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1 1 Lead Designer Thomas Knauss Lead Editor C.R. Swanson Creative Director Jim Butler Ink & Quill Art Director Todd Morasch Artwork Michael Orwick Typesetter Josh Gilchrist Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com ) and regional distributors. Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘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 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy of this License can be found at www.wizards.com. © 2001 Bastion Press, Inc. All Rights Reserved. Printed in the U.S.A. Chapter 1: Introduction ................................... 2 Chapter 2: The Writer’s World ....................... 3 Writing Institutions ........................................ 3 Roleplaying Writers ....................................... 7 Income .............................................................. 9 Chapter 3: Feats and Skills .............................. 10 Feats .................................................................. 10 Skills ................................................................. 12 Chapter 4: Prestige Classes ............................. 14 Barrister ............................................................ 14 Cryptographer ................................................ 16 Musical Composer .......................................... 19 Playwright ....................................................... 22 Poet ................................................................... 24 Warrior Poet .................................................... 25 Lyrical Poet ...................................................... 26 Scholar .............................................................. 28 Scribe ................................................................ 31 Chapter 5: Spellbooks and Scrolls .................. 34 Varieties of Scrolls and Spellbooks .............. 34 Book Covers ..................................................... 35 Scroll Cases ...................................................... 36 Table of Contents Table of Contents Table of Contents Table of Contents Table of Contents Ink ..................................................................... 36 Pens ................................................................... 37 Safeguarding Spellbooks ............................... 37 New Spells ....................................................... 38 Chapter 6: Manuals .......................................... 41 Understanding the Manual ........................... 41 Writing Manuals ............................................. 47 Chapter 7: Magical Books ............................... 50 Books ................................................................ 50 Librams ............................................................ 50 Manuals ............................................................ 50 Tomes ............................................................... 50 Writing Magical Books .................................. 50 Libram Costs ................................................... 51 Special .............................................................. 51 Magical Books ................................................. 51 Librams ........................................................... 54 Manuals ............................................................ 57 Tomes ............................................................... 58 Chapter 8: Artifacts .......................................... 59 Acquiring an Artifact ..................................... 59

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Page 1: ink & quill - FRP World and Quill.pdf · 2019. 10. 3. · arsenal of any character, regardless of her previous background. In addition, skills such as Decipher Script, Profession

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Lead DesignerThomas Knauss

Lead EditorC.R. Swanson

Creative DirectorJim Butler

Ink & Quill

Art DirectorTodd Morasch

ArtworkMichael Orwick

TypesetterJosh Gilchrist

Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional distributors.

Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coastand are used according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast,Inc. and are used with permission. A copy of this License can be found at www.wizards.com. © 2001 Bastion Press, Inc. All Rights Reserved. Printed in the U.S.A.

Chapter 1: Introduction ................................... 2Chapter 2: The Writer’s World ....................... 3 Writing Institutions ........................................ 3 Roleplaying Writers ....................................... 7 Income .............................................................. 9Chapter 3: Feats and Skills .............................. 10 Feats .................................................................. 10 Skills ................................................................. 12Chapter 4: Prestige Classes ............................. 14 Barrister ............................................................ 14 Cryptographer ................................................ 16 Musical Composer .......................................... 19 Playwright ....................................................... 22 Poet ................................................................... 24 Warrior Poet .................................................... 25 Lyrical Poet ...................................................... 26 Scholar .............................................................. 28 Scribe ................................................................ 31Chapter 5: Spellbooks and Scrolls .................. 34 Varieties of Scrolls and Spellbooks .............. 34 Book Covers ..................................................... 35 Scroll Cases ...................................................... 36

Table of ContentsTable of ContentsTable of ContentsTable of ContentsTable of Contents

Ink ..................................................................... 36 Pens ................................................................... 37 Safeguarding Spellbooks ............................... 37 New Spells ....................................................... 38Chapter 6: Manuals .......................................... 41 Understanding the Manual ........................... 41 Writing Manuals ............................................. 47Chapter 7: Magical Books ............................... 50 Books ................................................................ 50 Librams ............................................................ 50 Manuals ............................................................ 50 Tomes ............................................................... 50 Writing Magical Books .................................. 50 Libram Costs ................................................... 51 Special .............................................................. 51 Magical Books ................................................. 51 Librams ........................................................... 54 Manuals ............................................................ 57 Tomes ............................................................... 58Chapter 8: Artifacts .......................................... 59 Acquiring an Artifact ..................................... 59

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Chapter 1: Introductionincomes and achieve fame through the creation oforiginal and scholarly written works. Whetherthey seek to entertain, educate, enlighten orinspire, the eight prestige classes complementnearly any adventuring party.

Spellbooks and scrolls also receive specialtreatment. Spellcasters personalize their spellbooksand scrolls, selecting their materials includingcases, covers, pages and ink as well as mechanicaland magical safeguards. Several new protectionspells designed especially for spellbooks alsoappear, adding an additional layer of security to awizard’s most treasured possession.

A vast library of manuals and magical booksbestow a number of special abilities and powersupon their readers. Using the foundationpreviously provided for spellbooks, these chaptersexpand on the rules for creating manuals andmagical books. In addition, the backgrounds anddreadful powers of history’s most infamous anddangerous books reveal their author’s twisted anddemented egos.

The written word imparts knowledge andwisdom, attributes necessary for survival, butunattainable through the force of might. Withoutit, the most powerful wizards become impotent,nations crumble and the world sinks intobarbarism and stagnation. Simply stated, it spansthe chasm from ignorance to enlightenment.

All of civilization’s great achievements pale incomparison to the impact of the written word. Thewritten word captures ideas, expresses thoughtsand records history, enabling the sharing ofcollective knowledge and wisdom among all racesand beings. It gives imagination and concept avehicle to spread the author’s vision throughoutthe universe. It prompts debate and stirs emotionswithin domains previously deemed inaccessible. Itshapes and defines communities, providing auniversal heritage and language among diverseentities. Without its constant, pervasive presence,civilization decays into a morass of anarchy,barbarism and ignorance.

Writers occupy a myriad of roles within anysociety. Some chronicle historical events, ensuringthe preservation of a common legacy for futuregenerations. Religious leaders record their patrondeity’s deeds, dogmas and traditions, proselytizingconverts through the recitation of their god’swords and actions. Civil authorities draft codes oflaw, establishing organized rules governing itselfand its citizens. Wizards channel arcane energyonto the page, converting its mystical power intowords. Professional writers entertain, educate andinspire others through a variety of diverse andunique mediums. Regardless of their motivations,the ideas expressed by writers influence societymore than any other force.

In that vein, this supplement endeavors toprovide players the opportunity to expand theircharacters’ horizons and abilities, not just by themight of the sword or the power of magic, butthrough the force of words. By mastering thenuances of language and sound, characters embarkon a unique journey, attaining fame and wealththrough creative ingenuity in addition totraditional adventuring skills. Of course, mightand magic share the spotlight as well.

Ink & Quill presents a number of diverseabilities, classes and items allowing characters toattain this goal. A host of new feats specializing onthe use of language and sound supplement thearsenal of any character, regardless of her previousbackground. In addition, skills such as DecipherScript, Profession and Perform undergo a startlingtransformation, while the Knowledge skill expandsdramatically.

Prestige classes play an important role as well.From the enigmatic cryptographer, the master ofencryption, to the hedonistic musical composer,their special features and abilities rely entirelyupon their manipulation of language and sound.Many prestige classes also generate substantial

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Chapter 2: The Writer’s Worldinner recesses, scribes tirelessly labor in thebuilding’s scriptorium, painstakingly transcribingits collection of books. Despite the endlessreproduction of these valuable texts, mostchurches covetously hoard their stores ofknowledge, unwilling to share them even withtheir congregations. In fact, many clergymenconsider an illiterate and uneducated populace ablessing. Unable to intellectually challenge thechurch’s dogmas and supremacy, the citizenryunquestioningly accepts the societal valuesimposed by its clerics. Because of the strictlimitations placed on individual creativity, scribesare the only writers that emerge from thesechurches.

In more sophisticated, cosmopolitan societies,churches play a more active role in the educationand enlightenment of their congregations.Although censorship still exists, the churchprovides free elementary education to all childrenand shares some of its knowledge with itsconstituents. While these churches vigorouslydenounce controversial ideas, their proponents aregraciously encouraged to rejoin their group, ratherthan face violent persecution. And althoughscribes and scholars are still the most prevalentgroups of writers in these churches, someplaywrights and musical composers specializing inmorality plays and hymns also exist amidst theirranks.

Of course, the church’s ultimate outlookdepends entirely upon its patron deity. The clergyof an evil god of chaos and murder undoubtedlyprefers ignorant, fanatical followers, while a gooddeity of magic assuredly demands educated andarticulate devotees. Lawful deities train and retainsome of their clerics as barristers, promulgating thechurch’s dogmas and doctrines through legalauthority.

MonasteriesOften secluded from the outside world,monasteries provide an unspoiled sanctuary ofcontemplation and reflection. Despite themonastery’s emphasis on inner peace,regimentation and discipline abound within itsfortified walls. Similar to a church, monasteriesalso employ scribes, charging them with the task ofduplicating the monastery’s vast collection ofdocuments. Unlike churches though, monasteriesstrongly encourage individual creativity andgreatly admire brazen intellects, provided thattheir proponents curtail their proliferation outsideof the monastery’s walls. Monasteries jealously

As is customary with most professions, writersorganize into small groups and communities,sharing their passions, ideas and creations withtheir fellow artists. Some of these congregationsgather purely for business reasons, while othersfunction as eclectic and loosely affiliated entities,serving little practical aim other than sharing acommon interest. Regardless of their purpose,these associations provide a valuable resource forthe writing community. Within the creative halls ofthese social fraternities, writers exchange bold newideas, constantly expanding the creativeboundaries of their craft. Poets debate the virtuesof free verse, playwrights challenge traditionaltheatrical conventions, and composers echo theemotions stirring deep within their murky souls.The organizations’ structure often embodies thecultural values espoused by society in general.

Clearly, permanent establishments are also themost visible and easily recognized forms of writingcommunities. Churches, monasteries, universitiesand courts provide a solid foundation forburgeoning writers as well as fulfilling societalneeds and expectations. The institutions’ inherentdiscipline results in the prolific production of well-written and scholarly texts. Unfortunately, stabilityusually breeds complacency and conformity. Therigid and stoic bureaucracy administering many ofthese entities often vehemently dismisses radicaland unconventional thoughts. Creativityfrequently stagnates in the quagmire of ideologicalsuspicion, superstition and suppression, whileimpassive pragmatism runs amok. Despite theimposing obstacles, some adventurous writersbuck authority and promulgate daring conceptscontradictory to traditional teachings. Vigorouslydebunked by the entrenched establishment, theseintellectual clashes arouse public sentiment and insome rare instances, spark a firestorm of rebellionwithin the community’s membership.

Private and semi-private institutions, such asconcert halls and theaters also exist, however theirautonomy does not always exempt them fromcensorship. Governments maintain a wary eye onthe fledgling institutions, closely monitoring themfor immoral and politically damaging content.

Writing Institutions

ChurchesIn many primitive, sedentary societies, churchesrepresent the only bastions of education andknowledge. Tucked away within the church’s

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guard their intellectual secrets, sharing theirknowledge with only a handful of privilegedindividuals.

Despite its rigorous and cloistered lifestyle, afew writing styles flourish within its confines.Scribes, accustomed to its harsh and rigidconditions, comprise much of its ranks. Scholarsalso thrive, gleefully immersing themselves in its

endless volumes of books and tomes. Because oftheir highly suspicious nature, some monasteriesemploy the services of cryptographers; documentexperts specifically trained to detect forgeries.Many of its residents view the monastery as anoasis of enlightenment in a dark desert ofignorance.

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UniversitiesDevoid of the religious dogmas of churches andthe regimentation of monasteries, universitiesprovide a fertile foundation for the buddingintellects of its adolescent pupils. Despite theirsprawling size and virtual self-sufficiency, they areusually located within or on the outskirts of large,cosmopolitan cities, relying heavily on the supportof its infrastructure as well as its population forprospective students. Because of its intricate ties tothe community, universities and city governmentsare often interconnected; a number of the sameindividuals hold offices with both entities. Therelationship proves lucrative for both parties.Through the generosity of wealthy alumni andsteep tuition fees, universities amass substantiallibraries rivaling those of their institutionalcounterparts. Naturally, their exorbitant costs limitenrollment to only the wealthiest and brighteststudents. The universities reciprocate by attractingrich merchants and their families into the city,infusing a steady stream of cash into the localeconomy.

As an income generating business, universitiesseek to include as many diverse disciplines aspossible without lowering their high standards ofadmission. For this reason, universities provideextensive programs in a number of liberal artsincluding poetry, literature, music and socialsciences. Scholars comprise most of theuniversity’s general faculty and administrativepositions, while renowned artists teach thespecialized fields. Because of their unwillingnessto lose revenue, universities avoid confrontationswith students regarding creativity issues. Theyreserve such challenges only for the most violentand politically insensitive ideologies, preferring tohandle such matters with the utmost discretionand secrecy.

Universities are the havens of barristers,scholars and the patrons of lyrical poets, musicalcomposers and playwrights. Even aftergraduating, many of these individuals return totheir alma mater, engaging in the open andunbiased exchange of fresh ideas and beliefs withtheir former instructors and classmates.

CourtsEstablished for the purpose of resolving legaldisputes, courts are the only institution controlleddirectly by the government. As an instrument ofthe government, courts exert and maintain theirauthority over the citizens through the creation,enactment, implementation and application of law.Governed by volumes of strict regulations, courts

perform their duties based upon an intricate set ofrules, often befuddling ordinary citizensunaccustomed to its unique jargon and strictprotocol. Consistent with its approach towards itsproceedings, courts strictly monitor rulings, andgenerate many briefs and memos. Frivolous andbaseless legal arguments perpetrated by any party,especially barristers, result in the swift censure ofits proponent. Courts permanently or temporarilyprohibit the barrister from practicing law, whileordinary citizens expounding these ridiculouslegal challenges face hefty fines and occasionallyincarceration.

Despite the rigidity of this institution, masterfuland innovative pieces of legislation and legalthought continuously stream through its hallowedhalls. Some legal interpretations presented withinits confines prove so compelling that they establishnew precedents in the implementation andapplication of various laws. Courts largely remainthe domain of barristers, although a handful ofscholars and scribes occasionally dabble in itsproceedings.

TheatersTheaters occupy a unique niche in the writingcommunity as a hybrid linking the conventionaland the unconventional. Although a fullyfunctioning business entity, theaters lack theadministrative support inherent in traditionalinstitutions. Instead, groups of actors known ascompanies operate and manage the theater’sfinancial affairs while also writing and performingits repertoire of plays. Despite its autonomy, manylocal governments carefully scrutinize the plays’content, immediately censoring politically ormorally inflammatory content. In the mostsuccessful theaters, one company produces all ofthe theater’s annual productions, however theindustry’s economic volatility often mandatesseveral companies mutually sharing its costs andproceeds. Fortunately for the genre’s admirers, thiscompetitive relationship between rival companiesspurs the competitive juices of its playwrights,who constantly strive to supersede theircolleagues’ literary triumphs. The system’s mostdistinguished playwrights eventually graduatefrom the theater system and obtain permanentpositions in royal courts and on wealthy citizen’sestates. Bereft of the necessity of commercialsuccess, these playwrights pen literature’s darkestand most provocative character studies. Theatersare the exclusive domain of playwrights.

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Concert HallsUnlike theaters, concert halls are predominantlyowned and operated by wealthy benefactorsusually in loose affiliation with the local orregional governments. Although relieved of thefinancial responsibilities of ownership, musicalcomposers encounter a number of unique hurdles.Its relationship with government officials ensuressome regulatory oversight of its musical content.However, its primary obstacle is its proprietors’lack of musical expertise and appreciation.Performances are frequently obtained throughbribery, flattery and nepotism rather than artisticmerit. Intrigues abound behind the gilded walls ofthe concert hall, as inept and less talentedcomposers benefiting from this system repeatedlystifle the efforts of more prodigious composers toacquire commissions. Despite its obviousshortcomings, perseverance and dedicationeventually reward intrepid composers whoseastounding works capture the public’s forlornimaginations. In many instances, the formulaicmusical pieces composed by its owners’ relativesand sycophants fade from collective memory,replaced by the captivating melodies of its greatesttalents. Concert halls are the exclusive domains ofmusical composers, especially practitioners of theoperatic form.

Writing GroupsOn the other hand, the disorganized, bohemiangatherings of writers spawn a myriad ofstimulating and innovative new ideas. Thesegroups lampoon the foibles of traditionalconvention, and instead explore untapped nuancesof language and sound. While the quality of workproduced usually exceeds that of their organizedcounterparts, the quantity remains sorely lacking.Undisciplined and often without direction, few oftheir conceptual experiments capture enough oftheir attention to sustain them to fruition. Manyideas wither in the planning stages, unable to stirtheir author’s creativity beyond conception. Ofcourse exceptions exist, and the intrepidindividuals that persevere through the morass ofinaction achieve artistic immortality, penningsome of civilization’s greatest literary and musicalmasterpieces.Poetic Societies

Meeting primarily in large, cosmopolitan cities,poetic societies afford aspiring poets anoutstanding opportunity to acquire acclaim amongtheir fellow poets as well as hone their developingcraft. Usually founded by an established poet orcircle of poets, these informal gatherings include

esoteric debates on poetic devices and recitationsof its members’ newest poems. Criticism flowsfreely from its members, although senior poetstemper offensive and defamatory remarks. Devoidof any formal membership requirements, societiesexperience significant turnaround as poets enterand leave the society in rapid, unabatedsuccession. Despite the continuous turmoil, a solidcore of dedicated poets ensures its continuedsurvival.

