what he will dowith the action when he elects to manifest the ability, instead ofwhen readying the action. In this way, a Timer may interruptanother person's action with an Act Up action. Once the Timerhas used Instant Action in a round, he cannot use the Act Upability for the remainder of the round.

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Mingar knew neither fear nor reluctance. Across the muddyfield were the organized phalanxes and archers of the high elvenarmies. Beyond them, the tall and fine trees of their home - treesthat would soon be used for longhouses and warships. MingarGowl felt the bile rise in his throat, filled with revulsion for suchfrail creatures who dared to claim stewarship over the vastforests that the tribes needed for their own survival. No elf thatmet Mingar today would live to tell the tale; it would be a day ofslaughter for the Dark Wolf whom he served.

Mingar surged forward with a feral cry on his lips. Around him,the horde exploded into movement, a mass rush towards theelven lines. Arrows rained down among them, stopping many intheir tracks to feed their blood to the earth mother, but Dark Wolfpulled Mingar forwards through the rain of wood. Screaming andfrothing, he launched himself towards the phalanx that stoodbetween himself and the Archers. TheDark Wolf leaping up within him at thepromise of blood, filling him with powerand ferocity. He yearned for the bloodof his foes, and they saw it in him.And they ran. The phalanx shat-tered even before Mingar waswithin it, his charge pulling himthrough their ranks andstraight into the archers whowere preparing for the nextvolley. The red of the DarkWolf welled up within him,stronger again with everyelf that fell to his axe thatday.

Tribal Berserkers are atonce feared and reveredby the barbarian tribesthey come from. They aremembers of strange ani-mal battle-cults that wereoriginally founded agesago. Many tribal blood-cults or warrior groupskeep a magically pre-

served store of blood from their lycanthropic totem. A promisingyoung warrior of the tribes is sometimes chosen to join the ranksof the berserker tribes in a ritual that involves the mingling of herblood with the tribal stores of their lycanthropic totem. Sometribes are aligned with a specific lycanthrope, while in other tribesthe Berserkers are more of a religious blood cult tolerated withinthe tribe because of their fierce nature as tribal warriors.Regardless, the Berserkers are ready and willing front-line shock-troops known for their savage frenzies even within a culturewhere raging barbarians are the norm, not the exception.

Almost all Tribal Berserkers are barbarians, although some areholy warriors of the blood cults, clerics and druids who have mul-ticlassed as barbarians before gaining levels of Tribal Berserker.

Hit Die: d12

RequirementsTo qualify to become a Tribal Berserker (Tbz), a character must

fulfill all the following criteria.Alignment: any non-lawful alignmentBase Attack Bonus: +6 or higherBase Fortitude Save: +5 or higherIntimidate: 6 RanksFeats: Power Attack, CleaveSpecial: Been bitten by or have consumed the blood of a

lycanthrope in the heat of combat and have been accepted intothe ranks of one of the lycanthrope-affiliated barbarian tribes orblood-cults.

Special: Ability to rage.

Class SkillsThe Tribal Berserker's class skills (and the key ability for

each skill) are Control Shape (Wis),Handle Animal (Cha),

Intimidate (Cha), IntuitDirection (Wis), Jump (Str),Listen (Wis), Ride (Dex)and Wilderness Lore(Wis).

Skill Points at Each Level: 2 + Intelligencemodifier

Class Features

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

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Tribal Berserker

Table 1-24: Tribal Berserker Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +0 +0 Berserk Rage 1/day2 +2 +3 +0 +0 Damage Reduction 1/-3 +3 +3 +1 +1 Heightened Senses, Fearsome Rage4 +4 +4 +1 +1 Berserk Rage 2/day5 +5 +4 +1 +1 Damage Reduction 2/-6 +6 +5 +2 +2 WereRat Shape, Detect Invisible7 +7 +5 +2 +2 WereWolf Shape, Berserk Rage 3/day8 +8 +6 +2 +2 WereBoar Shape, Damage Reduction 3/-9 +9 +6 +3 +3 WereTiger Shape, Great Berserk Rage

10 +10 +7 +3 +3 WereBear Shape, Berserk Rage 4/day

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Weapon and Armour Proficiency: Tribal Berserkers are profi-cient in all basic and martial weapons except projectile weapons(bows, crossbows and the like) and shields, but are not trainedwith any armor. Note that armor check penalties for armor heav-ier than leather apply to the skills Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Pick Pockets and Tumble.

Berserk Rage (Ex): The Tribal Berserker's Berserk Rage abili-ty is almost identical to the Barbarian's rage except as follows.The Berserk Rage lasts for (5 + new Constitution modifier)rounds. If the Berserker is still in his Berserk Rage when allopponents have fallen, there is a flat 11% chance each roundthat he will turn on a friendly character. This chance is reducedby 1% per level in the Tribal Berserker prestige class. During aBerserk Rage, a Tribal Berserker with the Cleave feat in light orno armour is treated as having the Great Cleave feat. If the TribalBerserker has the Great Cleave feat already and is wearing lightor no armour, then treat her as having the Whirlwind Attack feat.Berserk Rages are always distinguished from normal BarbarianRages, and most berserkers can choose to either berserk rage orbarbarian rage.

Damage Reduction (Ex): A Tribal Berserker's damage reduc-tion (gained at level 2) does not stack with damage reductionprovided by other sources or classes except the Barbarian class.For Barbarian Tribal Berserkers, one half the Tribal Berserkerdamage reduction can be stacked with the character's Barbariandamage reduction if it would produce a higher damage reductionthan the Tribal Berserker damage reduction on its own.

Heightened Senses (Ex): The Tribal Berserker gains a +2bonus to Spot, Listen and Search rolls from her refined animal-like senses (this does not stack with racial modifiers).

Fearsome Rage (Ex): The Tribal Berserker's Berserk Ragecan cause morale penalties in enemies. Compare the TribalBerserker's level to the opponent's level or Hit Dice on table 1-24: Effects of Fearsome Rage when a Tribal Berserker inFearsome Rage attacks. For purposes of this table only, treat theTribal Berserker as being two levels higher if she is wearing noarmour other than a shield, or four levels higher if she is com-pletely skyclad (again, except for a shield) and in warpaint.

Detect Invisible (Ex): The Tribal Berserker's senses arepreternaturally sharp and she now treats invisible foes as having50% concealment (20% miss chance instead of 50% misschance).

Great Berserk Rage (Ex): As with the Barbarian "Great Rage"ability, at this level the Berserker's stat bonuses are greater dur-ing a Berserk Rage (but not during a Barbarian Rage).

WereShape (Su): Beginning at the level indicated, the TribalBerserker gains the ability to shapeshift into the form of his lycan-thropic totem during his Berserk and regular Rages. Treat this inall ways as the Druidic wildshape abilities. Each Tribal Berserkercan assume only one wereshape, and this shape is determinedby what Lycanthropic tribe the Berserker is a member of.

For example, a Tribal Berserker of the wererat blood cult gainsthe wereshape ability at level 6. A Tribal Berserker of theweretiger tribe would only gain his wereshape ability at level 9.

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Table 1-25: Effects of Fearsome RageLevel Difference Effect5+ -4 morale penalty to attacks rolls, concentration and saves, -2 morale penalty to target's allies within 40'+1 to +4 -3 morale penalty to attacks rolls, concentration and saves, -1 morale penalty to target's allies within 40'0 -2 morale penalty to attack rolls, concentration checks and saving throws-1 to -4 -1 morale penalty to attack rolls, concentration checks and saving throws-5 No effect

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It takes a special kind of crazy to go out looking for trolls. Morethan that, it takes some serious combat training to take down atroll and keep it down until the backup shows up with thealchemist's fire. Troll Hunters have it in spades. They are thetoughest, meanest guys in town, trained to be savage butchers.They keep the beasts down not with finesse, but with massivedamage and gory chunks. Troll Hunters favor large two-handedweapons that can rend gobbets from their foes, usually axes andother large blades. Because of their focus on offense instead ofdefense, Troll Hunters that manage to survive are some of thehardiest and most scarred members of their races. Obviously,most Troll Hunters are drawn from the ranks of barbarians andfighters, with some particularly determined rangers making upmost of the remainder. Troll Hunters tend to be loud and boister-ous, living life as a grand and deadly game that seems to revolvearound drinking and chopping up Trolls.

Hit Die: d12

RequirementsTo qualify to become a Troll Hunter (Trh) a character must fulfill

all the following criteria.Base Attack Bonus: 7+Wilderness Lore: 5 ranksFeats: Hardcore, Power Attack,Toughness, Weapon Focus

(any weapon at least one size larger than the character with acritical multiplier of x3 or greater).

Special: Must have fought with and slain at least two regener-ating creatures

Class SkillsThe Troll Hunter's class skills (and the key ability for each skill)

are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), andSwim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the Troll Hunter pres-

tige class.

Weapon and Armor Proficiency: Troll Hunters are proficientwith all simple and martial melee weapons as well as with alltypes of armor, but not with shields. Note that armor check penal-ties for armor heavier than leather apply to the skills Balance,Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocketsand Tumble.

Greater Power Attack (Ex): The first lesson of Troll Hunting isto take them down as fast as possible. When wielding a weaponat least one size category larger than himself, a Troll Hunterusing the Power Attack feat gains +3 to damage for every -2taken to his attack roll. This ability supersedes (does not stackwith) the extra damage normally granted by the Power Attackfeat.

Rending Blow (Ex): Whenever a level 2 Troll Hunter success-fully deals a critical hit with a weapon that he has the WeaponFocus feat with, he deals an additional 1d6 damage above andbeyond the normal damage dealt by the attack. This bonus dam-age increases by 1d6 at levels 5 and 8.

Mighty Charge (Ex): When a level 3 Troll Hunter charges afoe, he may declare it to be a Mighty Charge. Mighty Chargesgain a +4 bonus to hit and a +2 bonus to damage, but reduce thecharging Troll Hunter's Armor Class by 5 points for the round.This ability supersedes (does not stack with) the normal bonusesfor charging into melee.

Bloody Murder (Ex): Beginning at level 4, half of any damagedealt by the Troll Hunter's Rending Blow ability is exceedinglyhard to heal (even in the case of regenerating monsters). This isbecause the Troll Hunter is ripping and cleaving this flesh fromthe body of his opponent, often sending gobbets of troll-meat fly-ing for yards around with every attack. Each point of damage

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Troll Hunter

Table 1-26: Troll Hunter Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +0 +0 Greater Power Attack2 +2 +3 +0 +0 Rending Blow +1d63 +3 +3 +1 +1 Mighty Charge4 +4 +4 +1 +1 Bloody Murder5 +5 +4 +1 +1 Rending Blow +2d66 +6 +5 +2 +27 +7 +5 +2 +2 Massive Power Attack8 +8 +6 +2 +2 Rending Blow +3d69 +9 +6 +3 +3

10 +10 +7 +3 +3 Limb Ripper

New Feat

Hardcore [General]You are as tough as they come, able to take punishment that araging, hardened barbarian would cringe at.Prerequisites: Toughness, Con 15+Benefit: When you gain this feat, add your current baseFortitude save +1 to your hit point total.Special: This feat can be taken multiple times; the benefitsstack.

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dealt in this way is treated as 5 points of damage for the creatureto regenerate (so a creature with regeneration of 3 will take 5rounds to heal 3 points of damage dealt with this ability).

Massive Power Attack (Ex): When wielding a weapon at leastone size category larger than himself, a level 7 Troll Hunter usingthe Power Attack feat gains +2 to damage for every -1 taken onhis attack roll. This ability supersedes (does not stack with) theextra damage granted by the Power Attack feat or the GreaterPower Attack ability. In addition, half the bonus damage dealt bythis ability is always in the form of hard to heal damage as perthe Bloody Murder ability.

Limb Ripper (Ex): Whenever the level 10 Troll Hunter suc-cessfully deals a critical hit, the target not only has chunks ofitself flung around the battlefield, but more than likely one ofthese chunks is one of its limbs. The target must make aFortitude saving throw with a DC equal to the damage dealt bythe critical hit. If the save is failed, roll a d6 on the table below todetermine what has been removed from the creature.

1 Hand2 Arm3 Arm4 Leg5 Leg6 Ear

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The Venomous is a prestige class followed by several differentgroups and organizations. Most of the Venomous are holy yuan-tiassassins (as were the original members of the class), grantedspecial powers by their dark saurian gods. Other sentient raceswith natural poisons such as medusae have duplicated the effortsof the Venomous, and even some senior assassins and evil sor-cerers with the poison spell have learned the tricks of this trade.The Venomous focuses training on physical movement andmanipulation as well as the fortification of their natural poisons,as opposed to the more personal and interpersonal skills thatmany assassins master.