TroubadoursEclectic bands of wandering entertainers,troubadours travel a well-worn circuit of taverns,lavish homes and royal courts. Their ranksprimarily include lyrical poets and musicalcomposers as well as the occasional playwrightand, of course, bards. Although their nomadiclifestyle impinges significantly on their creativeoutput, their diverse travels expose them to newliterary and musical styles unknown to sedentaryperformers. Rarely specialized in one artisticdiscipline, many troubadours possess a diversebackground of literary and musical talents rarelyfound in their urban counterparts. Unfortunatelyfor many, the constant turmoil of life on the roadeventually impacts their health and stamina,forcing their premature retirement.Nomadic Societies

Only recently emerging from the oral tradition,nomadic societies boast the most substantialpopulations of warrior poets. Refining andtranscribing epic poems bequeathed from pastgenerations, warrior poets informally gather,debating the nuances of words and phrasestranslated from ancient forms of their nativelanguage. As a result of the anonymous authorshipof most ancient epic poems, warrior poets carelittle about receiving credit for their work, freelyexchanging and borrowing lines and even entirepassages from another poet’s creation. Althoughunburdened by the stigma of plagiarism, thesubject matter and rhyme scheme closely adhere toa standard formula, effectively limiting theircreative expression.

Thieves GuildsOperating in the shadowy and nefarious world ofcriminal enterprise, guilds demand the services ofskilled cryptographers to communicate with fieldoperatives and pen fraudulent documents. Theirloosely connected infrastructure depends uponsecrecy for its very survival. To this end,cryptographers play a critical role in thedevelopment of these guilds, keeping their

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membership informed without compromising theiridentity. In an effort to combat these organizations,governments also employ cryptographers, hopingto decipher their codes and arrest their members.These faceless adversaries covertly duel oneanother, desperately seeking the necessary piecesto unravel the opponent’s mysterious codes. Theseincessant struggles precipitate the creation of evenmore complex encryption methods. In moresophisticated cultures, guilds also employ a smallstaff of barristers to defend its members duringcriminal proceedings. Initially recruited from itsown ranks, these legal practitioners ply their tradeexclusively for their guild, while still participatingin its criminal enterprises.

Roleplaying WritersCommon interests alone do not spur the formationof the aforementioned groups. The participants’personalities play an essential role in determiningthe outlook, structure and goals of theseorganizations. Writers rarely join the profession formonetary reasons. Instead an inner andindescribable hunger to communicate theiremotions, ideas, passions and desires motivatesthem to don their pen and pour their souls onto ablank page. Despite the generally universal natureof their creative urge, their reaction to its cravingsshapes their personality in a variety of manners.

Although hardly all-inclusive, a number ofmajor archetypal personality types are provided.Intended solely as a guide, players may opt toselect one of the personality types discussed belowor create their own.

The BohemianThe bohemian possesses a smattering of attributesfound in many of the other personality typesdescribed below. With the educational backgroundof the bookworm, the idealism of the romantic andthe social skills of the rake, they are generally well-rounded individuals. However, their divergentinterests frequently distract them from their task,resulting in brilliant, but sporadic work. They carelittle for wealth and material possessions, a factdemonstrated by their rather nomadic lifestyle.They make a conscious effort to avoid traditionalconventions, instead experimenting withinnovative and creative forms of their art. Lyricalpoets, musical composers and playwrights are bestsuited as bohemians.

The BookwormThe socially awkward, introspective bookwormprefers the comfort and safety of a quiet, solitarylibrary to any social gathering. Possessing aremarkable intelligence and mnemonic capacity,bookworms are voracious readers, digesting vastquantities of information in relatively shortperiods of time. Incredibly adept at producingscholarly texts and comprehending complextheories and hypotheses, they paradoxicallyencounter difficulties understanding andperforming mundane, routine tasks. Althoughfairly comfortable among a small group of theirpeers, their confidence deserts them in a larger,integrated social setting. However, given time andeffort, most bookworms acclimate themselves tosociety in general. Barristers, cryptographers,scholars and scribes are best suited as bookworms.

The Child ProdigyBlessed at birth with an astounding talent, thechild prodigy soars past her contemporaries andenters the adult world at an early age. At thebehest and urging of a frequently domineeringparent, she spends most of her formative years onthe road, traveling from one performance toanother. Often maturing into a spoiled and unrulyyouth, her adult admirers indulge her deviantbehavior, while awed by her unbelievable abilities.Sadly, many child prodigies struggle with thetransition from adolescent to adulthood. Deprivedof the carefree years of a normal child, manysimply burn out from overwork and parentalneglect. Any writer is well suited as a childprodigy.

The HedonistDriven by an almost childish curiosity and naiveté,hedonists indulge their material desires regardlessof the cost. Sociable and impulsive, hedonists actas the centerpiece for any party, freely showeringacquaintances and flatterers with cash and gifts.Constantly crushed by indebtedness, hedonistshurl themselves into their creative work, waging afutile battle to generate more income than theyspend. Vulnerability to substance abuse andlecherous confidence men exasperate theirfinancial woes, ultimately leading to hopelessaddiction and poverty. Lyrical poets, musicalcomposers, and playwrights are best suited ashedonists.

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The LoyalistAlthough similar in some respects to the zealot,loyalists distinguish themselves from theirfanatical counterparts in a number of ways.Tremendously proud of their heritage and culture,loyalists do not adhere to a particular political orreligious agenda. Devout students of history,loyalists write to instill cultural pride into itscitizenry through the heroic presentation of its pastand present. In addition to their creative skills,loyalists are also accomplished warriors, leadingtheir nation into battle against its foes. Despitetheir unswerving devotion and bravery, loyalistsdo not seek martyrdom like zealots. Warrior poetsare best suited as loyalists.

The RakeThe smooth talking, suave rake uses her bubblycharm and disarming physical appearance to herbest advantage. One step ahead of the law andspurned ex-lovers, the rake views life as an endlessescapade fraught with peril and opportunity alike.Always on the prowl for a new sexual conquest,rakes spend much of their time and money atsocial events or in common gathering places suchas taverns, inns and restaurants. Rakes do notdiscriminate based upon economic status; theirsocial circles run the gamut from the wealthy andpowerful to the seedy and downtrodden. Societyviews them as shallow, self-centered pariahsattempting to con their way into their victim’spurse, bed or both. However, in many instances,the rake’s own insecurities and fears fuel theirseemingly insensitive behavior. Barristers, lyricalpoets, musical composers and playwrights are bestsuited as rakes.

The RomanticShy and introverted, romantics adore their objectof affection from afar, authoring countless versesand lyrics praising the attributes of their beloved.Unable to reconcile their carnal desire with theirpure and rational ideals of love, romantics resignthemselves to the path of inaction, convinced thatfate interceded against them. In mostcircumstances, the romantic’s beloved is someonebeyond their social or economic grasp such as amarried person, a royal family member or anotherpowerful and influential individual. Torn betweenthe insatiable need to garner their love’s attentionand the fear of rejection and ridicule, the romanticpurges her emotions through writing, secretlyhoping and at the same time dreading that hersuppressed longings are discovered. Lyrical poetsand playwrights are best suited as romantics.

The StoicConsciously avoiding the pitfalls of emotion, stoicsembrace a path of logic and discipline, viewing lifethrough the eyes of an impassive bystander.Regardless of their condition, stoics accept thechallenges fate bestows upon them. Even temperedin their demeanor, they claim to experience none ofthe creative ebbs and flows of their colleagues.Consistent with their general outlook, stoicsapproach their writing as a necessary task ratherthan a labor of love, endeavoring to educate ratherthan entertain their readership. Despite theirinsistent pleas, stoics never succeed in completelysuppressing their emotions, a charge substantiatedby their steadfast devotion to their philosophy.Barristers, cryptographers, scholars, scribes andwarrior poets are best suited as stoics.

The Tortured ArtistConsumed by self doubt and loathing, the torturedartist both longs and dreads admiration by herpeers. Although plagued by fits of debilitatingmelancholy and manic creativity, their demeanorremains constant and level. Quiet, contemplativeand often timid, the tortured artist rarely initiatesconversation, preferring listening over speaking.As a result of their bipolar personality, torturedartists produce voluminous quantities of work incompacted periods of time before again becomingdormant and depressed. Unfortunately, many ofthem acquiesce to the demands of an overlyaggressive family member, friend or lover,eventually leading to their self-induceddestruction. Lyrical poets, musical composers andplaywrights are best suited as tortured artists.

The ZealotObstinate and headstrong, zealots proudly andopenly display their passion, loudly extolling therighteousness of their cause. Whether motivatedby national, political, racial or religious fervor,zealots write to espouse and advance the merits oftheir belief. Discarding the advantages of subtlety,zealots boldly proclaim their ideologies and goalsregardless of the consequences. Zealots viewmartyrdom as the ultimate expression of theirdevotion. Despite their apparent convictions,zealots frequently contradict and pervert many oftheir belief’s tenets for their own purposes.Barristers, cryptographers, scholars and warriorpoets are best suited as zealots.

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IncomeWhile some of the prestige classes rely exclusivelyon their creativity for income, several others workfor another entity. These classes receive theirincome on a monthly basis according to thefollowing formulas.

BarristerChurch employee: (Barrister level x Wisdommodifier) x 3Government employee: (Barrister level xIntelligence modifier) x 4Thieves guild employee: (Barrister level xCharisma modifier) x 5Wealthy citizen: (Barrister level squared xCharisma modifier)Other employer: (Barrister level x Charismamodifier) x 2

SpecialWhenever a barrister employed by a governmentdrafts a legal text with a Profession (barrister)score equaling or exceeding a numerical result of35, she becomes a judge in the nation’s legalsystem. The exact specifications of this positiondepend upon the campaign world, however it doesresult in an additional monthly income of 50 gp.

CryptographerGovernment employee: (Cryptographer level xIntelligence modifier) x 2Private employee: (Cryptographer level xIntelligence modifier) + Charisma modifiersquared.Thieves Guild: (Cryptographer level) x(Intelligence + Charisma modifier)

ScholarUniversity employee: (Scholar level x Intelligencemodifier) x 1.5Other: (Scholar level x Intelligence modifier)

ScribeChurch employee: (Scribe level x Constitutionmodifier) x 2Monastery employee: (Scribe level x Constitutionmodifier) + Wisdom modifierOther: (Scribe level x Constitution modifier) x3

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Chapter 3: Feats and Skills Cultured [General]You improve any writing Profession skill andreceive additional income.

Prerequisites: Cha 15+, Draft any written workBenefits: You receive a +2 bonus to any

Profession skill requiring extensive writing such asplaywright, poet or scholar. In addition anyincome generated from the use of this skill isdoubled.

Special: You can gain this feat multiple times,although its effects do not stack. Each time youacquire this feat, it applies to a different Professionskill.

Diva [Metamagic]You increase the potency of all sound based spells.

Prerequisite: Any other metamagic feat, 2 ranksin Perform (any sound oriented skill)

Benefits: Any spell that inflicts sonic damage,deafens an opponent or depends on sound tofunction, causes an additional point of damage percaster level up to a maximum of +5. Note thatspells with a verbal component do not qualifysolely on that basis. Furthermore, the difficultyclass for all saving throws against these spellsincreases by +2. Examples of spells that fall intothis category are shatter, shout, suggestion and wailof the banshee.

Hack [General]Your written works generate substantial income.

Prerequisite: Draft any written workBenefits: Your writing appeals to the masses,

however the quality suffers dramatically.Whenever you complete a written work, yousubtract -10 from your Profession check; however,the work generates five times as much income asnormal.

Heroic Charge [General]You and your allies receive additional bonuseswhen charging into combat.

Prerequisites: Base attack bonus +4, Cha 15+,Improved Initiative

Benefits: Whenever you lead a charge, you andyour allies receive a morale bonus to damage equalto your Charisma modifier. To affect your allies’damage rolls, you must precede them into combat.The morale bonus applies to all attacks madeduring the round when the charge occurred. Thenumber of allies affected cannot exceed yourCharisma modifier. For example, Thurgott, a 6th

As writers progress through their careers, theirtalent and artistic vision continually improve. Theyconstantly hone their abilities, searching for newsources of inspiration and literary avenuesneglected by their peers. Their pursuit of such loftyaspirations reflects in their acquisition ofadditional feats, specialized traits that enable themto attain these goals. Feats serve a diverse numberof purposes ranging from improving a character’sskill in a particular field to broadening her mentalor physical prowess. Most feats augment existingabilities and attributes, while some awakenpreviously latent talents. Feats prove a valuableasset in any writer’s arsenal.

On the other hand, skills measure a character’smastery of a specific task or profession. While featsare generally broad based in scope, skills remainconfined to a narrow field of expertise. Despitetheir limited focus, skills repeatedly demonstratetheir significance, directly impacting a character’schances for success or failure in any given task.Although feats reflect achievements attainedthrough general experience, the improvement ofone’s skills demands painstaking study anddedication to the distinct craft. A writer’saccomplishments are always determined by herdegree of skill in her literary or artistic discipline.

FeatsMost of the feats appearing below are best suitedfor the writing prestige classes; however there areno restrictions on their usage by other characterclasses provided that the character meets theprerequisites for the feat.

Comprehend Writing [General]You have an increased understanding of writtenworks.

Prerequisites: Int 15+Benefits: Whenever you read a magical book

that increases an ability score, you receive anadditional +1 bonus to that ability score, not toexceed the maximum possible increase. Forexample, a Tome of Understanding that wouldnormally increase the reader’s Wisdom score by +1instead increases it by +2. Furthermore, thecharacter receives a +4 bonus to understandmanuals. (See the section on Manuals for moredetails).

Special: You can acquire this feat only once.

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level fighter with a Charisma of 16 and his threeallies encounter a group of trolls 25 ft. away.Thurgott and his party decide to charge the trolls’position. Thurgott has the highest initiative;therefore he acts first. He charges the trolls andreceives a +3 morale bonus to damage for thatround. His three allies follow suit, also receiving a+3 morale bonus to damage. There is no limitationon its daily usage.

Impromptu Bow [General]You can shoot arrows with a string instrument.

Prerequisites: Base Attack Bonus +3, 5 ranks ofPerform (any string instrument), Point Blank Shot

Benefits: You can fire arrows or bolts from astring instrument without penalty. Cellos, guitars,harps, mandolins, violas and violins can be used inthis manner. Guitars, mandolins, violas and violinshave a range increment of 10 ft., and projectileslaunched from these instruments inflict 1d4 pointsof damage. Cellos and harps have a rangeincrement of 20 ft., and projectiles launched fromthese instruments inflict 1d6 points of damage. Acharacter must use both hands to properly fire thearrow. Unfortunately, because these items werenot constructed for combat purposes, a natural “1”on the attack roll automatically destroys thestrings, rendering the instrument useless untilrepaired.

Inspiration [General]You write original works faster than normal.

Prerequisites: Int 15+, Draft any Written Work,Endurance

Benefit: Whenever you draft a written work, itis completed in half the time normally required.Characters with this feat are still affected by therules regarding “stale material” (see PrestigeClasses), however the reduced completion time isnot used for the calculation. For instance, aplaywright with the Inspiration feat drafts anoriginal play in two months instead of four, yet shestill has another twelve months to complete hernext play.

Librarian [General]You are knowledgeable in a variety of subjects.

Prerequisites: Int 15+, Comprehend WritingBenefits: You receive a +2 bonus on any two

Knowledge checks such as history and local or theplanes and religion.

Special: You can gain this feat multiple times,although its effects do not stack. Each time youacquire this feat, it applies to two differentKnowledge skills.

Persuasion [General]You are adept at convincing others to listen to you.

Prerequisites: Cha 15+Benefits: You receive a +2 bonus on Bluff and

Gather Information checks. In addition, yourpersuasiveness allows you to retry a failedIntimidate check, when normally the attemptwould prove futile.

Philologist [General]You have extensive knowledge of languages.

Prerequisites: Int 15+, literacyBenefits: You can read and basically

understand all written languages sharing acommon alphabet. When you select this feat, youmust choose an alphabet. For example, if youchoose the Infernal alphabet, you acquire someliteracy in Abyssal and the Infernal languages. Italso affects your ability to read manuals. (See theManuals chapter for additional details.)

Special: You can gain this feat multiple times,although you must select a different alphabet eachtime.

Prat Fall [General]You suffer less damage from falling and improveyour Tumbling skill.

Prerequisites: Dex 13+, at least 1 rank ofPerform (acting)

Benefits: You do not take damage from fallsless than 20 ft. Furthermore, you receive a +2bonus on all Tumble checks.

Prodigy [General]You were born with a natural talent forperforming.

Benefit: You get a +2 bonus on any twoPerform checks, such as poetry and violin or fluteand harp.

Special: You can gain this feat multiple times,although its effects do not stack. Each time youacquire this feat, it applies to two different skills.

Prolific Writer [Metamagic]You write scrolls and transcribe spells faster thannormal.

Prerequisites: Scribe ScrollBenefits: You write scrolls and transcribe spells

into your spellbook in half the normal amount oftime. If it takes two days to normally write a scroll,you complete the task in one day.

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Rune Master [Metamagic]You increase the potency of all arcane spellsrequiring writing

Prerequisites: Any other metamagic feat, DraftWritten Work

Benefits: Any arcane spell triggered byreading, touching or bypassing a symbol or writtenword inflicts an additional point of damage percaster level up to a maximum of +5. Furthermore,the difficulty class for saving throws against thesespells increases by +2. Examples of these spellsthat fall into this category are explosive runes,illusory script and symbol.

Smooth Operator [General]You have an uncanny ability to influence membersof the opposite sex.