Most NPC Venomous are low-brow assassins - those who aremore concerned with the dispatching of their target than the finerarts of getting to and from the target. Some few are top profes-sional assassins who seek ways to make their venoms deadlierfor use against more powerful opponents, or members of near-forgotten races who seek to make their mark in the world.

Hit Die: d6

RequirementsTo qualify to become a Venomous (Vnm) a character must fulfill

all the following criteria.Alignment: Any evilBase Fortitude Save: +7 or greater (including any save

bonuses specifically versus poison the character may have -automatic if the character is immune to poison through any non-magical means)

Move Silently: 10 ranksHide: 10 ranksSpecial: Ability to create poison spontaneously

either through a natural poison ability, or the poison spell

Class SkillsThe Venomous' class skills (and the key ability for each skill)

are Balance (Dex), Climb (Str), Disable Device (Int), Disguise(Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump(Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis),Swim (Str) and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the Venomous prestige

class.

Weapon and Armor Proficiency: Venomous are proficientwith all simple weapons, their choice of three light and one non-light martial weapon, and any one exotic weapon. They gain noadditional proficiencies with armor or shields. Note that armorcheck penalties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPockets and Tumble.

Poison Resistance (Ex): The Venomous work constantly withpoisons and slowly grow more and more resistant to their effects.This is reflected by a resistance bonus on all saving throwsagainst poison gained at level 1 that increases at each levelgained until level 6, when the Venomous gain complete immunityto poison.

Poison Use (Ex): The Venomous are keenly aware of theeffects of poisons, and never risk accidentally poisoning them-selves when applying poison to a blade.

Deadly Poison (Su): The core of the art of the Venomous istheir extremely potent, spontaneously created poisons. Thisincludes poisons from natural attack forms as well as those cre-ated through the use of the spell or psionic ability poison, butdoes not include those created alchemically or via the Craft (poi-son) skill. Beginning at level 2, the DC of all saves against thesepoisons are increased by 1. This increases an additional 2 pointsevery two class levels thereafter.

Alternate Damage (Su): Beginning at level 3, the Venomouscan change the form of his spontaneously created venom suchthat it deals damage to a different ability score than normal. Thenew ability score must be selected when the Venomous gainsthis ability, and from then on, any dose of poison can either dealits normal damage, or the same damage to the alternate abilityscore, decided by the Venomous when the attack is made. Formost Venomous who have natural poisons that don't deal Condamage, the first choice is obviously to deal Con damage. Atlevel 7, the venomous can select a second alternate ability scorethat the poison can damage.

More Poison (Sp): The level 3 Venomous is capable of pro-ducing more poison per day than is normal for his racial or classability. This ability allows the Venomous to spontaneously createpoison as if casting the Poison spell once per day, as a spell-like

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Venomous

Table 1-27: Venomous Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special

1 +1 +2 +2 +0 Poison Resistance +1, Poison Use2 +2 +3 +3 +0 Poison Resistance +2, Deadly Poison +13 +3 +3 +3 +1 Poison Resistance +3, Alternate Damage, More Poison (1/day)4 +4 +4 +4 +1 Poison Resistance +4, Deadly Poison +35 +5 +4 +4 +1 Poison Resistance +56 +6 +5 +5 +2 Poison Immunity, Deadly Poison +5, More Poison (2/day)7 +7 +5 +5 +2 Alternate Damage, Magical Poison8 +8 +6 +6 +2 Deadly Poison +79 +9 +6 +6 +3 More Poison (3/day), Body of Ichor

10 +10 +7 +7 +3 Deadly Poison +9, Magical Poison

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ability. The Venomous can use this ability one additional time perday at level 6, and again at level 9.

Poison Immunity (Ex): Constant exposure to and experimen-tation with poisons and venoms has rendered the Venomouscompletely immune to poisons at level 6.

Magical Poison (Su): A level 7 Venomous has begun to tran-scend the barriers between mere toxins and magic. TheVenomous may select one of the qualities from the list below tobe added to all his spontaneously created poisons. At level 10,the Venomous selects a second magical effect he can add to hispoisons (both effects take place, even if they seem contradictory,such as HeartBurning and SoulChilling).

Black: The victim suffers one negative level each time he failsa saving throw against the poison.

Crippling: The incredible pain caused by the poison gives thevictim a -3 pain penalty to attack rolls, skill checks and savingthrows for 1 minute per failed saving throw against the poison.

Fear: the victim must make a Will save to avoid suffering as ifpanicked for 1d8 rounds.

HeartBurning: the victim suffers an additional 2d6 fire damagewith each failed saving throw against the poison.

SoulChilling: the victim suffers an additional 2d6 cold damagewith each failed saving throw against the poison.

Subtle: The victim must make a Will save in addition to a Fortsave against the poison. If failed, he does not recognize that hehas been poisoned.

Body of Ichor (Ex): The constant exposure to more and moredeadly poisons has made the level 9 Venomous mildly poisonousin his own right. Any person who ingests any bodily fluid or partof the Venomous becomes subject to a variety of ill effects. Treatall such bodily humours as being a mild ingested poison (DC 10+ half venomous class level + Con bonus) that causes primaryand secondary damage of 1d2 Wisdom, Dex and Con. While thisis rarely deadly, it can be quite distressing. By cutting himselfwith a piercing or slashing weapon, the Venomous can coat theweapon with an injury version of this same venom. This causes 1point of damage to the Venomous for a weapon two sizes smallerthan himself, plus one point of damage per size category of theweapon larger.

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New Weapon Enhancement

VenomousThis piercing weapon allows the wielder to inflict a poison spell

(DC 14) upon a creature struck by the blade once per day. Thewielder can decide to use the power after he has struck. Doingso is a free action, but the poison must be inflicted on the sameround that the dagger strikes.

Caster Level: 5; Prerequisites: Craft Magic Arms and Armor,poison; Market Price: +1 bonus

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Many militaristic and warlike religions sponsor the existance ofthe weapon cults. Few deities of war are welcome in peace-lov-ing countries, and the warrior cults they normally bring with themare even less welcome. The weapon cults are often the reactionof a people who have been converted to the faith of such a deitywho’s worship is unwelcome in their lands. Some lesser evildeities cultivate weapon cults as a primary form of worship fortheir young religions. But not all weapon cults serve secretdeities or hidden agendas, some deities well known for theirarmament have so-called weapon cults in their worship also, astheir chosen weapon is an easy sign of faith and a tangible bene-fit of worship.

Weapon cults are usually small churches or cult cells who rep-resent themselves by their use of their deity's favored weaponinstead of their deity's holy symbol. Deities who are particularlyout of favor in an area are more likely to have weapon cults inthat area than a deity who is well received. Weapon Cults usuallysee themselves as fighting for their right to worship, as under-dogs and believers among heretics and infidels.

The leaders of the Weapon Cults are often not actual membersof the individual cells, but wandering warrior clerics who fight fortheir faith. These Paragons use the weapon cults as a means tohide when under too much duress and a place to re-equip or tocollect needed help for strikes against the established religions inthe area.

Hit Die: d8

RequirementsTo qualify to become Weapon Cult Paragon (Wcp) a character

must fulfill all the following criteria.Base Attack Bonus: +5Gather Information: 5 ranksKnowledge (religion): 8 ranksFeats: Leadership, Weapon Focus (deity's favored weapon)Spellcasting: ability to cast level 2 divine spellsSpecial: Access to either the War or Weaponry domains.

Class SkillsThe Weapon Cult Paragon's class skills

(and the key ability for each skill) areConcentration (Con), Craft (Int), Gather

Information (Cha), Handle Animal (Cha),Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion)(Int), Sense Motive (Wis), and SpellCraft (Int).

Skill Points per level: 2 + Int modifier

Class FeaturesAll of the following are class features of the Weapon Cult

Paragon prestige class.

Weapon and Armor Proficiency: The Weapon Cult Paragonis proficient in all simple and martial weapons and with light andmedium armors and shields. Note that armor check penalties forarmor heavier than leather apply to the skills Balance, Climb,Escape Artist, Hide, Jump, Move Silently, Pick Pockets andTumble.

Spellcasting: At the indicated levels, the Weapon CultParagon gains new spells per day as if she had also gained alevel in the divine spellcasting class he belonged to beforeadding the prestige class. She does not, however, gain any otherbenefit a character of that class would have gained (improvedchance of controlling or rebuking undead, metamagic or item cre-ation feats, hit points beyond those she receives from the pres-tige class, and so on), except for an increased effective level ofspellcasting. If a character had more than one divine spellcastingclass before becoming a Weapon Cult Paragon, she must decideto which class he adds the new level for purposes of determiningspells per day.

Smite (Su): Once per day a Weapon Cult Paragon may makea single melee attack with a +4 attack bonus and a damagebonus equal to her level in the prestige class (if she hits). TheWeapon Cult Paragon must declare the smite before making theattack. At level 5 a Weapon Cult Paragon can smite twice perday, and at level 10 this increases to three times per day.

If the Weapon Cult Paragon already has a smite evil or smiteability (for example, a paladin or cleric with the Destructiondomain), she can use the ability one extra time per day (twoextra at level 5, and three extra times at level 10). The attackbonus does not increase, but the damage bonus is based on thecharacter's combined level (Weapon Cult Paragon plus Cleric orPaladin level).

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Weapon Cult Paragon

Table 1-28: Paragon Level AdvancementClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting

1 +0 +2 +0 +0 Smite 1/day +1 Spellcaster Level2 +1 +3 +0 +0 Wandering Warlord +1 Spellcaster Level3 +2 +3 +1 +1 Renown +24 +3 +4 +1 +1 Faithful Blow 1/day +1 Spellcaster Level5 +3 +4 +1 +1 Smite 2/day +1 Spellcaster Level6 +4 +5 +2 +2 Renown +4, Faithful Blow 2/day7 +5 +5 +2 +2 +1 Spellcaster Level8 +6 +6 +2 +2 Faithful Blow 3/day +1 Spellcaster Level9 +6 +6 +3 +3 Renown +6

10 +7 +7 +3 +3 Smite 3/day, Faithful Blow 4/day +1 Spellcaster Level

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Wandering Warlord (Ex): Paragons of the Weapon Cults areexpected to travel. Because of this, at level 2, the Paragon nolonger suffers the -1 Leadership Modifier for moving around.Additionally, since most Weapon Cult Paragons travel with onlytheir Cohorts, the Paragon may "tap" a local cell of the WeaponCult whenever in a settlement of sufficient size, allowing her tocollect one quarter of the number of followers normally availablebased on her leadership score in a matter of hours. With oneday's notice, she can collect twice this number (half her normallimit for her leadership score) and in a week she can collect herfull number of followers in the region.

Renown (Ex): As tales of the Paragon's deeds spread, shegains an effective boost to her Charisma ability score wheneverdealing with members of her faith (not just members of her faith'sweapon cults). This also affects her leadership score as appropri-ate. At level 3 this begins as a +2 circumstance bonus toCharisma, increasing to +4 at level 6 and +6 at level 9.

Faithful Blow (Ex): At level 4, the Paragon gains the ability tomake a faithful blow once each day, plus an additional time perday every two levels of the prestige class thereafter (2 at level 6,3 at level 8 and 4 at level 10), to a maximum of her Charismabonus of Faithful blows per day. (For example, a level 10Paragon with 14 Charisma would only have the ability to make 2faithful blows per day). The Paragon may declare any singlemelee attack with her deity's favored weapon to be a faithfulblow. A faithful blow counts against the Paragon's turningattempts for the day and is always a critical threat.

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BBaarrdd SSppeellll LLiisstt AAddddiittiioonnss

Level 2Befuddle. Confusion affects a single targetFox’s Guile. Target gains 1d4+1 Cha for 1 hour / level

DDrruuiidd SSppeellll LLiisstt AAddddiittiioonnss

Level 1Stony Purge. Target is hurt, but poisons are reduced

Level 2Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level

Level 3Earth's Defender. Allows the subject to act below 0 hit points

Level 7Essence of Earth. DR 25 / +1 and minor spell immunity

SSoorrcceerreerr // WWiizzaarrdd SSppeellll LLiisstt AAddddiittiioonnss

Level 2Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level

Level 3Befuddle. Confusion affects a single targetClaim from the Earth. Exhumes one person or objectMurmur of the Earth. Shock wave topples targets

Level 4Blast of Earth. 1d4+1/lvl blast of earth buries targetsMagnetic Covering. Target is immobilized by dust and rock

Clouds DomainGranted Power: Clerics of Clouds can see through natural and

supernatural clouds, fog and rain without any impairment.