Prerequisites: Cha 17+, at least 3 ranks ofPerform (acting, poetry or any musical skill)

Benefits: Whenever you interact with amember of the opposite sex, you receive a +2bonus to all skill checks where Charisma is the keyability. This bonus only applies to creatures of thesame creature type; hence a male humanattempting to bluff a female orc receives a +2bonus because they are both humanoids. Thebonus would not apply if she were an ogre or adragon. There is also a 1 in 10 chance of the +2applying to someone of the same sex.

Special: Lyrical poets receive Smooth Operatoras a bonus feat.

Staged Fighting [General]You may use normal weapons to inflict subdualdamage without penalty.

Prerequisite: Base Attack Bonus +4, at least 1rank of Perform (acting)

Benefit: You may use melee weapons to inflictsubdual damage against opponents withoutpenalty. Normally, such attacks suffer a -4 penalty.

Special: Playwrights receive Staged Fighting asa bonus feat.

Voracious Reader [General]All Knowledge checks are considered trainedchecks.Prerequisites: A total of 10 ranks of Knowledge inany combination of specialties, ComprehendWritingBenefits: Even if you have no ranks in a field ofknowledge, you are not limited to only commonknowledge in that particular field. All Knowledgechecks are considered trained checks, regardless ofyour lack of ranks in that study.

Wield Musical Instrument [General]You can fight with a musical instrument as aweapon.

Prerequisites: Base attack bonus +5, must haveat least 8 ranks of Perform with the musicalinstrument.

Benefit: You can attack with a musicalinstrument without penalty. However, only smalland medium-sized instruments can be used in thismanner. Large and immobile musical instruments,such as harpsichords, organs and pianos obviouslycannot be used, but flutes, mandolins, banjos andother hand held musical instruments proveeffective. Small musical instruments inflict 1d4points of damage, while medium-sized musicalinstruments inflict 1d6 points of damage. Theycause double damage on any critical hit. Thewielder can also hurl the instrument, but its rangeincrement is only 5 ft. Unfortunately, because theseitems were not constructed for combat purposes, anatural “1” on the attack roll automatically breaksthe instrument.

Special: You can gain this feat multiple times,although its effects do not stack. Each time youacquire this feat, it applies to a different musicalinstrument.

Write Manual [General]You write non magical manuals.

Prerequisites: Int 15+, Comprehend WritingBenefits: The character may write non-magical

manuals bestowing insight bonuses to AC, attackrolls, saving throws and skill checks. (The chapterManuals describes all of the facets of this feat ingreat detail.)

SkillsAlthough no new skills are offered to writers, thenew usage of some existing skills warrants specialattention. Foremost among them are Professionand Perform. Nearly all of the prestige classespresented here possess a minimum requirementfor ranks in both a particular Profession skill andclosely related Perform skill. However, it isimportant to note that apparently synonymousskills such as Profession (poet) and Perform(poetry) are in fact two entirely differentdisciplines. Profession (poet) measures thecharacter’s ability to write poetry, while Perform(poetry) gauges her ability to recite poetry.

Although the application of the Perform skillremains relatively self-explanatory, the properusage of the Profession skill demands additionalclarification. The character’s ranks in theProfession skill represent her writing abilities as

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well as her literary experience. Writers use theProfession skill to determine the quality of theirwritten work. For example, lyrical poets obviouslywrite poetry. To calculate the caliber of a poet’slatest poem, the poet rolls a Profession skill check,modified by several factors. Prior to initiating thepoem, the character must at least provide the title,type of poem and subject, although there are nolimits to the details. The GM then awards thecharacter a circumstance bonus or penalty basedupon the merit of the poet’s ideas. Circumstancebonuses ranging from +1 to +10 are stronglyencouraged, especially for inspired concepts andhard work, while penalties are frowned upon, savefor only the most banal and offensive poems. Inaddition to this circumstance bonus, the poet addsher Wisdom modifier and completes herProfession skill check. Writers then record thepoem’s title, subject, relevant details and themodified Profession check. Any written work witha modified score equaling or exceeding 40 isconsidered a masterpiece. (Its effects on thecharacter’s abilities are thoroughly discussedunder the applicable prestige class heading.)Although in many instances, only the most recentwritten work affects a character’s abilities, therecordation of all her works greatly enhances thecharacter’s background. Only a handful of writersare celebrated for one work, the vast majority islauded for a lifetime of literary treasures. UsingEdgar Allan Poe as an example, his poem, “TheRaven”, would appear as follows.

Title: “The Raven”Poem Type: Lyrical poem with rhyme schemeSubject: Death, symbolized as a black raven,

stalks the poem’s narrator.Profession check: 42 (masterpiece)Other written works, such as plays, musical

compositions and scholarly texts follow the samegeneral patterns with only minor alterations.Scribes do not compose written works andcryptographers use Decipher Script to encryptmessages; hence these rules are not applicable tothose classes.

Knowledge also demands elaboration.Although several general fields of Knowledge arediscussed in the PHB, the list is hardly allencompassing. The following list supplements theareas of expertise accessible to anyone with ranksin the Knowledge skill.

Anthropology and Archeology (ancient ruinsand humanoids, ancient history, legends)

Astrology and Astronomy (constellations,planetary movement, reading of omens, stellarphenomenon)

Botany (plants, fungi, sentient plants)

Chemistry (properties of chemicals,compounds, organic materials)

Geology (rocks, mountains, land masses,volcanoes)

Literature (epic poems, literary devices,mythology, plays, sonnets)

Martial Arts (fighting styles, combat)Mathematics (algebra, calculus, geometry)Music (instruments, hymns, reading music)Oceanography (underwater life, fishing, sailing,

navigation)Pathology and Physiology (disease, anatomy,

birth processes, causes of death) Each creature typerequires its own ranks, i.e., Pathology andPhysiology of humanoids is vastly different to thePathology and Physiology of dragons.

Physics (inertia, motion, acceleration, gravity)Sociology (cultures, traditions, city planning,

streetwise)Toxicology (organic and synthetic poisons,

narcotics)Undead (vampires, zombies, skeletons)The only other skill necessitating additional

awareness is Decipher Script. Cryptographers,masters of secret codes, use this skill to measurethe difficulty class required to decipher anyencrypted message. They also use the skill todecipher encrypted messages. The exact specificson adjudicating the creation and breaking of codedmessages is thoroughly discussed under thecryptographer prestige class heading.

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Chapter 4: Prestige Classes

BarristerSociety views the practitioners and authors of itslaws in a uniquely paradoxical manner. It greatlyadmires their analytical skills, tremendousintellects and dogged tenacity, but loathes theirquestionable code of ethics and enormous incomes.Despite these and many other perceptionsregarding barristers, civilization’s very existencedepends upon the codification and practice of law.Law acts as a bulwark against the forces ofanarchy and chaos.

Although barristers embody a number ofdivergent character traits, they share a commonreverence for the letter of the law. Regardless oftheir status or position, barristers innately believein its sanctity and necessity. Their differences,however, emerge from their variousinterpretations of the law’s intent as well as theirown needs. Masters of manipulating the meaningof words, barristers incessantly argue the nuancesof language, hoping to sway the opinion ofcolleagues in their favor. They approach this taskin an assortment of methods. Some belittle theiropponents, challenging their legal arguments withan arrogant and condescending demeanor in aneffort to intimidate them. Others employ ameasured degree of sarcasm and wit, endeavoringto rattle their challenger’s frayed nerves whileavoiding any perception of cockiness. Regardlessof their technique, they universally possess anuncanny knack of transforming the simple into thecomplex and convolution into clarity.

The government employs the majority ofbarristers, utilizing their services to draftlegislation, judge the interpretation of law during atrial and prosecute criminal and civil legal matters.In addition, many politicians and administrativeofficials possess a legal background. Althoughbarristers perform a number of necessarygovernmental functions, a host of other interestsretain a substantial number as well. Wealthymerchants require their assistance during thenegotiation and implementation of lucrativecontracts and other business transactions. Criminalorganizations frequently maintain a staff ofbarristers to defend their members in criminalproceedings. Private citizens hire barristers to sueanother party in a civil matter, seeking monetarycompensation. Likewise, the other party employs abarrister to defend herself against the plaintiff’sclaims. Despite their unpopularity in manyquarters, barristers perform a necessary evil,preventing many disputes from escalating into

Unlike regular character classes, prestige classesare only available through experience anddetermination. They embody the traits and skillsnecessary to excel in a particular profession orspecialized field. The prestige classes presentedhere run the gamut from the enigmaticcryptographer to the flamboyant playwright.Nearly all of them create unique written productsthat distinguish them from their colleagues inother classes. Lyrical poets pen flowing verses ofsplendid and vivid poetry, while musicalcomposers create wondrous harmonies ofcaptivating sounds. Prestige classes represent theelite of their crafts, individuals whose personalaccomplishments supersede ordinary practitionersof their profession.

As previously mentioned all of the prestigeclasses, except for the scribe, draft original works.Each prestige class specifies the methodology usedto determine the success or failure of this task.However, certain universal rules apply to all of theclasses. The most important of these rules is theconcept of “stale material”. Although amasterpiece is a memorable piece of work, itsfreshness does not remain indefinite. Writers alsosuccumb to their creative urge, rarely willing torest their laurels on a single product. They relishchallenges, often competing to outdo their fellowwriters. For this reason, they must author newworks within triple the length of time required tocomplete their last work, ignoring any extensionscaused by absences. For example, it takes aplaywright four months to author a single play.Because it requires four months to write a play, theplaywright feels compelled to complete anotherplay within one year from the completion of herlast play. If the character refuses to draft a newwork, she loses all bonuses and abilities attributedto her most recent creation.

The success and failure of all written productsis determined by a Profession skill check. The exactmechanics of each skill check are thoroughlydiscussed under the prestige class headings.Players must retain a record of all original works,not only for purposes of determining theirbonuses, but also to enhance their characterbackground. A musical composer simply known asa great musician is clearly not as unique orinteresting as Umbaggio, the author of themasterful opera Rioletto the Fool. The intent of theseclasses is not only to provide unusual specialabilities, but also to give birth to a specialindividual.

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violence while placating the demands of bothparties engaged in the legal battle.

All barristers receive formalized education andtraining prior to practicing law. Many obtaindegrees from accredited universities, however alarge percentage acquires degrees from recognizedchurches and occasionally monasteries. Aftercompleting their scholastic requirements, manysocieties require prospective barristers to work asapprentices to established barristers for as long asfive years. If she successfully completes theapprenticeship, she is then granted an officiallicense to practice law. The prohibitive cost ofacquiring a license largely restricts the professionto members of the wealthiest classes.

Clerics of lawful deities and wizards comprisemost of the barristers’ ranks, although monks andoccasionally rogues also pursue the profession.Most clerics and monks find employment withgovernmental entities, while wizards usually servethe legal needs of wealthy citizens. Rogues practiceexclusively for criminal syndicates, often recruitedfrom its membership by the organization’s leaders.

Hit die: d6

RequirementsAlignment: Any lawful

Bluff: 3 ranksDiplomacy: 4 ranksKnowledge (local): 6 ranksProfession (barrister): 7 ranksOther: The character must be literate and must

spend 2,500 gp for education and apprenticeshipcosts.

Class SkillsThe barrister’s class skills (and the key ability foreach skill) are Bluff (Cha), Concentration (Con),Decipher Script (Int), Diplomacy (Cha), Forgery(Int), Gather Information (Cha), Intimidate (Cha),

Knowledge (local) (Int), Listen (Wis), Profession(barrister) (Wis) and Sense Motive (Wis).

Skill points at each level: 2 + Int modifier

Weapon and Armor Proficiency: Barristers areproficient with all simple weapons, light armorand shields.

Draft Legal Work (Ex): Barristers may draft onelegal brief, piece of legislation, contract or anyother legal document once every three months. Thework does not require her undivided attention;however, any absence greater than two weeksincreases the time necessary to write it by onemonth or the duration of the absence, whichever islonger. When the work is finished, the playermakes a Profession (barrister) check. The workgenerates income equal to the modified result ofher Profession check squared plus the character’sbarrister level multiplied by her Intelligencemodifier. For example, a 3rd level barrister with anIntelligence of 16 writes a contract for a wealthymerchant. She rolls a “12” on her Profession(barrister) check adding her normal bonus of +12yielding a net result of 24. She receives 585 gp forher finished product. {[24 (her Profession result) x24 (her Profession result)] + [(3 (her level) x 3 (herCha modifier)] = 585}. (Furthermore, masterfulpieces of legal work can lead to the barrister’sinstallation as a judge, described under the Incomeheading in The Writer’s World chapter.)

Persuasion (Ex): Barristers receive thePersuasion feat at no additional cost.

Spells: Barristers cast a limited number ofdivine spells. In order to cast spells, herIntelligence score can be no less than 10 + thespell’s level. Her bonus spells are based onIntelligence, and saving throws against these spellshave a difficulty class of 10 + the spell’s level + thebarrister’s Intelligence modifier. When she gains 0

BaseClass Attack Fort. Ref. WillLevel Bonus Save Save Save Special1st +0 +2 +0 +2 Draft Legal Work, Persuasion, Spells2nd +1 +3 +0 +3 Interrogate3rd +2 +3 +1 +3 Lie4th +3 +4 +1 +4 Contacts5th +3 +4 +1 +4 Sneak Attack +1d66th +4 +5 +2 +5 Bullheaded7th +5 +5 +2 +5 Word Traps8th +6 +6 +2 +6 Suggestion9th +6 +6 +3 +6 Mystical Babbling10th +7 +7 +3 +7 Sneak Attack +2d6

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spells of a given level, the barrister receives onlybonus spells, if she is entitled to any. Thebarrister’s spell list appears below the chart for herdaily allotment of spells. Barristers cast spells as asorcerer, although she also knows all of the spellsappearing on the spell list.

Barrister SpellsBarristers choose their spells from the followinglist.1st level-command, detect chaos, make whole,protection from chaos2nd level-calm emotions, hold person, zone of truth3rd level-continual flame, glyph of warding, order’swrath4th level-dismissal, dispel chaos, greater command,mark of justice

Interrogate (Ex): Barristers receive anadditional +4 competence bonus on all Intimidateskill checks when attempting to extractinformation from a subject as well as the benefitsbestowed by the Persuasion feat.

Lie (Ex): Extremely adept at bending the truth,barristers lie with impunity at will. Spells such asdetect thoughts and zone of truth however reveal herdeception. This ability also has no effect onbarristers of equal or higher level than the liar.

Contacts (Ex): Because of their frequentinteraction with all strata of society, barristersknow where to seek goods, individuals andinformation. For example, if an informant told theparty that a particular thief stole a gem from thetemple, the barrister knows some basicbackground about the thief, such as herapproximate level, frequent hangouts, etc. Ofcourse, the barrister only knows this information ifit has some connection to the legal system. Shewould not possess information about monstersdwelling within the city’s sewers or the habits ofan eccentric wizard living outside of the city.

Bullheaded (Su): Naturally stubborn andunyielding, barristers receive a +2 insight bonus toall saving throws against all mind affecting andmind influencing spells.

Word Traps (Su): A barrister can find trapsinvolving writing as if she were a rogue. If she isalready a rogue, she receives an additional +1competence bonus for every two barrister levels.The ability affects any trap triggered by thereading or speaking of any written word, or wherea written word is inherent to the trap’sfunctioning. This includes spells such as explosiverunes and glyph of warding. There are no limitationson its daily usage.

Suggestion (Sp): A barrister may cast suggestionas if she were a sorcerer of the same level. Thetarget’s Will save is 10 + ½ her barrister levels +her Intelligence modifier. Barristers may use thisability once per day.

Mystical Babbling (Su): Using her mastery oflanguage, barristers quickly recite obscurepassages from penal codes and citations at onetarget, attempting to bewilder her with a barrageof legal jargon. The target must make a successfulWill save or be stunned for 1d4 rounds. The Willsave against this effect is 10 + ½ her barrister levels+ her Intelligence modifier. Opponents thatsucceed on their saving throws are immune to thiseffect for the remainder of the encounter. Thebarrister must be within 20 ft. of the target andspeak a language that the target understands.Using this ability is a full round action. This abilitymay be used a number of times per day equal toher Intelligence modifier.

CryptographerThe creation of intricate secret codes used bygovernments and clandestine organizations owesits birth to cryptographers, specialists in theformulation as well as the deciphering of covertmessages. In addition to these responsibilities,cryptographers also authenticate documents,meticulously scrutinizing suspicious books, scrollsand letters for evidence of forgery.

Introspective and secretive, cryptographersavoid public acclaim or notoriety, preferring toconduct their business in complete anonymity. Infact, many cryptographers disguise themselves asmembers of another profession. Mostcryptographers ply their trade for a governmentalentity, however a growing number ofcryptographers practice their craft for criminalenterprises and paranoid merchants. Regardless oftheir employer, they operate primarily in ashadowy world of deceit and espionage. Theymove inconspicuously through all social classes,

Spells per DaySpells per DaySpells per DaySpells per DaySpells per DayLevel 1 2 3 41st 0 — — —2nd 1 — — —3rd 1 0 — —4th 1 0 — —5th 1 1 0 —6th 1 1 1 —7th 2 1 1 08th 2 1 1 19th 2 2 1 110th 2 2 2 1

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equally comfortable mingling at a palatial estate ora seedy tavern.

Adept manipulators of language andmathematics, cryptographers formulate anddecipher a wide assortment of secret codesutilizing their intellect and experience. Theyengage in three primary forms of encryption:codes, steganography and ciphers. The simplestand most common method of encryption is the useof code. Codes basically substitute one word’smeaning for another. For example, the code’soriginator designates the word apple as asubstitute for the word attack. Of course, in orderto use a code, both parties need to understandwhat the new words mean, therefore necessitatinga codebook containing all of the new meanings forthe encoded words. The integrity of this systemdepends entirely upon the security of thecodebooks. If a codebook falls into enemy hands,deciphering the code becomes extremely easy. Forthis reason, cryptographers insist that therecipients of such codebooks adequately protectthem from theft or copying.

Although less common, steganography enjoyspopularity especially among clandestineorganizations unable or unwilling to distributecodebooks to its membership. This method utilizestools such as invisible ink, microscopic writing andhidden code words to secretly communicate withanother party. Examples of invisible ink includemilk and lemon juice, substances that only appearon the page after heating it, and then disappearwhen the paper cools again. Microscopic writing isprobably the most difficult form of encryption,requiring the use of a powerful magnifying lens toenable the originator to write her compactedmessage in a tiny space. Unlike codebooks, hiddencode words do not substitute meaning, but insteadconceal the text for an entirely different message.For example, a message written with hidden codewords makes sense if read normally, however thereal message can only be deciphered by readingthe message in a different pattern such as readingonly the third letter of each word. In this instancethe phrase “head out until Adam encounters Jake”translates as “attack” because a, t, t, a, c, and k arethe third letters of each word in the phrase. Ofcourse, both parties communicating in this fashionmust possess the code pattern, however it does notrequire the usage of a codebook.

The most complex form of encryption is thecipher, a system where individual letters are eithersubstituted or transposed in order to conceal themessage’s actual meaning. A substitution cipherrequires the reader to substitute the letter writtenin the message for the intended letter based upon apreordained pattern. Usually the patterns involve

a simple mathematical computation such asmoving three places to the left or right in thealphabet in order to obtain the correct letter. Forinstance, if both parties decided that the actualletter would be three places left of the writtenletter in the message, the letter “f” would actuallybe a “c”, because “c” appears three letters to theleft of “f” in the alphabet. On the other hand, thetransposition cipher maintains the word’s actualletters, but transposes them in a set pattern. Anexample of a transposed cipher is the word “velo”,acquired by transposing the first and third lettersof the word “love”, followed by transposing thesecond and fourth letters. Extremely importantmessages contain both types of ciphers, making themessage virtually impossible to decode.

In addition to their writing and decipheringskills, cartographers also authenticate documentsthrough handwriting and material analysis.Although a less exact science, cryptographers excelat detecting fraudulent and counterfeit items suchas treaties, letters and paper currency. Nearly allgovernments that issue paper currency employ astaff of cryptographers to prevent the widespreadissuance of counterfeit money. Because of theextremely specialized nature of this prestige class,only bards and rogue possess the necessary toolsto become cryptographers.

Hit Die: d6

RequirementsRace: Any humanoidDecipher Script: 7 ranksDisguise: 4 ranksForgery: 4 ranksInnuendo: 4 ranksOther: The character must be literate.

Class SkillsThe cryptographer’s class skills (and the keyability for each skill) are Alchemy (Int), Bluff(Cha), Decipher Script (Int), Disguise (Cha),Forgery (Int), Gather Information (Cha), Innuendo(Wis), Read Lips (Int), Search (Wis), Spot (Wis) andUse Magic Device (Cha).

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Encryption Method Time Required per Page Circumstance Bonus to Opposed Decipher Script CheckCode and Codebook 1 hour +0Steganography 6 hours +2Cipher* 12 hours +5

Weapon and Armor Proficiency:Cryptographers are proficient with all light armorsand simple weapons.

Break Code (Ex): Whenever a cryptographerencounters an encoded message, she may attemptto crack the code by rolling an opposed DecipherScript check against the encoder. The check takesone hour for every level of the encodingcryptographer, and the decoder adds a +1circumstance bonus for each of her cryptographerlevels. For instance, a 4th level cryptographerattempting to decipher an encrypted messagewritten by a 9th level cryptographer receives a +4circumstance bonus to her opposed DecipherScript check that takes nine hours to complete. Asuccessful check indicates that the decoder hassolved the code and can read the message, failureprevents the cryptographer from reading themessage and prohibits any additional retries byher.

Detect Forgery (Ex): Specialized in the art ofuncovering fraudulent documents, cryptographersreceive a +1 competence bonus per cryptographerlevel to all opposed Forgery skill checks whenattempting to reveal a forgery.

Encrypt Message (Ex): Using any of the threeprimary methods of encryption, cryptographersdraft encoded messages. The type of coding useddetermines the length of time required to completethe message as well as the difficulty in decipheringit. The chart below provides this information.

After completing the message, thecryptographer rolls a Decipher Script check addingany circumstance bonus gained from theencryption method as well as an additional +1competence bonus for each cryptographer level.

For instance, a 4th level cryptographer drafting asecret message using transposition ciphers receivesa +5 circumstance bonus for using the ciphermethod and an additional +4 competence bonusfor her level. She has nine ranks in Decipher Scriptand a 16 Int; therefore her Decipher skill checkreceives a total bonus of 21. [9 (her ranks) + 3 (herInt modifier) + 5 (her circumstance bonus) + 4 (hercompetence bonus) = 21]. If she rolls an “11” onher Decipher Script check, any cryptographerattempting to decode the message must roll anopposed Decipher Script check equal to or higherthan 32.

Classified Information (Ex): Because of theirexposure to secret communiqués, cryptographersreceive a +2 bonus to all Gather Information andKnowledge (local) skill checks.

Forge Documents (Ex): Whenever acryptographer forges a document, she receives a+1 competence bonus to her Forgery skill check foreach of her cryptographer levels.

Word Traps (Su): A cryptographer can findtraps involving writing as if she were a rogue. Ifshe is already a rogue, she receives an additional+1 competence bonus for every two cryptographerlevels. The ability affects any trap triggered by thereading or speaking of any written word, or wherea written word is inherent to the trap’sfunctioning. This includes spells such as explosiverunes and glyph of warding. There are no limitationson its daily usage.

Illusory Script (Sp): Once per day, she can castillusory script as if she were a wizard of the samelevel. The difficulty class of the saving throwagainst this ability is 10 + ½ her cryptographerlevels + her Int modifier.

Class Attack Fort. Ref. WillLevel Bonus Save Save Save Special1st +0 +0 +2 +2 Break Code, Detect Forgery, Encrypt Message2nd +1 +0 +3 +3 Classified Information3rd +2 +1 +3 +3 Forge Documents4th +3 +1 +4 +4 Word Traps5th +3 +1 +4 +4 Illusory Script6th +4 +2 +5 +5 Identify Written Works7th +5 +2 +5 +5 Secret Page8th +6 +2 +6 +6 Read Magical Message9th +6 +3 +6 +6 Subliminal Suggestion10th +7 +3 +7 +7 True Seeing

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Identify Written Works (Su): Because of theirexception analytical skills, cryptographers possessthe ability to identify the general function of anymagical written work. In order to ascertain theitem’s abilities, the cryptographer rolls a d20adding her cryptographer level and Intelligencemodifier. Any modified result exceeding 25accurately determines its general function. Thisability can be used a number of times per dayequal to the cryptographer’s level.

Secret Page (Sp): Once per day, cryptographersmay cast secret page as if she were a wizard of thesame level.

Read Magical Writing (Su): A number of timesper day equal to her Int modifier, a cryptographermay attempt to read a page or less of magicallyconcealed written messages, such as illusory scriptand secret page. In order to decipher the mysticalwriting, the cryptographer must roll a successfulWill save against a DC 10 + the spell’s level + thespellcaster’s key ability modifier. Of course, shemust be literate in the message’s language;otherwise the ability has no effect. If shesuccessfully uses this ability to read a glyph, shedetermines the glyph’s conditions. Failureprohibits any retries, and a natural “1” triggers aglyph or erases any magical writing.

Subliminal Suggestion (Sp): Thecryptographer conceals a subliminal suggestionwithin the text of any written document, forcingthe reader to make a successful Will save or fallunder the influence of the suggestion. Thedifficulty class of the saving throw against thiseffect is 10 + ½ the cryptographer’s level + her Intmodifier. The ability’s effects are identical to thesuggestion spell as if cast by a wizard of the samelevel. This ability may be used once per day.

True Seeing (Sp): Once per day, she can casttrue seeing as if she were a wizard of the samelevel.

Musical ComposerExpressing profound thought and stirring emotionthrough sound rather than word, musicalcomposers captivate all strata of society with theirhaunting melodies and inspiring overtures.Whether composing somber church music orrousing military ballads, wealthy patrons, royalcourts and powerful clergymen handsomelycompensate them for their musical compositions.In addition to their creative ability, all musicalcomposers are accomplished musicians, masters ofa specific musical instrument or song.

Musical composers naturally congregate insociety’s wealthier circles where cultured patronseagerly seek their services. As a result, musical

composers almost exclusively reside in large,cosmopolitan cities, royal courts or rural estates,rather than small towns and farms. Although someof their ranks subsist as freelance composers, themajority obtain permanent employment with avariety of patrons. Court composer clearly remainsthe most coveted position among all musicians,hotly contested by the kingdom’s most celebratedartists. Once secured, the court composer usuallymaintains her position for the remainder of themonarch’s reign, assuring her of a lucrative incomeas well as copious amounts of fame. Despite theapparent security, numerous intrigues hatched byscores of jealous rivals often threaten to strip her ofher lofty title and sometimes, her life. In additionto her musical abilities, the court composerfrequently utilizes her diplomatic abilities to staveoff any potential challengers. Although far lessprestigious, many settle into a safer role ascommissioned employee, producing work for asingle patron.

While generally similar, the types of music varytremendously depending upon the benefactor’sspecific needs or taste. For instance, a composer inthe employ of a church specializes in religioushymns; short, relatively simple musical piecesexalting the deity’s dogmas or pleading for itsmercy. On the other hand, the employee of awealthy landowner experiments with differentstyles of music ranging from the lengthy andcomplex symphony to a brief, but chilling sonata.In the most sophisticated societies, a growingnumber of elite musicians engage in a burgeoningmusical form known as opera. Opera is essentiallya musical play, where dialogue is sung rather thanspoken by the actors. Because of its elaboratescenery and costumes, production costs proveexorbitantly expensive, restricting its appearanceto only a few exceptionally wealthy andenlightened civilizations.

As a source of supplementary income, a largepercentage of musical composers tutor as many asten pupils per week. Instructing the children ofnoble families solidifies the bonds between theemployee and his elite circle of admirers inaddition to its monetary rewards. The average feefor a one-hour lesson is two silver pieces, howeverrenowned instructors often command rates as highas five gold pieces per hour.

Bards dominate the ranks of musical composersfollowed by clerics, wizards and a handful ofdruids. Obviously, clerics produce religioushymns, while druids specialize in the use ofwoodland instruments such as the flute and pipes.Wizards gravitate toward the more intricate andcomplicated musical forms such as opera andconcertos.

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Hit Die: d6

RequirementsTo qualify to become a musical composer, acharacter must fulfill all of the following criteria.

Race: Any humanoidBase Attack Bonus: +3Concentration: 4 ranksKnowledge (music): 4 ranksKnowledge (nobility and royalty): 3 ranksListen: 2 ranksPerform (any instrument or song): 6 ranksProfession (musician): 5 ranksOther: The character must be literate.

Class SkillsThe musical composer’s class skills (and the keyability for each skill) are Concentration (Con),Diplomacy (Cha), Knowledge (any) (Int), Listen(Wis), Perform (any) (Cha), Profession (musician)(Wis), Sense Motive (Wis) and Spot (Wis).

Draft Musical Composition (Ex): A composermay a variety of different musical forms in thefollowing lengths of time.

Ballad, hymn, overture = one monthConcerto or symphony = three monthsOpera = six monthsThe piece does not require her undivided

attention; however, any absence greater than twoweeks increases the time necessary to write theproduction by one month or the duration of theabsence, whichever is longer. The GM shouldencourage the player to create a title and briefmelody, rewarding the player with a generouscircumstance bonus to her Profession (musician)check. When the work is finished, the playermakes a Profession (musician) check. The musicalpiece generates income equal to the months spentcomposing the work multiplied by her musicalcomposer level multiplied by her Charisma

modifier multiplied again by the modified result ofher Profession check. However, compositions withscribea modified result less than twenty generateno income. For example, a 1st level musicalcomposer with a Charisma of 16 writes her firstsymphony. Because the player created a uniquetitle and catchy melody, the GM gives her a +4circumstance bonus on her Profession (musician)check. She rolls a “12” adding the +4 circumstancebonus as well as her normal bonus of +8 yielding anet result of 24. She receives 216 gp for her finishedproduct. [3 (the months spent writing the work) x 1(her level) x 3 (her Cha modifier) x 24 (themodified result of her Profession (playwright)check) = 216]. The musical composer must retain arecord of all her compositions including their titlesand the modified Profession (musical composer)check result.

Masterpiece (Ex): If the character’s modifiedProfession (musician) check equals or exceeds 40,the character has written a masterpiece. Because ofthe public’s familiarity with the work, she adds anadditional bonus to all soothe emotion, battlehymn, dirge and blare checks. (The bonuses aredescribed under the ability’s heading.) In addition,the composer receives a monetary bonus of 100 gpfor every masterpiece.

Spells: Musical composers cast a limitednumber of arcane spells. In order to cast spells, herCharisma score can be no less than 10 + the spell’slevel. Her bonus spells are based on Charisma, andsaving throws against these spells have a difficultyclass of 10 + the spell’s level + the composer’sCharisma modifier. When she gains 0 spells of agiven level, the composer receives only bonusspells, if she is entitled to any. The musicalcomposer’s spell list appears below the chart forher daily allotment of spells. Musical composerscast spells as a bard, although she also knows all ofthe spells appearing on the spell list.

BaseClass Attack Fort. Ref. WillLevel Bonus Save Save Save Special1st +0 +0 +0 +2 Draft Musical Composition, Masterpiece, Spells2nd +1 +0 +0 +3 Sonic Resistance3rd +2 +1 +1 +3 Soothe Emotions4th +3 +1 +1 +4 Identify Musical Instrument5th +3 +1 +1 +4 Battle Hymn6th +4 +2 +2 +5 Renown7th +5 +2 +2 +5 Dirge8th +6 +2 +2 +6 Royal Audience9th +6 +3 +3 +6 Blare10th +7 +3 +3 +7 Court Composer

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Musical Composer SpellsMusical composers choose their spells from thefollowing list.

1st level-alarm, magic mouth, message, shatter2nd level-clairaudience, suggestion, tongues3rd level-lesser geas, sculpt sound, shout4th level-contact other plane, sending

Sonic Resistance (Su): Musical composersreceive a +1 resistance bonus against all sonicbased attacks in addition to sonic resistance/5.

Soothe Emotion (Sp): As a full round action,the musical composer performs a brief excerptfrom her most recent musical work in an effort tosoothe the hostility of a nearby living enemy. Thetarget must see and hear the composer in order tobe affected; yet the range between the two partiesnever exceeds 60 feet. The ability provokes attacksof opportunity, and successful attacks force thecomposer to make a Concentration check as if shewere casting a spell. If she completes the excerpt,she immediately rolls a Perform check and dividesthe result by two. The composer can not soothe theemotions of a creature with more hit dice than thisfigure. Otherwise, the target must make asuccessful Will save, DC 10 + ½ her composerlevels + her Charisma modifier. If the target failsthe saving throw, all of the target’s attack, damageand saving throws against the musical composerreceive a -2 morale penalty for a number of roundsequal to the Profession result for her most recentmusical composition. If her last piece was amasterpiece, the saving throw’s difficulty classincreases by one. For example, Lucinda, a 5th levelbard/4th level musical composer with a 17Charisma attempts to soothe the emotions of a

hostile 9th level fighter. Hermost recent musicalcomposition, a symphony,has a Profession (musician)result of 33. The fighter,standing 40 feet away fromher, can both see and hearLucinda; therefore he can beaffected. Lucinda, anaccomplished vocalist, singsan excerpt from her piece.She immediately makes aPerform check, rolling a 14and adding her normalbonus of +8 to the dieresulting in a modified result

of 22. She divides this figure in half, 22/2 = 11.Lucinda’s ability affects a single target with 11 hitdice or less; therefore the 9th level fighter isaffected. The fighter must roll a successful Willsave DC 15 (10 + 2 (1/2 her musical composerlevel) + 3 (her Charisma modifier), or incur themorale penalty for the next 33 rounds [theProfession (musician)] result of her lastcomposition. A composer may use this ability onceper day for every three musical composer levels.

Identify Musical Instrument (Su): Because oftheir exposure to countless musical instruments,musical composers possess the ability to identifythe general function of any magical musicalinstrument. In order to ascertain the item’sabilities, the musical composer rolls a d20 addingher musical composer level and Charismamodifier. Any modified result exceeding 25accurately determines its general function. Thisability can be used a number of times per dayequal to the musical composer’s level.

Battle Hymn (Sp): As a full round action priorto entering combat, the composer performs anexcerpt from her most recent musical compositionin an effort to rouse the spirit of her allies. Herallies must be able to hear her performance inorder to be affected. After completing theperformance, the composer and her allies add amorale bonus to their next attack roll equal to theProfession (musician) result of her last compositiondivided evenly among the listeners. The bonusremains in effect until the next attack or oneminute, whichever comes first. If her last musicalcomposition was a masterpiece, she and her alliesreceive the morale bonus to damage as well.Regardless of the circumstances, no creature mayreceive a bonus greater than double the musicalcomposer’s level. Using the statistics for Lucindain the preceding example, if she and two alliesheard her performance, they would each receive a+11 morale bonus to their next attack (33 divided

Spells per DayComposer Level 1 2 3 41st 0 — — —2nd 1 — — —3rd 1 0 — —4th 1 0 — —5th 1 1 0 —6th 1 1 1 —7th 2 1 1 08th 2 1 1 19th 2 2 1 110th 2 2 2 1

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by 3 = 11). However, the maximum bonus can notexceed twice the composer’s level, therefore themaximum bonus that Lucinda can confer is a +8. [4(her level) x 2 = 8]. The musical composer may usethis ability once per day.