Clouds Domain Spells1 Obscuring Mist. Fog surrounds you2 Fog Cloud. Fog obscures vision3 Stinking Cloud. Nauseating vapours, 1 round / level4 Air Walk. Subject treads on air as if solid5 Solid Fog. Blocks vision and slows movement6 Cloudkill. Kills 3 HD or less, 4-6 HD save or die7 Acid Fog. Fog deals acid damage8 Prismatic Spray. Rays hit subject with a variety of effects9 Incendiary Cloud. Cloud deals 4d6 fire damage / round

Forge DomainGranted Power: The cleric gains a +4 sacred bonus on all

craft checks working with metal.

Forge Domain Spells1 Magic Weapon. Weapon gains +1 bonus2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl3 Granite Arms. Weapon gains 5 hardness & hit points4 Major Creation. Create a metal object (no cloth, stone, wood)5 Wall of Iron. 30 hp / 4 lvls, can topple onto foes6 Permanency. Makes certain spells permanent7 Stoneskin. Stops blows, cuts, stabs and slashes8 Iron Body. Your body becomes living iron9 Elemental Swarm. 2d4 Large, 1d4 Huge Iron Elementals.

Horses DomainGranted Power: Clerics of Horses can maintain a hustle for

one half hour per point of constitution.

Horses Domain Spells1 Mount. Summons riding horse for 2 hours / level2 Expeditious Retreat. Doubles your speed3 Phantom Steed. Magical horse appears for 1 hour / level4 Heal Mount. As heal on warhorse or other mount5 Summon Monster V. (Celestial or Fiendish Pegasus)6 Summon Monster VI. (Celestial or Fiendish Unicorn)7 Wind Walk. You and your allies turn vaporous and travel fast8 Animal Shapes. One ally / level polymorphs into animal form9 Summon Monster IX. (Nightmare)

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chapter twospells & magic

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Negative Energy DomainGranted Power: Clerics of Negative Energy cast all Inflict

Wounds spells at +2 caster levels.

Negative Energy Domain Spells1 Bane. Enemies suffer -1 attack, -1 on saves vs fear2 Desecrate. Fills are with negative energy3 Animate Dead. Creates undead skeletons and zombies4 Circle of Doom. Deals 1d8+1/level damage in all directions5 Unhallow. Designates location as unholy6 Harm. Subject loses all but 1d4 hit points7 Destruction. Kills subject and destroys remains8 Unholy Aura. +4 AC, +4 resistance, SR 25 vs good spells9 Energy Drain. Subject gains 2d4 negative levels

Positive Energy DomainGranted Power: Clerics of Positive Energy can create a

Positive Energy Ward , a spell-like ability to grant herself orsomeone touched a +5 sacred bonus on all saves againstattacks utilizing negative energy (such as inflict wounds spells)and all special abilities of the undead.

Positive Energy Domain Spells1 Bless. Allies gain +1 attack and +1 on saves vs fear2 Consecrate. Fills area with positive energy3 Negative Energy Protection. Resist level and ability drain4 Death Ward. Immunity to death spells and effects5 Hallow. Designate location as holy6 Heal. Cures all damage, diseases and mental conditions7 Greater Restoration. restoration, plus restores levels and stats8 Holy Aura. +4 AC, +4 resistance, SR 25 vs evil spells9 True Resurrection. Resurrection, remains aren’t needed

Stone DomainGranted Power: Clerics of Stone get the Toughness feat as a

bonus feat.

Stone Domain Spells1 Magic Stone. 3 Stones gain +1 attack, 1d6+1 damage2 Endurance. Target gains 1d4+1 Con for 1 hr / level3 Stone Shape. Sculpts stone into any form4 Spike Stones. Creatures take 1d8 damage, may be slowed5 Wall of Stone. 20 hp / 4 lvls; can be shaped6 Stoneskin. Stops blows, cuts, stabs, slashes7 Statue. Subject can become a statue at will8 Earthquake. Tremor shakes 5-ft radius per level9 Elemental Swarm. Earth Elementals only

Traps DomainGranted Power: Clerics of Traps gain the rogue ability to

detect traps when the search DC is higher than 20.

Traps Domain Spells1 Alarm. Wards an area for 2 hours / level2 Glyph of Warding. Inscription harms those who pass it3 Explosive Runes. Deals 6d6 damage when read4 Fire Trap. Opened object deals 1d4+1/level damage5 Greater Glyph of Warding. Glyph deals 10d8 or level 6 spell6 Guards and Wards. Array of magical effects protect area7 Symbol. Triggered runes have array of effects8 Trap the Soul. Imprisons subject within gem9 Imprisonment. Entombs subject beneath the earth

Weaponry DomainGranted Power: Clerics of Weaponry gain a +3 sacred bonus

on Craft and Appraise rolls regarding weapons.

Weaponry Domain Spells1 Magic Weapon. Weapon gains +1 bonus2 Spiritual Weapon. Magical weapon attacks on its own3 Keen Edge. Doubles threat range of slashing or piercing wpn4 Greater Magic Weapon. +1 bonus / 3 levels (max +5)5 Slay Living. Touch attack kills target6 Blade Barrier. Blades encircling you deal 1d6 dmg / lvl7 Legend Lore. Learn tales about a person, place or thing8 Iron Body. Your body becomes living iron9 Power Word: Kill. Kills one or more targets

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BefuddleEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Clt 2, Sor/Wiz 3Components: V, S, MCasting Time: One actionRange: Medium (100 ft + 10 ft / level)Target: One creatureDuration: 1 round per levelSaving Throw: Will negatesSpell Resistance: Yes

Creatures affected by this spell behave in a strange and ran-dom fashion, as per the confusion spell.

Material Component: 2 half nut shells knocked together.

Blast of EarthEvocation (earth)Level: Erb 4, Sor/Wiz 4Components: V,S,MCasting Time: 1 actionRange: Short (25 ft + 5 ft / 2 levels)Area of Effect: ConeDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

This spell creates a blast of hurtling earth in a cone of shortrange. The cone inflicts 1d4+1 impact damage per level of thecaster, to a maximum of 10d4+10 damage. Creatures of up toLarge size struck by the cone who fail their Reflex save are par-tially buried and must spend 1-2 rounds digging their way out.While digging their way out, they are considered prone andimmobile. Those victims who make a successful reflex savingthrow suffer half damage and are not buried. Huge and larger-sized creatures cannot be buried by this spell (but still receivedamage as normal).

Material Component: a small piece of fool's gold.