Renown (Ex): The composer’s fame precedesher, giving her a +2 competence bonus to all skillchecks with Charisma as the key modifier.

Dirge (Sp): As a full round action, thecomposer performs a sorrowful excerpt from hermost recent musical composition. Dirge provokesattacks of opportunity, and any successful attackagainst the composer necessitates a Concentrationcheck. Dirge functions exactly like Tasha’s hideouslaughter except that the target suffers fits ofhysteria, crying uncontrollably instead oflaughing. As with the spell, the target receives aWill saving throw to negate the effect. Thedifficulty class for the saving throw is 10 + ½ thecomposer’s level + her Charisma modifier. Thecomposer can target a number of hit dice per dayequal to the Profession (musician) result for hermost recent musical composition. If her last workwas a masterpiece, the saving throw’s difficultyclass increases by one.

Royal Audience (Ex): At 8th level, thecomposer receives invitations to all royal functionsin the kingdom where she resides. Furthermore,the nobility commissions all of her future musicalcompositions, doubling all income generated fromthe sale of her works.

Blare (Sp): The musical composer violentlyflails her musical instrument, creating a cacophonyof piercing sound. Any creature within a 20-footradius of the composer suffers sonic damage equalto ½ of the Profession (musician) result of her mostrecent musical composition. A successful Fortitudesave halves the damage. The difficulty class for thesaving throw is 10 + ½ her musical composerlevels + her Charisma modifier. If her most recentwork was a masterpiece, the saving throw’sdifficulty class increases by one. Blare is a standard

action that provokes attacks of opportunity. Theability is usable once per day.

Court Composer (Ex): The musical composerserves as the nation’s court composer, creatingmusical compositions at the direct behest of thegovernment. Income generated by the composer’smusical compositions triples, and the highest levelofficials view the composer as a trusted associate,affording her all of the privileges commensuratewith her lofty position.

PlaywrightWeavers of wondrous tales, the playwrights’works celebrate her mastery of dialogue and verse.Often courted by nobility, they serve a vital rolewithin the community not only entertaining thecitizens, but also teaching the audience poignantlessons about the meaning of life.

Playwrights move about a number of socialcircles, mingling just as easily with the commonersas with members of the aristocracy. A renownedplaywright may find herself in the presence of aking in the morning, but end the evening slumpedover a filthy table at the local tavern. A rakishquality surrounds most of them, sometimescaptivating their admirers or attracting the angerof envious onlookers. Despite their seeminglyuneducated attitude, many possess an extensiveknowledge of history and a mastery of their craftonly acquired through countless hours of studyand schooling. Many playwrights end upaccomplished actors as well as writers, because it’sfar cheaper to hire yourself to perform in yourplays than it is to hire an actor.

Most playwrights use actual events and peopleas the basis for their plays. All plays fall into twobroad categories, comedies and dramas. Althoughcomedies enjoy popular appeal, dramas are moreprevalent. Dramas include sub-categories such ashistories, tragedies and morality plays. Kings andnoblemen often commission them to write

BaseAttack Fort. Ref. Will

Level Bonus Save Save Save Special1st 0 0 +2 +2 Disguise bonus, draft play, masterpiece2nd +1 0 +3 +3 Staged fight3rd +2 +1 +3 +3 Skill Focus4th +3 +1 +4 +4 Find trap doors5th +3 +1 +4 +4 Recite speech6th +4 +2 +5 +5 Heroic swing7th +5 +2 +5 +5 Renown8th +6 +2 +6 +6 Royal audience9th +6 +3 +6 +6 Legendary performance10th +7 +3 +7 +7 Majestic death

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historical plays chronicling the deeds of theirancestors, or in some instances their ownaccomplishments. While usually historicallyaccurate, authors often embellish the historicalfacts in favor of their liege or the work’scommissioner, while slighting his enemies. On theother hand, tragedies and morality plays shareseveral similarities. Their purpose is twofold, toinstruct and to entertain. The tragedy’s centralfigure possesses what playwrights refer to ashubris, an excessive form of pride that leads to theirinevitable downfall. Despite his fatal flaw, thetragic hero’s inherent humanity evokes theaudience’s pity, inspiring them to achieve a stateknown as catharsis, a profound purging ofemotions triggered by the tragic hero’s demise. Incontrast, the subject of the morality play does notevoke the same emotional response as the tragichero. Usually serving a religious purpose, themorality play preaches the perils of a particularvice or belief resulting in the central character’sdestruction. Unlike the tragedy, his tragic flaw isan object of loathing rather than sympathy.

The primary character’s flaw also appears inmost comedies; however, it serves as a source ofridicule and comic relief. Deluded by his excessivepride, the comic hero fails to realize that he is thebutt of the other characters’ jokes and insults.Although he too experiences his comeuppance, it iswell deserved and seldom fatal. Still others authorscathing satires, lampooning local figures throughthe use of a literary device called allegory. In anallegory, fictional characters are used to representsomething or someone else. Despite theirprecautions, satirical authors frequently draw thevengeful wrath of the play’s actual subjects,making the profession a very dangerous oneindeed.

Bards and rogues comprise the largestpercentage of the playwright profession, whileclerics occupy their own small niche. Specializingexclusively in morality plays, clerics present theirproductions within their temples, espousing theirdeity’s dogma through entertainment.

Hit Die: d6.

RequirementsIn order to become a playwright, a character mustfulfill all of the following criteria.

Race: Any humanoidConcentration: 4 ranksKnowledge (history): 4 ranksKnowledge (literature): 4 ranksPerform (acting): 4 ranksProfession (playwright): 7 ranks.Feats: Quick Draw.

Other: The character must be literate. Althoughno racial restrictions exist, most playwrights arehuman.

Class SkillsA playwright’s class skills (and the key ability foreach skill) are: Bluff (Cha), Concentration (Con),Diplomacy (Cha), Disguise (Cha), Forgery (Int),Knowledge (history) (Int), Perform (acting) (Cha),Perform (poetry) (Cha), Profession (playwright)(Wis), Sense Motive (Wis), and Spot (Wis).

Skill points at each level: 4 + Int modifier.

Class FeaturesWeapon and Armor Proficiency: Playwrights areproficient with all simple weapons and lightarmor. They are not proficient with shields.

Disguise Bonus (Ex): Because of his familiaritywith theater properties, the playwright receives a+2 competence bonus to all Disguise checks as wellas a disguise kit at 1st level.

Draft Play (Ex): A playwright may create oneplay every four months. The play does not requireher undivided attention; however, any absencegreater than two weeks increases the timenecessary to write the play by one month or theduration of the absence, whichever is longer. TheGM should encourage the player to create a briefstory and characters, rewarding the player with agenerous circumstance bonus to her Profession(playwright) check. When the play is finished, theplayer makes a Profession (playwright) check. Theplay generates income equal to the character’splaywright level multiplied by her Charismamodifier multiplied again by the modified result ofher Profession check. For example, a 1st levelplaywright with a Charisma of 16 writes her firstplay. Because the player created a unique plot, theGM gives her a +4 circumstance bonus on herProfession (playwright) check. She rolls a “12”adding the +4 circumstance bonus as well as hernormal bonus of +12 yielding a net result of 28. Shereceives 84 gp for her finished product. [1 (herlevel) x 3 (her Cha modifier) x 28 (the modifiedresult of her Profession (playwright) check) = 84].The playwright must retain a record of all herplays including their titles and the modifiedProfession (playwright) check result.

Masterpiece (Ex): If the character’s modifiedProfession (playwright) check equals or exceeds40, the character has written a masterpiece.Because of the public’s familiarity with the work,she adds an additional bonus to all recite speech,heroic swing, legendary performance and majesticdeath checks. (The bonuses are described under

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the ability’s heading.) In addition, the playwrightreceives a monetary bonus of 100 gp for everymasterpiece.

Staged Fight (Ex): Her expertise at stagingfights enables her to inflict subdual damage on amelee opponent with a normal weapon withoutpenalty.

Skill Focus (Ex): At 3rd level, the playwrightreceives the Skill Focus feat at no additional cost.The chosen skill must be one of the playwright’sclass skills.

Recite Speech (Su): Once per day, theplaywright may recite passages from her mostrecent play in order to inspire her allies. Activatingthe ability is a full round action, and it remains ineffect for a number of rounds equal to the play’smodified Profession (playwright) check divided byfive. She must continue to recite lines for theability’s duration, hence another action requiringverbal components ends the effect, includingcasting spells, activating magical items with acommand word, and shouting orders. While ineffect, the playwright and any allies able to hearher receive a +1 morale bonus to attack anddamage rolls as well as a +1 resistance bonus tosaving throws. If her most recent play is amasterpiece, all bonuses from this ability areincreased to +2.

Heroic Swing (Su): At 6th level, the playwrightmay add an insight bonus equal to her ranks inProfession (playwright) to her next attack roll.Using this ability is a standard action requiring herto recite a famous line from one of her plays. If herlast play was a masterpiece, she adds herplaywright levels to the damage. This ability maybe used a number of times per day equal to herCharisma modifier.

Renown (Ex): The playwright’s fame precedesher, giving her a +2 competence bonus to all skillchecks with Charisma as the key modifier.

Royal Audience (Ex): At 8th level, theplaywright receives invitations to all royal

functions in thekingdom where sheresides.Furthermore, thenobilitycommissions all ofher future plays,doubling all incomegenerated from thesale of her works.

LegendaryPerformance (Su):As a free action, theplaywright assumesthe role of the hero

or heroine from her last play. Her Strength,Wisdom and Charisma improve by +4 for anumber of rounds equal to her modified Professionresult for her last play divided by five. If her lastplay was a masterpiece, her attribute scoresincrease by +6, instead of +4. The ability may beused once per day.

Majestic Death (Su): Prior to dying in combat,the playwright recites the lines from her mostfamous death scene. Moved by the tragedy, anyallies in earshot of the fallen playwright receive a+2 morale bonus to all attack and damage rolls aswell as gaining a +4 morale bonus to all savingthrows against fear. If her last play was amasterpiece, their morale bonus increases from +2to +3. The ability remains in effect for the durationof the combat.

PoetWhether singing the praises of a valorous hero orcourting the affections of a prospective suitor, thepoet’s rhythmic verse entrances her delightedaudience. The poet bares her soul in her work,pouring emotions onto the page and into herreaders’ hearts.

Poetry distinguishes itself from prose in severaldiverse ways. Nearly all poems possess a rigidrhyme scheme, an orderly syllabic accent pattern,or a combination of both. Even in the absence ofthe aforementioned qualities, poetry usually bearsmore structure than prose, flaunting its musicalityrather than its content. Common examples ofpoetic form include the sonnet, a fourteen tosixteen line poem following a distinct rhymescheme and syllabic pattern, and the haiku, ashorter five-line poem adhering to a similar set ofrules. Poetry disregards prosaic conventions suchas sentences and paragraphs, and instead replacesthem with lines, (short fragments of verse) andstanzas, (a grouping of lines).

BaseClass Atack Fort. Ref. WillLevel Bonus Save Save Save Special1st +1 +2 +0 +0 Draft Epic Poem, Masterpiece2nd +2 +3 +0 +0 Legendary Foe3rd +3 +3 +1 +1 The Wisdom of Ages4th +4 +4 +1 +1 Call to Battle5th +5 +4 +1 +1 Greater Legendary Foe6th +6 +5 +2 +2 Heroic Swing7th +7 +5 +2 +2 Memory Retention8th +8 +6 +2 +2 Blaze of Glory9th +9 +6 +3 +3 Greatest Legendary Foe10th +10 +7 +3 +3 Majestic Death

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The vast majority of poems fall into twocategories, the epic poem and the lyrical poem.Most common in cultures with an established oraltradition, epic poems chronicle the marvelousdeeds of a nation’s greatest deities, heroes, andheroines. These poems often echo the sentiments ofan entire culture or race, expressing its consciencethrough poetic imagery. Epic poems, far greater inlength than lyrical poems, contain thousands oflines and hundreds of stanzas exalting thelegendary feats of its heroic subjects. Because mostepic poems originated from the oral tradition, theybear few of the rigid structural qualities inherent inlyrical poetry. Usually endemic to lesssophisticated societies, epic poetry emphasizescultural values, while preserving its history forfuture generations.

Lyrical poetry, on the other hand, rarely laudsthe accomplishments of legendary figures, butinstead sings the praises of less virtuous subjects.Whether describing the stages of a glorious sunriseor recounting the first glimpse of the poet’s onetrue love, lyrical poems accentuate the poet’semotions rather than societal values. The poetdescribes a personal journey, not a sharedexperience.

Because of its much shorter length, lyricalpoems follow more poetic conventions than theirepic counterparts. Rhyme and meter work inconcert, crafting an enchanting melody of wordsand phrases. Bereft of the repetitive cadence oftenfound in epic poems, lyrical poetry possesses adiverse, harmonious quality unmatched in anyother form of written expression.

Because of the tremendous differences betweenthe two styles of poetry, there are two differentprestige classes, the warrior poet and the lyricalpoet. Barbarians, fighters, paladins and rangersusually follow the traditions of the warrior poet,while bards, sorcerers and wizards adhere to thepath of the lyrical poet.

Warrior PoetThrough the recitation and recordation of hernation’s historical legacy, the warrior poet inspirespatriotic fervor in her listeners, captivating themwith sagas of astonishing bravery and legendarycombats. Warrior poets devote most of theirenergies to memorizing and transcribing herculture’s vast collection of epic poems. Althoughinitially preserved by word of mouth, most of thepredominant epic poems now appear in popularbooks, thanks to the tireless efforts of society’swarrior poets. In addition to their fighting skills,warrior poets inspire their allies with immortaltales of valorous deeds and legendary heroes.

Hit Die: d10

RequirementsTo qualify to become a warrior poet, a charactermust fulfill all of the following criteria.Base Attack Bonus: +5

Race: Dwarf, elf or humanConcentration: 3 ranksKnowledge (history): 3 ranksKnowledge (literature): 3 ranksPerform (poetry): 5 ranksProfession (poet): 5 ranksOther: The character must be literate.

Class SkillsThe warrior poet’s class skills (and the key abilityfor each skill) are Concentration (Con), GatherInformation (Cha), Knowledge (history) (Int),Perform (poetry), Profession (poet), SpeakLanguage (None).

Skills points at each level: 2 + Int modifier.

Weapon and Armor Proficiency: Warrior poetsare proficient with all simple and martial weaponsand with all types of armor and shields.

Draft Epic Poem (Ex): A warrior poet maycreate one epic poem every six months. The poemdoes not require her undivided attention; however,any absence greater than two weeks increases thetime necessary to write the poem by one month orthe duration of the absence, whichever is longer.The GM should encourage the player to create abrief story and characters, rewarding the playerwith a generous circumstance bonus to herProfession (poet) check. When the poem isfinished, the player makes a Profession (poet)check. The poet must retain a record of all her epicpoems including their titles and the modifiedProfession (poet) check result, because they affecther heroic swing, blaze of glory and majestic deatheffects.

Masterpiece (Ex): If the character’s modifiedProfession (poet) check equals or exceeds 40, thecharacter has written a masterpiece. Because of thepublic’s familiarity with the work, she adds anadditional bonus to all heroic swing, blaze of gloryand majestic death checks. (The bonuses aredescribed under the ability’s heading.)

Legendary Foe (Ex): Warrior poets receive a +1attack bonus against one particular creatureselected by the character when she first becomes awarrior poet. This bonus represents her extensiveknowledge of the opponent’s weaknesses gainedthrough her recantation of epic battles against thefoe. The warrior poet’s foe must be specific, i.e.;

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she cannot simply select giants as her legendaryfoe, but must delineate the particular giant species,such as hill giant. This bonus stacks with allbonuses including the ranger’s favored enemybonus.

Wisdom of Ages (Ex): The warrior poetreceives a +5 circumstance bonus to her nextKnowledge check, if she possesses any ranks inthat field of study. Otherwise, she may make aKnowledge check as if she were trained in thatfield of study. For example, a warrior poet withfour ranks of Knowledge (history) receives a +5circumstance bonus to her next check, but awarrior poet with no ranks in Knowledge (theplanes) may roll a Knowledge check as if she hadranks in the skill, albeit without the +5circumstance bonus. The warrior poet may utilizethis ability a number of times per day equal to herlevel.

Call to Battle (Su): Once per day, the warriorpoet recites inspiring passages from her repertoireof epic poems, inciting her allies to fight withincreased fervor. When the poet announces herintentions to activate this ability, she makes aPerform (poetry) check. Her modified resultindicates the number of rounds that Call to Battleremains in effect. While under its influence, thewarrior poet and any allies listening to her receivetemporary hit points equal to the warrior poet’slevel. (See the PHB for specifics on adjudicatingtemporary hit points.) Initiating this ability is a fullround action, and it remains in effect until theduration expires, the poet ceases recitation for anyreason, or the allies no longer hear the poet,whichever comes first.

Greater Legendary Foe (Ex): The warrior poet’sattack bonus against her selected foe increases to+2.

Heroic Swing (Su): At 6th level, the warriorpoet may add an insight bonus equal to her ranksin Profession (poet) to her next attack roll. Usingthis ability is a standard action requiring her torecite a famous line from one of her poems. If herlast poem was a masterpiece, she adds her warriorpoet levels to the damage. This ability may be usedonce per day.

Memory Retention (Su): Whenever the warriorpoet encounters a creature requiring a specificmeans of destruction or unique weaknesses, suchas a troll, vampire or ghost, the warrior poet rolls aProfession (poet) skill check. If her check equals orexceeds a modified result of twenty-five, thewarrior poet recalls the creature’s vulnerabilitiesand the method needed to slay it. (The GM shouldincrease the difficulty class substantially for anyextremely rare or unique creatures.) The warrior

poet may use this ability as a free action a numberof times per day equal to her Int modifier.

Blaze of Glory (Su): The warrior poet sacrificesher hit points in order to increase her attack anddamage rolls. For every point sacrificed by thewarrior poet, she adds a +2 morale bonus to eitherher next attack or damage roll. She must declarethe points’ allocation prior to initiating the attackroll. For instance, the warrior poet sacrifices eightof her hit points. She decides to allocate a +8 bonusto her attack roll and a +8 bonus to her damageroll. Temporary hit points cannot be sacrificed inthis manner. Attacking in this manner is astandard action, requiring the warrior poet torecite inspiring passages from her last epic poem.The warrior poet may sacrifice a number of hitpoints per round equal to her warrior poet level,and she may sacrifice a number of hit points perday equal to her most recent poem’s modifiedProfession (poet) check. If her most recent poem isa masterpiece, she may initiate this ability’s usageas a free action.

Greatest Legendary Foe (Ex): The warriorpoet’s attack bonus against her selected foeincreases to +3.

Majestic Death (Su): Prior to dying in combat,the poet recites lines from her most recent epicpoem. Moved by the tragedy, any allies in earshotof the fallen poet receive a +2 morale bonus to allattack and damage rolls as well as gaining a +4morale bonus to all saving throws against fear. Ifher last poem was a masterpiece, their moralebonus increases from +2 to +3. The ability remainsin effect for the duration of the combat.

Lyrical PoetDeveloping her craft largely through formaleducation and experience, lyrical poets flourish incosmopolitan societies. Usually more schooledthan the general populace, lyrical poets hone anumber of their prodigious talents, excelling inmore than one discipline. After completing theirstudies, many remain as teachers at theirrespective universities, although others enter theworlds of politics or business. Glib and inherentlywitty, lyrical poets ensnare the focus of theircaptivated audiences with vivid imagery and anaddictive, sophisticated rhythm, capturing theimagination of the listener with her melodiousdescriptive passages.

Hit Die: d6

RequirementsTo qualify to become a lyrical poet, a charactermust fulfill all of the following criteria.

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Base Attack Bonus: +2Race: Any humanoidBluff: 3 ranksConcentration: 4 ranksKnowledge (literature): 4 ranksPerform (poetry): 4 ranksProfession (poet): 4 ranksSpellcraft: 3 ranksOther: The character must be literate and able

to cast 2nd level arcane spells.

Class SkillsThe lyrical poet’s class skills (and the key abilityfor each skill) are Bluff (Cha), Concentration (Con),Diplomacy (Cha), Gather Information (Cha),Knowledge (all) (Int), Listen (Wis), Perform (any)(Cha), Profession (poet) (Wis), Sense Motive (Wis),Spellcraft (Int) and Spot (Wis).Skill points at each level: 4 + Int modifier.

Weapon and Armor Proficiency: Lyrical poetsare proficient with all simple weapons as well aslight and medium armor and shields.

Draft Lyrical Poem (Ex): A lyrical poet maycreate one lyrical poem per month. The poem doesnot require her undivided attention; however, anyabsence greater than two weeks increases the timenecessary to write the poem by the duration of theabsence. The GM should encourage the player tocreate a title and the poem’s subject, rewarding theplayer with a generous circumstance bonus to herProfession (poet) check. When the poem isfinished, the player makes a Profession (poet)check. The poem generates income equal to halfthe character’s lyrical poet level multiplied by herCharisma modifier multiplied again by themodified result of her Profession check. Forexample, a 1st level poet with a Charisma of 16writes her first lyrical poem. Because the playercreated an intriguing subject, the GM gives her a+4 circumstance bonus on her Profession (poet)check. She rolls a “12” adding the +4 circumstancebonus as well as her normal bonus of +12 yielding

a net result of 28. She receives 42 gp for herfinished product. [1 (her level) x 3 (her Chamodifier) x 28 (the modified result of herProfession (playwright) check) x ½ = 42]. The poetmust retain a record of all her lyrical poemsincluding their titles and the modified Profession(poet) check result, because they affect her wooaudience, chivalrous cry, empower imagery andpathos effects.

Masterpiece (Ex): If the character’s modifiedProfession (poet) check equals or exceeds 40, thecharacter has written a masterpiece. Because of thepublic’s familiarity with the work, she adds anadditional bonus to all woo audience, chivalrouscry, empower imagery and pathos checks. (Thebonuses are described under the ability’s heading.)She also receives an additional 50gp for the work.

Spells: Lyrical poets continue to receiveadditional spells according to their original class.Each lyrical poet level counts as an additionalspellcaster level for purposes of determining thecharacter’s daily allotment of spells, number ofspells known and the caster level. For example a5th level wizard/3rd level lyrical poet acts as if shewere an 8th level wizard for all spellcastingpurposes. If the character is more than onespellcasting class such as a bard/sorcerer, theplayer selects the class to increase.

Poetic Spell Focus (Su): The lyrical poet selectsone school of magic. At no additional cost to thelyrical poet, all spells with a verbal componentfrom the chosen school of magic receive thebenefits of the Spell Focus feat. This ability doesstack with the normal Spell Focus feat.

Smooth Operator (Ex): At 3rd level, the lyricalpoet receives the feat Smooth Operator at noadditional cost.

Chivalrous Cry (Su): As a full round action, thelyrical poet recites encouraging words from hermost recent poem, enabling her allies to attackwith increased ferocity. All allies able to hear andunderstand the poet receive a morale bonus todamage on their next successful attack equal to her

Class Attack Fort. Ref. WillLevel Bonus Save Save Save Special1st +0 +0 +0 +2 Draft Lyrical Poem, Masterpiece, Spells2nd +1 +0 +0 +3 Poetic Spell Focus3rd +2 +1 +1 +3 Smooth Operator4th +3 +1 +1 +4 Chivalrous Cry5th +3 +1 +1 +4 Mnemonic Enhancement6th +4 +2 +2 +5 Woo Audience7th +5 +2 +2 +5 Word Traps8th +6 +2 +2 +6 Empowered Imagery9th +6 +3 +3 +6 Royal Audience10th +7 +3 +3 +7 Pathos

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most recent poem’s modified Profession resultdivided by the number of allies. For example, if herpoem had a result of 28, and she has four allies, herfour associates receive a +7 morale bonus on theirnext attack roll or for one round, whichever comesfirst. If her poem was a masterpiece, her alliesreceive the morale bonus to their next attack roll aswell. The lyrical poet may use this ability once perday.

Mnemonic Enhancement (Su): Because of theirability to formulate rhythmic and syllabic patterns,lyrical poets increase their ability to memorize andknow spells. Wizards that are also lyrical poetsmay recall a number of spell levels per day equalto their Int modifier, while bards and sorcerersknow an additional number of spell levels. Forinstance, a bard with a 19 Int knows fouradditional spell levels. She may select another 1stand 3rd level spell or any other combinationtotaling four.

Woo Audience (Su): Through a dramaticrecitation of her most recent poem, the lyrical poetsoothes her audience’s emotions, especially hostilefeelings directed toward her. Once per day, thepoet dramatically reads her most recent poem toher audience, potentially influencing anyone ableto hear and understand her poem. Beginning theprocess is a full round action immediatelyfollowed by a Perform (poetry) skill check. Themodified result determines the number of hit diceaffected by the poet, however, it has no effect onany creature with more hit dice than her lyricalpoet level. Creatures with the lowest hit dice areaffected first. Any targets attempting to harm thelyrical poet must roll a successful Will save,otherwise they find themselves unable to attackher for a number of rounds equal to the poem’smodified Profession (poetry) result. The savingthrow’s difficulty class is DC 10 plus ½ her lyricalpoet level and her Charisma modifier. Anythreatening action against a target by the poet orher associates immediately ends the effect. Forexample, Drusella, a 6th level bard and 5th levellyrical poet with a Charisma of 18, attempts to wooan audience of ten 2nd level humans, a 3rd levelcleric and a 5th level wizard. She begins by rollinga Perform skill check, yielding a modified result of25. Drusella’s ability affects twenty-five hit dice ofcreatures; therefore any of the 2nd level humansthat were going to attack her must make a savingthrow as well as the 3rd level cleric. However,insufficient hit dice remain to influence the 5thlevel wizard, because she has already affectedtwenty-three hit dice of creatures. The savingthrow’s difficulty class is sixteen. [10 + 2 (1/2 herpoet level rounded down) + 4 (her Charismamodifier) = 16]. Her most recent lyrical poem had a

modified Profession check of 26; hence anycreature failing its saving throw is affected fortwenty-six rounds. If the poem was a masterpiece,the saving throw’s difficulty class increases by one.

Word Traps (Su): A lyrical poet can find trapsinvolving writing as if she were a rogue. If she isalready a rogue, she receives an additional +1competence bonus for every two lyrical poet levels.The ability affects any trap triggered by thereading or speaking of any written word, or wherea written word is inherent to the trap’sfunctioning. This includes spells such as explosiverunes and glyph of warding. There are no limitationson its daily usage.

Empower Imagery (Su): Illusion spells with averbal component receive the benefits of theEmpower Spell and Extend Spell feats at no cost tothe caster. The poet may use this ability to affect atotal spell level equal to her lyrical poet level perday. For instance, a 9th level lyrical poet may affecta 2nd, 3rd and 4th level spell with this ability, orany other combination of spells totaling no higherthan nine levels. In addition, the difficulty classagainst these spells increases by her most recentpoem’s modified Profession result divided bytwenty. If her last poem was a masterpiece, thedifficulty class is increased by +3.

Royal Audience (Ex): At 9th level, the lyricalpoet receives invitations to all royal functions inthe kingdom where she resides. Furthermore, thenobility commissions all of her future poems,doubling all income generated from the sale of herworks.

Pathos (Su): Consumed by powerful emotions,the lyrical poet literally bares her soul, unleashinga potent surge of suppressed rage and melancholy.While reciting the most sorrowful lines from hermost recent poem, she purges her tortured spirit,inflicting damage to all living enemies within atwenty-foot radius centered on the poet. Thedamage is equal to half her most recent poem’smodified Profession result, and all targets receive aWill save ½. The saving throw’s difficulty class isDC 15 + the poet’s Charisma modifier. Use of thispower is a full round action, usable once per day.If her most recent poem was a masterpiece, pathosis a standard action.

ScholarWhile playwrights and poets dominate literature’sfictional works, the prolific writing of scholarsinspire a myriad of new ideas, thoughts andinspiration in its broad based readership. Scholarspen a vast assortment of non-fictional texts rangingfrom complex scientific journals to inflammatorypolitical treatises. Unlike their literary

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counterparts, scholars use their mastery oflanguage to inform their audience rather thanentertain. Most of civilization’s accumulatedknowledge results from the tireless researchconducted by scholars.

Scholars always possess at least a rudimentaryeducation, although the vast majority acquireadvanced degrees from accredited universities.Because of their intellectual nature, many scholarsremain at their alma mater, frequently serving as aprofessor or in an administrative capacity. Despitethe demands of their employment, scholarsconsider publishing their ideas paramount aboveall other tasks. For this reason, many universityscholars take yearly sabbaticals to conductresearch and author their books. However, a smallminority of scholars abandon their academicheritage and obtain employment fromgovernments and wealthy patrons intrigued bytheir theories. Bereft of the scholasticresponsibilities of the university, these scholarsdevote all of their energies to their writing. Usuallywell funded and handsomely compensated,scholars working outside of a university’s sphereof influence produce some of society’s mostinnovative and controversial ideas andphilosophies. While collegiate scholars concentratetheir efforts on historical, arcane and scientificprinciples, non-affiliated individuals delve into themore radical arenas of thought such as politicaland religious theory. Despite their differences, theideas espoused by both circles circulate throughoutall classes, sparking heated debate and ponderouscontemplation among their readership.

In addition to their occupational duties, manyscholars also conduct freelance research upondemand. Often pressed into service by needyadventurers, scholars unlock the mysterioussecrets of ancient ruins, lost civilizations andlegendary figures and artifacts. Some scholars,however, choose to take an active rather than apassive role in the accumulation of knowledge.

Leaving the security of their academic worldbehind them, they venture side by side with hardyadventurers, contributing their vast wealth ofinformation and expertise to the task at hand. Mostadventuring scholars are bards, sorcerers orwizards, complementing their knowledge with aformidable repertoire of arcane spells and magicalabilities.

Hit Die: d6

RequirementsTo qualify to become a scholar, a character mustfulfill all of the following criteria.

Base Attack Bonus: +2Race: Any humanoidAlignment: Any non-chaoticAlchemy: 6 ranksConcentration: 4 ranksKnowledge (any): 7 ranksScry: 4 ranksSpellcraft: 4 ranksOther: The character must be literate and able

to cast 2nd level arcane spells.

Class SkillsThe scholar’s class skills (and the key ability foreach skill) are Alchemy (Int), Concentration (Con),Decipher Script (Int), Gather Information (Cha),Knowledge (any) (Int), Scry (Int) and Spellcraft(Int).

Skill points at each level: 4 + Int modifier.Weapon and Armor Proficiency: Scholars are

proficient with all light armors and simpleweapons. They are not proficient with shields.

Draft Scholarly Work (Ex): A scholar maycreate one book every three months, not to exceedtwo per year. The book does not require herundivided attention; however, any absence greaterthan two weeks increases the time necessary towrite the book by one month or the duration of theabsence, whichever is longer. The scholar chooses

a specific topic forthe book, including aworking title andbrief summary of thebook. Unlikefictional works,writing a scholarlytext requiresextensive amounts ofresearch, costing thescholar gold piecesequivalent to 30minus herKnowledge ranks in

BaseClass Attack Fort. Ref. WillLevel Bonus Save Save Save Special1st +0 +0 +0 +2 Draft Scholarly Work, Spells2nd +1 +0 +0 +3 Call Upon Knowledge3rd +1 +1 +1 +3 Vast Intellect4th +2 +1 +1 +4 Identify Written Work5th +2 +1 +1 +4 Word Traps6th +3 +2 +2 +5 Renaissance7th +3 +2 +2 +5 Determine Vulnerability8th +4 +2 +2 +6 Course of Action9th +4 +3 +3 +6 Mystical Insight10th +5 +3 +3 +7 Legend Lore

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the particular field of study. For example, a scholarwith nine ranks of Knowledge (the planes) writes abook about the Abyss. The cost of writing the bookis twenty-one gp. (30 - 9 = 21). When book iscomplete, the player rolls a Knowledge check inthe specific field, modified by any circumstancebonuses awarded by the GM for the book’sinnovate topic and title. The book generatesincome equal to the character’s scholar levelmultiplied by her modified Knowledge check. Forinstance, a 3rd level Scholar with eleven ranks inKnowledge (local) and an 18 Int authors a workcalled Pub(lic) Knowledge, a review and critiqueof local taverns. Because of the clever title, the GMawards the player a +2 circumstance bonus to herKnowledge check. The player rolls a “10” on herKnowledge check. Adding all of her bonuses, thework receives a final score of twenty-seven. [10(her roll) + 2 (her circumstance bonus) + 11 (herranks) + 4 (her Int modifier) = 27]. The bookgenerates 81 gp. The scholar must retain a recordof all her works including their titles, field of studyand the modified Knowledge check result.

Spells: Scholars cast a limited number of arcanespells. In order to cast spells, her Intelligence scorecan be no less than 10 + the spell’s level. Her bonusspells are based on Intelligence, and saving throwsagainst these spells have a difficulty class of 10 +the spell’s level + the scholar’s Intelligencemodifier. When she gains 0 spells of a given level,the scholar receives only bonus spells, if she isentitled to any. The scholar’s spell list appearsbelow the chart for her daily allotment of spells.Scholars prepare and cast spells as a wizard.

Scholar Spell ListScholars choose their spells from the following list:

1st level-comprehend languages, detect secretdoors, detect undead, erase, identify, message, removefear, ventriloquism

2nd level-detect thoughts, locate object, obscureobject, see invisibility, tongues, whispering wind

3rd level-clairaudience/clairvoyance, explosiverunes, illusory script, nondetection, secret page

4th level-contact other plane, detect scrying, locatecreature, scrying

Call Upon Knowledge (Ex): A number of timesper day equal to her Int modifier, the scholar usesher knowledge and expertise to recall an importantpiece of information. Whenever this ability is used,the scholar automatically succeeds at any specificKnowledge check if the Knowledge result for hermost recent scholarly work in that particular fieldof study equals or exceeds the difficulty class of

the Knowledge check. It takes one minute to usethis ability.

Vast Intellect (Ex): Scholars receive a +2competence bonus to all skill checks withIntelligence as the key ability.

Identify Written Works (Su): Because of theirexposure to countless books, scholars possess theability to identify the general function of anymagical written work. In order to ascertain theitem’s abilities, the scholar rolls a d20 adding herscholar level and Intelligence modifier. Anymodified result exceeding 25 accuratelydetermines its general function. This ability can beused a number of times per day equal to thescholar’s level.

Word Traps (Su): A scholar can find trapsinvolving writing as if she were a rogue. Theability affects any trap triggered by the reading orspeaking of any written word, or where a writtenword is inherent to the trap’s functioning. Thisincludes spells such as explosive runes and glyph ofwarding. There are no limitations on its dailyusage.

Renaissance (Ex): The scholar receives acompetence bonus to her skill checks equal to herlevel, distributing the bonus in any manner thatshe wants. For example, a 9th level scholar receivesnine points to distribute to any skill check. She canchoose to add a +5 bonus to one skill check and a+4 bonus to another skill check.