Claim from the EarthTransmutationLevel: Erb 2, Sor/Wiz 3Components: V,SCasting Time: 1 actionRange: Short (25 ft + 5 ft / 2 levels)Target: 1 Creature or 1 object up to 1 cu ft / levelDuration: InstantaneousSaving Throw: Reflex negatesSpell Resistance: No

Claim from the earth, the opposite of oubliette, causes theground to shift, gently raising to the surface any single buriedcreature (dead or alive) or object designated by the caster. Thecaster must know that such a creature or object exists for thespell to work, although he need not know its exact nature. Forexample, the caster may elect to exhume a body buried in agrave plot without knowing its identity or how long it has beeninterred. If the creature or object to be exhumed is buried deeperthan ten feet, the spell fails.

Clay StepTransmutationLevel: Erb 1Components: V, S, MCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Target: Once creatureDuration: Ten minutesSaving Throw: SpecialSpell Resistance: Yes

The target of this spell has his own strength turned against himas the earth in his body is weighed down. The target's speed andjump distances are halved (rounded down).

Expeditious retreat dispels and counters clay step and is coun-tered by clay step.

Material Component: a pinch of wet clay.

Earth’s DefenderTransmutationLevel: Erb 3, Drd 3Components: V, SCasting Time: 1 actionRange: TouchTarget: One living creature touchedDuration: 1 minute / levelSaving Throw: Will negatesSpell Resistance: Yes

By summoning the inner strength of the target, this spell allowsa creature to continue to function for a time after they normallywould have been laid low. For the duration of the spell, if the tar-get ever drops to 0 (or lower) hit points, or would be knockedunconscious or even immediately killed, he instead may continueto move and act normally for the duration of the spell. This effectis broken if the target is reduced to -50 hit points.

Essence of EarthEnchantmentLevel: Erb 5, Drd 7Components: V,S, MCasting Time: 1 actionRange: PersonalTarget: YouDuration: 5 minutes / level

This spell turns the caster into a walking incarnation of theearth. His features become a little sharper and more angular, andhis skin and hair take on a gray-brown tone. While this spell is ineffect, the caster gains 25/ +1 DR and is immune to damagefrom spells of 3rd level or lower. The caster's movement rate isalso reduced by one-third (rounded down), and he cannot beaffected by a haste spell.

Material Component: 400 gp worth of gemstone dust.

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Fox's GuileTransmutationLevel: Brd 2, Clt 2, Drd 2, Sor/Wiz 2Components: V,S,M/DFCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 hour / levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The target of this spell gains an enhancement bonus toCharisma of 1d4+1 points, adding the usual benefits to allCharisma-based skill checks, turning / rebuking undead, and soon.

Arcane Material Component: a few hairs, or a pinch of dungfrom a fox.

Granite ArmsAbjurationLevel: Erb 3, Forge 3Components: V, S, M, XPCasting Time: 8 hoursRange: TouchTarget: Weapon touchedDuration: PermanentSaving Throw: Will negates (object)Spell Resistance: Yes (object)

This spell allows the caster to place a portion of his ownessence within a blade, greatly strengthening the steel againstwear and damage. The target weapon gains +5 hardness and +5hit points. A weapon may only be targeted by this spell once.

Material Component: Dust containing manganese or molybde-num ore (5 gp value)

XP cost: 100 XP

Guardian of EarthConjuration (Summoning) [Earth]Level: Erb 4Components: V, S, MCasting Time: 1 full roundRange: 10 ftEffect: 1 50 sq. ft area + 5 sq. ft per levelDuration: PermanentSaving Throw: NoneSpell Resistance: No

This spell calls a medium-sized or two small earth elementals.They can obey simple commands from the caster, but mustremain in the area defined by the spell. No two spells of this type(including other "Guardian of…" spells) may have overlappingareas of effect.

Material Component: One small rock or two pebbles.

Hands of ClayTransmutationLevel: Erb 1Components: V, SCasting Time: 1 actionRange: PersonalTarget: YouDuration: 1 minute

This spell allows the caster the benefits of a spider climb spell,but only when climbing on earthen or stone surfaces.

Magnetic CoveringTransmutationLevel: Erb 3, Sor/Wiz 4Components: V,S,MCasting Time: 1 actionRange: ShortTarget: One creatureDuration: 4 rounds + 1 round / levelSaving Throw: Fort partialSpell Resistance: Yes

When this spell is cast, the victim is covered in a "magnetic"field that attracts nearby loose earth, sand or gravel and dust. Ifthe victim fails a Fortitude saving throw, on the first round, he iscovered by a thin film of dust particles. Enough particles of signif-icant size accumulate on the second round to cause a -2 circum-stance penalty to the victim's armor class, attack rolls and all skillchecks that normally suffer from an armor check penalty. The vic-tim suffers the effects of a slow spell on the third round. On thefourth round and thereafter, the victim is immobilized until a suc-cessful dispel magic is cast upon him or the accumulated parti-cles are washed away. Two gallons of liquid per size category ofthe victim (ten gallons for man-sized creatures) can wash thematter away.

If the victim makes his saving throw, the dust causes him onlyto sneeze once, disrupting his concentration (DC 20Concentration check to not lose a spell being cast).

Material Component: dried quicksand and magnetized iron fil-ings.

Minor CurseTransmutation

Level: Bok 2Components: V, SCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Target: One living creatureDuration: 10 minutes / levelSaving Throw: Will negatesSpell Resistance: Yes

This minor curse gives the target a -3 profane penalty on allskill and ability checks, attack rolls and saving throws. A minorcurse can be dispelled or removed by any spell or effect thatremoves the effects of a bestow curse spell.

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Mountain's FortitudeTransmutationLevel: Erb 1Components: V, SCasting Time: 1 actionRange: PersonalTarget: YouDuration: 1 minute (D)

Mountain's fortitude allows you to take on some of the enduringqualities of a mountain. As long as you take no action (standard,full round or move-equivalent) and aren't forced to make a Reflexsaving throw, you gain damage reduction of 10 / +1.

Murmur of the EarthEvocationLevel: Erb 2, Sor/Wiz 3Components: V, SCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Area: 2-dimensional cone parallel to a flat surfaceDuration: InstantaneousSaving Throw: Reflex negatesSpell Resistance: No

By striking the ground with your fist, you generate a shockwave, accompanied by a low rumble, which topples creaturesand loose objects (flying creatures are unaffected). All creaturesin the affected area take 2d6 damage and are knocked prone.

OublietteTransmutationLevel: Erb 5Components: V,SCasting Time: 1 actionRange: Short (25 ft + 5 ft / level)Target: 1 Creature or 1 object up to 1 cu ft / levelDuration: InstantaneousSaving Throw: Reflex negatesSpell Resistance: No

By means of this spell, the caster causes the target to be swal-lowed by the ground beneath him. The ground beneath the targetsuddenly collapses; a victim failing a Reflex save tumbles intothe hole created by the spell and is buried alive. The victim can-not move and eventually suffocates unless freed as per thedrowning rules. A victim who makes a successful save leapsclear of the hole and is not entombed. An entombed victim mustmake a second Reflex saving throw to determine whether hemanaged to get a good gulp of air while falling. If the savingthrow succeeds, he can hold his breath as normal. If the secondsave fails, the victim was too startled to fill his lungs with air andcan hold his breath for only one-half the normal time, roundedup.

The ground upon which the victim formerly stood is immediate-ly safe to walk upon but has obviously been disturbed, markingthe site of the entombment. Regardless of the victim's size, his head is always located ten feet beneath the surface. In the caseof entombed objects, the top of the object is always ten feetbeneath the surface. If there is an open space ten feet beneaththe location where the spell is cast, then the target is depositedthere (with normal falling damage), without the knowledge of thespellcaster.

Stony PurgeConjurationLevel: Erb 1, Drd 1Components: V, S, MCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: See textSaving Throw: Fortitude halfSpell Resistance: Yes

This spell sends a surge through the target's body, clearing ourall impurities it encounters. This causes 1d4 subdual damage,and grants the target a +5 resistance bonus against poison anddisease for the next hour.

Material Component: a pinch of salt.

Swim Through EarthTransmutationLevel: Erb 3Components: V, SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 minute / level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

As meld into stone, except that it affects a willing creature bytouch. In addition, the target can move through natural stone andearth at normal walking speed for the duration of the spell.

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TremorEvocationLevel: Erb 2Components: V, SCasting Time: 1 actionRange: Medium (100 ft + 10 ft / level)Target: 100 ft radius areaDuration: InstantaneousSaving Throw: Reflex negatesSpell Resistance: No

Everyone caught within the area of effect of this spell (exceptthe caster) must make a Reflex save or be knocked prone.Mounted characters must make a Ride check at a -5 penalty orbe thrown from their mount, taking 2d6 subdual damage. Stayingatop a horse that is knocked to the ground incurs the samepenalties as failing your saving throw.

Wall of EarthConjuration (Creation)Level: Erb 2Components: V, S, MCasting Time: 1 actionRange: Close (25 ft + 5 ft / 2 levels)Effect: Earthen wall, 1 5 ft cube per levelDuration: 1 minute / level

This spell creates a barrier of soft earth in an unoccupied area.The barrier takes up a single 5 foot cube per level of the casterand can be stacked, at most, 10 feet tall. This barrier has 10 hitpoints per inch and can be toppled by a successful Strengthcheck (DC 25). The wall can be used as cover or used as a sim-ple obstacle. When the wall is destroyed (or the durationexpires), the entire wall crumbles into dust and vanishes.

Material Component: a sprinkle of earth.

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The Duan'Khat (doo-on - kaht) were an ancient human city-state controlled by six imperial families, each dedicated to one ofthe six known psionic disciplines. Their patron deity taught thatthe psionic disciplines were his gift to their enduring reign. Duringthe peak of their rule, their temples researched many greatpsionic creations and are even credited with the creation of thefirst psicrystals, trapping a small piece of a person's essence andsubconscious personality into a crystal matrix where it can growand become a semi-independent part of the psion.

More information on the Duan'Khat, their fallen city-state andtheir many wondrous creations will be the central focus of the2003 Ambient Inc. module, "Jungles of the Mind".

MetaFragmentsMetaFragments, or "metashards" are very small fragments of

crystal, usually too flawed to be used in most psionic work, butnot so insignificant in size and quality as to be used as skillShards. Each MetaFragment is charged with psionic energyembedded in a power matrix to augment the manifestation of apsionic power. Using a MetaFragment requires only that the man-ifester be holding it in a hand or other grasping appendage andmanifest a power "through" the MetaFragment, burning out thefragile psionic matrix within it in the process. This grants the ben-efit of the encoded metapsionic feat to the power manifestedthrough it. This does not increase the power point cost of thepsionic power it alters. MetaFragments are use-activated (butmanifesting psionic powers in a threatened area still provokesattacks of opportunity). A manifester may only use oneMetaFragment on any given psionic power, but can also combinethe metapsionic augmentation from the MetaFragment with withany metapsionic feat the character possesses (although theseobviously would affect the power point cost of the psionic powermanifested).

Chaining MetaFragmentThe user can manifest one psionic power as if using the Chain

Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item, Chain

Power feat; Market Price: 2,000 gp

Delaying MetaFragmentThe user can manifest one psionic power as if using the Delay

Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item, Delay

Power feat; Market Price: 2,000 gp

Enlarging MetaFragmentThe user can manifest one psionic power as if using the

Enlarge Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item,

Enlarge Power feat; Market Price: 500 gp

Extending MetaFragmentThe user can manifest one psionic power as if using the

Extend Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item,

Extend Power feat; Market Price: 500 gp

Persistent MetaFragmentThe user can manifest one psionic power as if using the

Persistent Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item,

Persistent Power feat; Market Price: 3,000 gp

Hidden MetaFragmentThe user can manifest one psionic power as if using the Hide

Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item, Hide

Power feat; Market Price: 500 gp

Maximizing MetaFragmentThe user can manifest one psionic power as if using the

Maximize Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item,

Maximize Power feat; Market Price: 2,000 gp

Twinning MetaFragmentThe user can manifest one psionic power as if using the Twin

Power metapsionic feat.Manifester Level: 10; Prerequisites: Craft Universal Item, Twin

Power feat; Market Price: 3,000 gp

Spellcasters & MetaFragmentsThe energies imbued in a MetaFragment can be accessed by

spellcasters also. With a successful DC 15 Psicraft or DC 20Spellcraft roll, a spellcaster can successfully use aMetaFragment with a divine or arcane spell.