Determine Vulnerability (Ex): A number oftimes per day equal to her Int modifier, the scholarobserves the actions of any visible opponent withinher line of sight. Use of this ability is a full roundaction that provokes attacks of opportunity. Oncecompleted, the scholar makes an Int check againsta DC 20 for each of the creature’s weaknesses orimmunities. (Any vulnerabilities or immunitiesgranted as a result of being a member of aparticular subtype, such as undead or construct, donot require a check). For instance, a scholarobserves his allies combating a mummy. Afterspending a round observing the fray, the scholar

Spells per DayScholar Level 1 2 3 41st 0 — — —2nd 1 — — —3rd 1 0 — —4th 1 0 — —5th 1 1 0 —6th 1 1 1 —7th 2 1 1 08th 2 1 1 19th 2 2 1 110th 2 2 2 1

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rolls two Int checks, the first to discover themummy’s resistance to blows, and the second toreveal its vulnerability to fire. The scholar alreadyknows the abilities gained from the undeadsubtype; therefore no check is required. If thescholar used this ability to observe a creaturewithout any specific weaknesses, it still counts as ausage toward her daily limit.

Course of Action (Su): Once per day, thescholar can attempt to determine the best course ofaction in a particular situation. Use of this ability isa full round action that provokes attacks ofopportunity. After analyzing the situation for oneround, the scholar rolls an Intelligence checkagainst a DC 20. If successful, the scholar receivesadvice similar to an augury spell without anychance of failure. However, unlike the augury spell,the scholar receives a clear and easily understoodresponse.

Mystical Insight (Su): Once per day, thescholar receives an insight bonus equal to her Int

modifier to her attack, AC, save or skill checks forone minute. Activating the ability is a free action.

Legend Lore (Su): Once per day, the scholarcan cast legend lore as if she were a cleric of thesame level. The ability is subject to all of the spell’slimitations including casting time.

ScribeThe recordation of history’s greatest events andmost profound ideas fall into the capable hand ofthe scribe. They preserve civilization’s greatesttexts, ensuring their survival for futuregenerations. Blessed with a sharp mind and steadyhand, they painstakingly transcribe voluminousquantities of scrolls, books and tomes, preservingcenturies of written knowledge and heritage. Inaddition, the scribe’s ability to translate writtenworks into numerous languages enables thoughtsto cross linguistic and racial barriers previouslyconsidered insurmountable.

Well educated and highly disciplined, scribesspent countless hours honing their craft,

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meticulously copying and translating prosaic andpoetic verses while maintaining legibility. Oftenabandoned by their parents or orphaned, manyfledgling scribes begin their profession as youngchildren after being adopted by a local church,monastery or university. Although initiallyresistant to the task, many eventually adapt to thedemanding and usually cloistered lifestyle. Duringtheir apprenticeship as scribes, pupils receive abroad educational foundation concentrating ingrammar and linguistics with some exposure tomathematics as well as social and physicalsciences. When they reach adulthood, a largepercentage of scribes enter the priesthood ormonasticism.

Naturally, the scribe’s scholastic backgroundand duties expose her to a vast wealth ofinformation unseen by the general public.Furthermore, her translation and recordation skillsmake her an integral component to any diplomaticmission, allowing her nearly limitless access toclassified documents. The most ambitious andtalented scribes parlay their diverse abilities into ahigh level advisory position or an ambassadorship.Yet, despite their inherent intelligence andrigorous work ethic, scribes rarely write originalworks. Speculation abounds as to the reasons forthis curious phenomenon, but the fact remains thatonly a privileged few dare to undertake such adaunting task.

Clerics and monks comprise more than three-quarters of the scribe population, with the balanceconsisting of a smattering of bards and wizards.Sorcerers rarely possess the innate discipline toadhere to the scribe’s regimented lifestyle. Theirclass usually depends on their childhood; childrenraised in churches were ordained as clerics, thosereared in monasteries became monks and wards ofthe universities followed the path to arcane magic.Despite their sequestered upbringing, a growingnumber of scribes venture from their secludedexistence in search of knowledge and adventure.

Hit Die: d6.

RequirementsTo qualify to become ascribe, a character mustfulfill all of thefollowing criteria.

Race: Any humanoidConcentration: 4

ranksDiplomacy: 4 ranksKnowledge: A total

of seven ranks in anydiscipline.

Profession (scribe): 7 ranksFeats: EnduranceAlignment: Any non-chaoticOther: The character must be literate in at least

five different languages.

Class SkillsThe scribe’s class skills (and the key ability foreach skill) are Alchemy (Int), Concentration (Con),Decipher Script (Int), Diplomacy (Cha), Forgery(Int), Gather Information (Cha), Knowledge (any)(Int), Listen (Wis), Profession (scribe) (Wis), Search(Wis), Speak Language and Spellcraft (Int).

Skill points at each level: 2 + Int modifier.Weapon and Armor Proficiency: Scribes are

proficient with all simple weapons, light andmedium armor and shields.

Scribe Scroll: At 1st level, scribes receive thisfeat at no additional cost. She may inscribe anyspell that she can cast with this feat, whether it is ascribe spell or a spell acquired from anothersource.

Spells: Scribes possess a limited ability to castan eclectic collection of arcane and divine spellsbased upon her class level. Scribes may prepareand cast any spell on the scribe spell list providedthat she is of sufficient level to cast the spell.Scribes meditate for their spells on a daily basis,spending one hour per day in secludedcontemplation. To cast a spell, the scribe must havea Wisdom score no less than 10 + the spell’s level.Their bonus spells are based upon Wisdom, andthe difficulty class for a saving throw against ascribe’s spell is 10 + the spell’s level + the scribe’sWisdom modifier. The scribe’s daily allotment ofspells appears below, followed by their spell list.

Scribe Spell ListScribes choose their spells from the following list:

1st level-comprehend languages, detect secretdoors, erase, identify, message, ventriloquism

BaseAttack Fort. Ref. Will

Level Bonus Save Save Save Special1st +0 +2 +0 +2 Scribe Scroll, Spells2nd +1 +3 +0 +3 Quest for Knowledge3rd +2 +3 +1 +3 Faint Recollection4th +3 +4 +1 +4 Word Traps5th +3 +4 +1 +4 Inner Discipline6th +4 +5 +2 +5 Poison Page7th +5 +5 +2 +5 Identify Written Works8th +6 +6 +2 +6 Diplomatic Credentials9th +6 +6 +3 +6 Improved Memory10th +7 +7 +3 +7 Legend Lore

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2nd level-illusory script, magic mouth, secret page,tongues, whispering wind

3rd level—explosive runes, glyph of warding,sending, sepia snake sigil

4th level-analyze dweomer, dream, nightmare

Quest for Knowledge (Ex): Whenever a scribemakes a Knowledge skill check in a trained field ofstudy, the scribe rolls two d20’s, accepting thehigher result. This ability reflects the scribe’s vastknowledge and is usable an unlimited number oftimes per day.

Faint Recollection (Su): Usable once per day,faint recollection allows the scribe to add her scribelevel and Wisdom modifier to any Knowledgecheck providing that she has at least one rank inthe specified field. She must declare that she isusing this ability prior to rolling her skill check.This ability works in unison with Quest forKnowledge, i.e. she adds the modifier to the higherof the two die rolls.

Word Traps (Su): A scribe can find trapsinvolving writing as if she were a rogue. Theability affects any trap triggered by the reading orspeaking of any written word, or where a writtenword is inherent to the trap’s functioning. Thisincludes spells such as explosive runes and glyph ofwarding. There are no limitations on its dailyusage.

Inner Discipline (Su): Accustomed to a harshand highly regimented lifestyle, scribes activelyresist any efforts to deviate from their set patterns.The scribe’s tolerance against cold, heat andsuffocation doubles. For example, a normal humanexposed to extreme cold must make a Fortitudesave every ten minutes or sustain 1d6 points ofsubdual damage. The scribe rolls his Fortitudesave once every twenty minutes, although shesuffers the same amount of damage on a failedsaving throw. Inner Discipline remains in effectconstantly.

Poison Page (Ex): Although not adept with theusage of poison in combat, scribes are well versed

in poisoning written material. One dose of poisonis sufficient to coat an 8 ½ by 11 inch sheet ofpaper. Any contact or injestible poison described inthe DMG can be used for this purpose, but herexpertise in the application of the poison negatesany chance of accidentally poisoning herself. Thereare no limitations on the usage of this ability otherthan its material costs.

Diplomatic Credentials (Ex): Throughout theircareer, scribes interact with a host of political andmilitary officials, acquiring access to secretinformation as well as influential contacts withinthe government. Whenever a scribe attempts aGather Information check involving anyinformation possessed by the local government,she receives a circumstance bonus equal to herscribe level. For instance, if the scribe soughtinformation about a known thieves guild operatingwithin the city, the scribe would receive her bonusbecause the government possesses knowledgeabout the criminal enterprise. However, the bonusdoes not apply if she wanted information outsideof the government’s sphere of influence, such asthe background of a wizard dwelling in thewilderness or the monstrous inhabitants of anearby mountain chain. The scribe may use thisability a number of times per day equal to herCharisma modifier. If she has no Charismamodifier, she can use this ability but once perweek.

Identify Written Works (Su): Because of theirexposure to countless books, scribes possess theability to identify the general function of anymagical written work. In order to ascertain theitem’s abilities, the scribe rolls a d20 adding herscribe level and Wisdom modifier. Any modifiedresult exceeding 25 accurately determines itsgeneral function. This ability can be used a numberof times per day equal to the scribe’s level.

Improved Memory (Su): Years of repetitivetranscription substantially increase the scribe’smnemonic capacity, allowing her to recall anumber of spell levels per day equal to her Intmodifier. Improved Memory applies only to scribeand arcane spells, not divine spells acquired by acleric, druid, paladin or ranger. Furthermore, shecan only recall spells previously cast during thecourse of the day.

Legend Lore (Su): Once per day, the scribe cancast legend lore as if she were a cleric of the samelevel. The ability is subject to all of the spell’slimitations including casting time.

Spells per DayScribe Level 1 2 3 41st 0 — — —2nd 1 — — —3rd 1 0 — —4th 1 0 — —5th 1 1 0 —6th 1 1 1 —7th 2 1 1 08th 2 1 1 19th 2 2 1 110th 2 2 2 1

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Chapter 5: Spellbooks and ScrollsScrolls: As described in the DMG, it costs 12.5

gp per level of the spell multiplied by the caster’slevel in order to create a scroll. A spell recorded inthis manner occupies only one page, regardless ofthe spell’s level. This presumes that the caster isusing vellum or high quality paper and black inkas the scroll’s composite materials. (Less expensivewriting materials prove ineffective). Obviously,some of the more expensive materials presentedbelow substantially increase the scroll’s cost.Additionally, the cost of the scroll case is notincluded in the computation. Sample scroll casematerials are also described in greater detail.

Spellbooks: As described in the PHB, allspellbooks contain 100 pages. The initial cost forthe wizard’s spellbook includes the book’s cover,pages and a 25 gp fee for binding the book.Transcribing spells into the spellbook, with theexception of free spells gained upon acquiring anadditional level, costs 100 gp per page, presumingthat the writer is using base materials such as aquill pen and black ink. Many of the materialsdescribed below significantly add to the cost.Unlike the PHB, each spell takes up one page perlevel, therefore ten 1st-level spells uses ten pages,six 2nd-level spells uses another twelve pages, etc.Clearly, a high level wizard maintains more thanone spellbook.

CuneiformUsing a sharpened writing instrument known as astylus, the writer etches characters onto a soft claytablet or another pliable material such as wax,stone or metal. When the composite materialhardens, the impressions become permanent.Despite its permanency and lack of ink, this formof writing is nearly extinct. Confined only toancient cultures and abandoned ruins, it provestoo unwieldy for regular usage. Because of itsunruly size, only single spell scrolls appear incuneiform. Cuneiform is a lost art, confined only toantiquity.

Cost: N/A

PapyrusIn many cultures, papyrus replaced cuneiform asthe primary writing medium. Despite its ancientorigins, papyrus remains a popular but ratherexpensive material. Formed from the pith of thepapyrus plant, the entire process of moistening,pressing and drying the plant material lasts aboutone week. Unlike cuneiform, writing on papyrus’coarse surface requires some type of ink. Because

Despite all of the potent magical items and devicesaccumulated during a wizard’s lifetime, thespellbook, their unique collection of spells, remainstheir most prized possession. Not onlydemonstrative of their personal power, spellbooksalso reflect the individual personality of theircovetous owners. Appearing in a variety of shapes,sizes and materials, spellbooks boldly proclaimtheir author’s intentions and ambitions. Thestretched humanoid skin covering a necromancer’sfoul smelling spellbook offers a sharp contrast to agnome illusionist’s colorful leather boundcollection of spells. Bindings, page materials,varieties of ink and multitudes of different spellsensure that no two spellbooks are exactly alike.

Scrolls, on the other hand, do not betray theirowner’s disposition as readily as a spellbook.Devoid of an outside binding, scrolls insteadreveal their author’s demeanor through their cases,small tubular devices used to store them. Carvedfrom a variety of diverse materials, individualspellcasters uniquely brand these storagecontainers in a personalized manner ranging froman intricate monogram to a heraldic symbol.Unlike spellbooks, scrolls serve as a sharedmedium for a variety of different spellcasters, botharcane and divine. Easier to create and far lessexpensive than similar permanent magic items,scrolls provide an inexpensive and reliablealternative to rods, staffs and wands. Amongspellcasters, their low cost makes them morepopular than potions, however, the restrictiveusage of scrolls precludes them from supersedingpotions as a popular alternative among non-spellcasters.

Varieties of Scrolls and SpellbooksAs written products, spellbooks and scrolls sharemany of the same composite materials. Bothrequire a writing instrument as well as a suitablewriting substance and medium. Although ink,quill and paper are clearly the most widespreadmaterials, a number of other more exotic materialsremain in use. A description of each material andthe costs and advantages of these materialsfollows. All additional costs are cumulative, usingthe figures provided below as the basis.

Note: The special benefits received from thevarious materials described apply to the item’ssaving throw against a variety of attack forms. Thebenefits do not apply to the spellcaster except inthe cases of humanoid blood ink and the vrockquill pen.

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of its lack of durability, papyrus is used largely forscrolls.

Cost: 6 sp per pageDrawbacks: Papyrus is extremely vulnerable to

water. Any saving throws against water basedattacks receive a -2 circumstance penalty.

ParchmentIn many cultures, parchment replaced papyrusand remains the most popular choice for scrollsand spellbooks. Parchment is created from thespecially treated and untanned skins of sheep,calves and goats. The parchment makerthoroughly cleans the skin, removing all hair andother debris before rubbing it with powderedpumice. A more expensive form of parchmentknown as vellum is crafted from the skins ofyounger animals, producing a smoother and finerfinished product.

Parchment cost: 2 spVellum: 5 sp per pageAdvantage: Vellum’s fine surface reduces the

time required to write scrolls and spellbooks by10%.

PaperAlthough a fairly new material, paper’s popularitycontinues to soar, ensuring its future position asthe most popular writing material. Slightly moreexpensive than parchment, but with moreabundant source materials, paper is the mostpopular medium among young spellcasters.Formed from any number of fibrous materials suchas straw, leaves or rags, paper is produced in amanner very similar to papyrus in that it ismoistened, pressed and then dried. Paper enjoysthe most popularity in large, cosmopolitan cities.

Cost: 4 sp per page

Book CoversBook covers are crafted from a variety of diversematerials, however wood remains the mostwidespread material. Often covered in wax orbound in leather, wooden book covers proveexceptionally durable and highly affordable.Metallic book covers, especially those comprised ofprecious metals, are usually reserved for importantreligious books or the spellbooks of wealthywizards. A good portion of the books in circulationis also adorned with other materials such asinexpensive gemstones and flecks of gold or silver.

Wood: Although durable, untreated woodenbook covers are extremely rare. Pine and oak arethe most popular varieties.

Treated Wood: Leather bound books easilyoutnumber the combined total of the remainingvarieties. Although equal in durability andfunction, the less fashionable wax treated coversremain largely confined to aristocratic spellcastersand politicians.

Metallic: Bronze and copper appear most oftenas metallic book covers. Many contain anassortment of intricate carvings and symbols thatmay drastically increase the price of these covers.

Silver: Often adorned with a variety of pastoralscenes, elf wizards treasure these spellbooks aboveall others. Silver offers the lustrous beauty of itsmore expensive counterparts without the weightor the prohibitive cost.

Gold: Avaricious human wizards prize theirgolden spellbooks, meticulously polishing andcleaning the shining covers. Purchased largely asan exhibition of conspicuous spending, goldenspellbooks brazenly proclaim their owner’sarrogance or tremendous wealth.

Adamantine: Despite not being the mostattractive material, adamantine provides durability

Material Cost Weight SpecialWood 5 gp 3 lb. -2 circumstance penalty on all saves against water

and fire based attacksWood sealed with 10 gp 4 lb. Nonewax or leatherMetallic 20 gp 8 lb. +2 circumstance bonus on all saves against fire based

attacks, -2 against electrical attacksSilver 30 gp 6 lb. +2 circumstance bonus on all saves against cold and

fire based attacksGold 300 gp 10 lb. +2 circumstance bonus on all saving throwsAdamantine 1,000gp 10 lb. +4 circumstance bonus on all saving throwsGemstones * NoneNone* Add the value of the gemstones directly to the base cost of the spellbook.

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unmatched by any of its counterparts. Regardlessof the hefty cost, a number of extremely powerfulspellcasters exclusively purchase adamantinespellbook covers in order to store their most potentspells.