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psionic devicesof the duankhat

Chain Power [metapsionic]You can manifest powers that arc to secondary targets.Benefit: The power manifested with this feat targets a single

primary target (if it normally targeted multiple targets or had anarea effect, it becomes a single target power; cone powersbecome ray powers with this feat). The Power resolves againstthe primary target as normal. Once the power hits the primarytarget, secondary rays then arc from the primary target to hit anumber of secondary targets. The manifester may generate amaximum number of secondary rays equal to his caster level.The caster makes a ranged touch attack to strike each additionaltarget. The caster may choose which secondary targets he hits,but they must all be within 30 feet of the primary target. Whilemore than one extra ray may be targeted at a secondary target,the target will only suffer the results of one secondary ray, nomatter how many succeed in striking him. The manifester maychoose to affect fewer additional targets than the feat allows.

Secondary targets sufer half damage from the power. If thepower causes an effect other than damage, the save DC for sec-ondary targets is reduced by 4 points. For example, a chaineddisintegrate power's secondary targets would receive +4 to theirsaving throw, and the characters would suffer only half damageon a failed save.

A chained power costs a number of power points equal to itsstandard cost +6.

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Dawn SpheresAs crystals became more and more scarce, the Duan'Khat con-

ducted extensive research into the art of non-crystal psionic ener-gy conduction such as psionic skins and psionic tattoos. Onemajor breakthrough was the creation of the Dawn Spheres, 1inch diameter metallic spheres etched with psionic runes thathover, rotating about the head of the owner at a distance of 1d3feet. In order for the Dawn Spheres to have any effect upon theowner, they must be in their orbital path and must be within 3 feetof the owner's head.

Attacking a Dawn Sphere is the same as attacking an attendedobject, with an AC of 19 (+4 size, +5 in-hand) plus the bearer'sDexterity bonus and the bearer's deflection bonus. This attackprovokes an attack of opportunity. Dawn Spheres have a hard-ness of 10 and 5 hit points.

In order to grab a Dawn Sphere, the attacker must initiate agrapple with the Dawn Sphere. The grapple check is made as ifthe Dawn Sphere had a Strength of 10 and no size modifiers areused for either party. If the grapple check succeeds, the attackernow has the Dawn Stone in his hand and possession.

A large variety of Dawn Spheres exist, duplicating many of theeffects of Ioun stones without requiring the valuable crystal com-ponents used therein. They are difficult to tell apart, seeminglyidentical in construction except for the psionic runes and tracingsembossed across the entire spherical surface.

All the basic Ioun stones from the System ReferenceDocument are available as Dawn Spheres, in addition to the fol-lowing.

Armed SphereThese Dawn Spheres can spontaneously produce long pointed

shafts and blades of steel from their surface as they spin about.By concentrating on a Arm Sphere, the owner can trigger thiseffect, suddenly creating a 3-foot long blade extending from theDawn Sphere as a standard action. This blade gets a singleattack at the owner's full attack bonus with a +2 surprise bonusthe first time it is used in a combat, and never twice against thesame opponent. An Arm Sphere blade is treated as a +1 scimi-tar. Once it has been triggered, the owner can grasp the newly-formed blade using the sphere as a handle as a move equivalentaction and wield it as a +1 scimitar. Otherwise the blade"retracts" instantly back "into" the sphere.

Caster Level: 12; Prerequisites: Craft Universal Item, CraftPsionic Arms and Armor; Market Value: 4,000 gp

Psi ShieldingThese sought-after Dawn Spheres provide 1 point of mental

hardness against any psionic attack performed by or against theowner of the Dawn Sphere. While debilitating to a powerfulpsion's own combat manifesting, they are an invaluable aid forweaker psions or those who will be fighting against psionic crea-tures who have unlimited uses of potentially deadly psionic attackmodes such as mind flayers.

Caster Level: 12; Prerequisites: Craft Universal Item, PsychicBastion feat; Market Value: 4,000 gp

Shield SphereThis variant on the Arm Sphere can spontaneously generate a

rounded plate of steel extending from the Dawn Sphere as ashield. Since the owner of the Dawn Sphere does not need towield the shield, it has no armor check penalty or arcane spellfailure chance, nor does it take up one of the user's hands.

When active, the Shield Sphere provides a +2 shield bonus toAC that stacks with any other shield or armor bonuses the ownermay have. Also, when active, the large metal shield circling theowner's head can interfere with sight, causing a -4 circumstancepenalty on all Spot and Search rolls while the Dawn Sphere isactive. Activating or deactivating the Dawn Sphere requires acommand word.

Caster Level: 12; Prerequisites: Craft Universal Item, CraftPsionic Arms and Armor; Market Value: 5,000 gp

Mirror SphereThe mirror sphere protects against gaze attacks and all forms

of petrification. It grants its owner a +2 resistance bonus on allsaving throws against gaze attacks and against any form of petri-fication.

Caster Level: 12; Prerequisites: Craft Universal Item, steadfastgaze; Market Value: 2,000 gp

QuickSilver SphereBright and darting, the QuickSilver Sphere has an additional +4

dodge bonus to its own AC against attacks aimed at the sphere.Additionally, it grants its owner a +2 speed bonus to initiative.

Caster Level: 12, Prerequisites: Craft Universal Item, combatprescience; Market Value: 7,500 gp

Radiant SphereWhile the owner has the Radiant Sphere in use, all light

sources in his or her possession illuminate an additional 20 ftbeyond their normal range or radius.

Caster Level: 12; Prerequisites: Craft Universal Item, my light;Market Value: 7,500 gp

Jason Parent is a 30 year old cannuck living on a 200 acre chunk ofprivacy in Eastern Ontario with his lovely wife and two kids. He has beenplaying these crazy games since his introduction to the red box BasicRules set bought by his parents over 20 years ago. He was the webmas-ter and chief writer for the largest CyberPunk fansite on the net. He stillran original Basic Rules style campaigns for his family and friends untillate 1999. With the advent of the d20 license, he put his gaming skillstowards the writing of d20 supplements. On line, he can usually be foundsneaking around the message boards at www.realmsofevil.net, evenoccasionally posting preview and playtest material there.

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Non-Psionic Campaigns

The Duan’Khat are also an interesting way to incorporatepsionics into a non-psionic campaign. As the Duan’Khat civiliza-tion was destroyed millenia ago, they are an easy method tointroduce psionic items and some minor psionic abilities to acampaign world that has no other psionics. This “dead race” hasfew artifacts left to this day, and no surviving members to passon the psionic disciplines, thus not opening the can of wormsthat many people see as the psionic rules.

The items in this chapter were included for exactly this reason;none of them require the use of psionic characters or the psion-ics rules (except for descriptions of the metapsionic feats inquestion).

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