Scroll CasesThese hollow cylindrical tubes are often carvedfrom ivory, bone, wood, metal and even glass.Although relatively fragile, their primary purposeis to protect their contents from water and air,rather than attacks. Regardless of the material,almost all scroll cases weigh no more than 1pound.

Wood: Inexpensive and rather plain, wood isonly used for zero and 1st level spells.

Leather: Leather scroll cases are actuallywooden scroll cases covered with leather. Despitetheir affordability, few spellcasters, other thandruids, use this variety.

Bone or Ivory: Easily the most prevalentmaterial, the hollowed tubes of bone and ivorymake excellent choices for scroll cases. Extremelydurable, fairly abundant and easily manipulated,they offer outstanding value for the price.

Metallic: Bronze, copper, tin and iron are themost common metals used to manufacture scrollcases. Despite their durability, the expertiserequired to forge them drastically reduces theirprevalence within the mystical community.

Jade: Spectacularly beautiful and exceptionallyhardy, jade’s cost is the only factor prohibiting itswidespread usage. Only exceptionally wealthysorcerers and wizards use jade on a regular basis.

InkThe number of different recipes for ink iscountless, ranging from exotic materials such asthe black ink secreted by octopi to humanoidblood. However, most inks are formulated withlampblack, water and a gum or glue. Ink provesextremely durable, rarely fading or peeling despitethe passage of time.

Black ink: At any given time, hundreds ofdifferent ink recipes enjoy widespread usage.However, all inks contain the same baseingredients previously mentioned. Any color otherthan black requires a special dye, doubling theink’s cost without any additional benefit.

Octopus ink: The actual ink from an octopus orsquid only accounts for a small quantity of theingredients in this unusual concoction, yet despiteits trace amount, the benefits are unmistakable.Naturally, this variety of ink enjoys the mostpopularity in coastal areas and port cities.

Invisible ink: Although invisible to the nakedeye, this cobalt chloride solution becomes visiblewhen the page is heated. It disappears again whenthe page cools.

Stained blood: The blood of sheep, goats, andcattle usually comprise this ink’s main ingredient,although some brewers use the blood of gameanimals. Despite its grisly overtones, its usage isnot restricted to evil spellcasters. Contrary topopular belief, the ink appears maroon or brown incolor rather than red.

Stained humanoid blood: Exclusively used byevil necromancers, clerics with access to death ordestruction spells and evil non-humanoids, thisgrisly liquid actually bears a bright reddish tint.Unlike its less expensive cousin, its usage is strictlyconfined to evil spellcasters. The ink also has afairly short shelf life, roughly one month before itcoagulates and becomes unusable. This

Ink Type Additional Cost per Page SpecialBlack ink None NoneOctopus ink 10 gp +2 circumstance bonus against fire based attacksInvisible ink 15 gp Invisible to the naked eyeStained blood 25 gp +2 circumstance bonus against fire and water based

attacksStained humanoid blood 50 gp +1 caster level to all necromancy spells as well as the

benefits of stained blood

Scroll Case Materials Cost SpecialWood 1 gp -2 circumstance penalty against all water and fire based attacksLeather 2 gp NoneBone or Ivory 5 gp +1 circumstance bonus against fire based attacksMetallic 20 gp +1 circumstance bonus against fire based attacks+2

circumstance bonus against cold based attacksJade 50 gp +2 circumstance bonus against all attack forms

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unfortunate side effect ensures the continualdemand for this precious commodity among itsnefarious constituents.

PensThe two most common types of pen are the reedpen and the quill pen. Sharpened reed pens areused exclusively on papyrus, while broader, flatreed pens are used on parchment and vellum.Quill pens, made from the hardened andsharpened feathers of birds such as geese andswallows, are best suited for parchment, vellumand paper. All pens must be dipped in ink prior totheir usage.

Reed Pen: Reed pens come in two textures, asharp pen used for papyrus and a broad, flat penused for writing on parchment and vellum. Reedpens cannot write on paper though.

Quill Pen: Geese, swallows and turkeys are themost common feathers used in the manufacture ofquill pens. The quill pens are often heated in orderto harden them before they are sharpened. Quillpens work extremely well on all surfaces except forpapyrus.

Giant Eagle Quill Pen: Commonly found amongprimitive, nomadic cultures, these pens also serveas status symbols among privileged spellcasters.The pen offers little value other than its majesticappearance.

Owlbear Quill Pen: One of the most unusualwriting instruments, this large pen may also beused as a weapon. However, it remains largely anovelty item among fanciful spellcasters.

Vrock Quill Pen: Incredibly rare and highlytreasured, many intrepid spellcasters met theiruntimely demise attempting to secure these exoticwriting implements. A small, but burgeoning blackmarket exists for the elusive pens, however, theavailable quantities are insufficient to meet theincreasing demand. The few pens in existence arereputed to be extremely coarse and malodorous,yet the disadvantages pale in comparison to itspotency.

Exotic ItemsIn addition to the traditional materials, anynumber of exotic items can be purchased in thelargest cities. These items include colored inks,humanoid parchment paper, and monstrous quills.Few of these items have special properties, butprovide a valuable insight into the purchaser’smindset. The GM should adjudicate the acquisitionand uses of these materials very carefully.

Safeguarding SpellbooksLike any other prized possession, wizards go toexceptional lengths to protect the integrity of theirspellbooks against natural and magical hazards aswell as theft. Some of the aforementioned materialsprovide additional protection against a variety ofdifferent attack forms; however, none of thosemeasures prevents the violation of their spellbookby an unwelcome reader. Wizards continuallydevise new strategies to combat such intrusionsranging from the use of mechanical locks to potentprotection spells. Only a handful of foolishwizards leave their spellbooks in plain sight, themajority conceal their books within secret panelsor magically alter their appearance. Despite theeffectiveness of many of these methods, wizardscontinually research new and innovative means ofsafeguarding their spellbooks.

Mechanical DevicesLess costly but also less effective than magicalwards, novice spellcasters usually opt formechanical devices as the primary means ofprotecting their spellbooks. Although a wideassortment of variations is available, all of thesesystems operate on a lock and key premise. Thecost depends entirely upon the materials used tosecure the book as well as the lock’s complexity. Asimple device utilizing steel wires and an averagelock costs no more than 20 gp, while a secureadamantine box with an intricate combination lockcan run more than 2,000gp. The subsequent chartsdescribe the costs and statistics of the variousmechanical systems available. All costs are

Material Cost SpecialReed Pen 5 sp None (Cannot be used with paper)Quill Pen 1 gp NoneGiant Eagle 10 gp Ink receives a +1 circumstance bonus against water based attacks. Quill PenOwlbear Quill Pen 50 gp Can be used as a tiny, piercing weapon inflicting 1d3 hp of damage. It is

treated as an exotic weapon for proficiency purposes.Vrock Quill Pen 1,000 gp Increases the difficulty class against transcribed spells and scrolls by one.

Its fragility prevents it from writing more than ten pages.

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separate and cumulative. For example a wizardsecuring her spellbook with an average key lockand two steel clamps must spend 145 gp.

Base Cost: 10 gp

Steel wires/iron bands: A pair of metallic wireswith looped endings encircle the book. The wires’endings are attached into the locked mechanism,securing the book. This type of device can only beused with a key lock.

Sturdy wooden box: Oak and pine are the mostcommon wood, although more exotic wood suchas sandalwood and teakwood are also used.Hinged from the inside, the lock is built into thebox connecting the top and bottom portions.Intricate carvings and inlaid gemstones adornmany of these items.

Steel clamp: A total of four steel clamps cansecure the book, however most wizards opt foronly two. The clamps operate much like a visegrip, securing the book’s corners. Because of theirrelatively small size, nothing less than a sturdycombination lock works properly.

Iron box: Less decorative but much strongerthan the wooden box, iron boxes afford a relativelyinexpensive alternative to steel clamps. Like theirwooden counterparts, iron boxes are hinged fromthe inside, and the lock is built into the front of thebox, connecting the top and bottom portion.

Adamantine bands: These bands function in amanner identical to the steel and iron bands,although a key or combination lock may be used tosecure the bands.

Adamantine clamp: This device follows therules for the steel clamp.

Adamantine box: The most secure mechanicalsafeguard, these rare and highly treasured boxesare masterfully crafted, preventing water and evenair from escaping or entering between its seams.Custom made interior hinges connect the top andbottom portion. Although any lock can be used inconjunction with this device, most boxes possess atleast an expertly crafted key lock.

Magical WardsAlthough usually more time consuming thanmechanical devices, higher level spellcasterspreferentially protect their spellbooks with anassortment of spells and magical wards. Many ofthese spells such as explosive runes, secret page, andsepia snake sigil enjoy a great deal of popularitywith spellcasters. However, some spellcastersrealize that the proliferation of these protectivespells detracts from their effective usage. Roguesand rival spellcasters, aware of these spells’devastating consequences, continually devise new

methods of detecting and circumventing them. Forthat reason, a growing number of powerfulwizards conduct clandestine magical researchsearching for alternative magical wards to protecttheir precious spellbooks. Despite their best effortsat secrecy, most spells eventually circulate amongthe wizard population.

Common SpellsRegardless of the aforementioned drawbacks, thetraditional collection of protection spells continuesto enjoy widespread popularity. They fall into twogeneral categories, passive and active wards.Passive spells include illusory script and secret page.They afford protection through illusion or trickery,concealing the spell book’s actual nature bydonning the guise of a mundane book or otherwritten work. Unlike their active counterparts,passive spells generally do not harm the wardedspellbook or the trespasser. However, oncebypassed by an authorized reader, they allowunfettered access to the spellbook.

Active spells, on the other hand, prevent accessby injuring or perhaps killing any unwantedintruders. Included in this list are explosive runes,fire trap and sepia snake sigil. They prevent theftthrough violent force, regardless of the potentialdestructive consequences to the protected item.Active spells unleash energy in a variety of formsranging from fiery explosions to conjuredguardians. In contrast to passive spells, they oftenembody the spiteful and vindictive nature of theircasters.

New SpellsAs previously discussed magical researchcontinually uncovers new and innovative means ofprotecting spellbooks. While most spells generallyrely upon the principles espoused by active andpassive spells, a handful of spells challengetraditional methodologies, progressing inpreviously unknown directions.

Approaching WizardIllusion (Glamer)Level: Sor/Wiz 2Components: V,SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One objectDuration: Permanent until dischargedSaving Throw: Will negatesSpell Resistance: Yes

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Whenever someone other than you touches thedesignated target, the sound of approaching voicesand footsteps fill the area. Any creature within 60ft. of the object easily hears the disturbance. Theillusion lasts for 1 round/level, although affectedcreatures disbelieving the illusion no longer hearit.

Champion of the TomeConjurationLevel: Sor/Wiz 7Components: V,SCasting Time: 1 hourRange: TouchTarget: Any touched bookDuration: Until discharged (D)Saving Throw: NoneSpell Resistance: No

Whenever any creature other than you approacheswithin 10 feet of the protected spellbook, a magicalwarrior instantly materializes in the space directlyin front of the intruder. If that space is otherwiseoccupied, it appears in the next closest space.

Dressed in a shimmering suit of plate mail andarmed with a greataxe, the warrior otherwiseappears as your exact duplicate. Its attack bonus,saving throws and the number of attacks itreceives are identical to those of a fighter of thesame level as you. A successful hit inflicts 1d10+7points of damage, and its greataxe is considered a+3 weapon for purposes of damage reduction. Thewarrior’s armor class is 18 + your Int modifier, andit possesses the same number of hit points as youat the time that the spell was cast. It functions as aconstruct for all other purposes. Furthermore, itcannot be dispelled, however it must remainwithin 70 ft. of the book, otherwise it dissipates.Once triggered, the warrior remains for 1/roundper caster level or until slain, whichever happensfirst.

The DC for a rogue attempting to detect thespell using her Search ability is 32.

Ethereal LibraryConjurationLevel: Sor/Wiz 5Components: V, MCasting Time: 10 minutesRange: TouchTarget: One book/2 levelsDuration: 30 days or until dischargedSaving Throw: NoneSpell Resistance: None

Your spellbook exists simultaneously on theEthereal and Material Plane. The spell requires anexpertly crafted miniature replica of your library,constructed by a carpenter, dollmaker or toymakerwith no fewer than 8 ranks in her particular craft.The replica must include furniture and itsmaterials cost no less than 5,000 gp. Once finished,you begin casting the spell. Ethereal library createsminiature copies of the books that then appear inthe corresponding location in the replica. Thereplica along with the duplicates vanishes into theEthereal plane.

Meanwhile, the copies of the books remainingon the Material plane appear blank to everyoneelse but you. The effect can be removed by a dispelmagic, returning the books to their normal state, ortrue seeing, enabling the caster to read the booksnormally. When the spell expires, the replicareturns to the Material Plane, and the booksresume their original appearance. The replica canbe used multiple times, however the chance ofpermanently losing the library and its contents onthe Ethereal plane cumulatively increases by 1%per usage.

Illusory GlueIllusion (Figment)Level: Sor/Wiz 3Components: V,S,MCasting Time: 1 actionRange: TouchTarget: 10 touched pages/levelDuration: 1 day/levelSaving Throw: Will negates (see text)Spell Resistance: Yes

The affected pages bond to one another as ifsmeared with incredibly potent glue. Anyoneattempting to separate the amalgamated pagesreceives a Will save in order to negate the spell’seffects. If successful, the individual easily turns thepages. Otherwise, no physical force can separatethe conjoined pages. Grease automatically negatesthe spell.

Arcane Spell Component: A barnacle

Oozing ScriptIllusion (Phantasm)Level: Sor/Wiz 3Components: V,S,MCasting Time: 1 minuteRange: TouchTarget: 1 book weighing 10 lb. or lessDuration: 1 day/levelSaving Throw: Will negates (see text)

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Spell Resistance: Yes

At the time of the spell’s casting, you authorize anumber of readers no greater than your caster levelto read the targeted book. You do not counttoward this limit, nor is there any requirement toauthorize anyone other than yourself to read thebook. Whenever an authorized reader attempts toread the book, the ink apparently alters its shape,forming oozing streams of liquid that pour downthe page. The creature must then make a Will save;otherwise it believes that the ink is trying todevour it. A successful save ignores this effect, butstill does not allow the reader to decipher thescript. Failure panics the stricken creature for oneround per caster level, forcing it to flee. Suchcreatures utterly refuse any attempts to read thework for one hour per caster level, violentlyresisting all efforts to even view the book. Trueseeing enables the viewer to read the text, providedthat she comprehends the text’s language.

Arcane Material Component: Octopus ink

Phineus’ Writhing TentaclesConjurationLevel: Sor/Wiz 4Components: V,SCasting Time: 1 actionRange: TouchTarget: 1 touched bookDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: None

Whenever anyone but one touches or opens theprotected book, writhing gray tentacles emergefrom the ground in a 5 ft. radius centered on thebook. The spell creates 1d4 tentacles, plus anadditional tentacle per caster level up to amaximum of fifteen tentacles. For example, an 8thlevel wizard creates 1d4+8 tentacles. Each tentacleis 20 feet long (Huge) and saves as you do. It hasan AC 16, 1 hit point/per caster level and an attackbonus of +1/per caster level. The tentacles areimmune to the same effects as constructs. Thetentacles attack as mindless creatures, randomlystriking anything, including anything larger than atiny object. On a successful hit, the tentaclesdeliver 1d4 points of damage, and also secrete thin,black mucous through their porous skin. Anycreature struck by one of the tentacles must make asuccessful Reflex save DC16 or be blinded by thefoul liquid for 1d6 rounds. The tentacles areimmobile, and once summoned remain inexistence for 1 round/per caster level or until slain,whichever occurs first.

The DC for a rogue using her Search skill todetect Phineus’ writhing tentacles is 29.

River of BloodConjurationLevel: Sor/Wiz 3Components: V,S,MCasting Time: 1 actionRange: TouchTarget: One touched bookDuration: Until discharged (D)Saving Throw: Reflex ½ (see text)Spell Resistance: Yes

Whenever anyone other than you opens thewarded book, a river of globular, black bloodspews from its pages dousing everyone within a10-ft. radius of the book. The vile substance inflicts5d4 points of damage and also nauseates affectedhumanoids for 5d4 rounds. A successful Reflexsave halves the damage, but does not negatenausea.

Extremely popular among evil necromancers,this spell’s material component requires the usageof ink crafted from humanoid blood. Triggeringthe spell destroys all spells penned with the ink. Itcan be removed with a dispel magic or wheneverthe caster elects to end the spell.

The DC for a rogue using her Search skill todetect river of blood is 29.

Venomous PagesNecromancyLevel: Sor/Wiz 4Components: V,S,MCasting Time: 1 actionRange: TouchTarget: 1 touched page/levelDuration: 1 hour/levelSaving Throw: Fort negatesSpell Resistance: Yes

Your touch coats a number of pages equal to yourlevel with a virulent contact poison. Anyone otherthan you touching the page comes into contactwith the deadly toxin. The use of gloves or otherprotective devices adds a +4 circumstance bonus tothe victim’s saving throw. The poison inflicts 1d8points of temporary Constitution damageimmediately and another 1d8 points of temporaryConstitution damage 1 minute later. The victimreceives a Fortitude save to negate the damage inboth instances. The DC for a rogue using herSearch skill to detect venomous pages is 29.

Arcane Material Component: A drop of snake,spider or scorpion venom

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Chapter 6: Manualsrepresents its subject matter’s complexity andnuance of language. Characters must read themanual without interruption and never receivemore than one attempt to comprehend its meaning.A character can read a number of pages per dayequal to double her Intelligence score; hence awizard with a 20 Intelligence reads 40 pages perday. A modified Intelligence check equaling orexceeding the manual’s difficulty class bestows itsbenefits upon the character. In many instances,other factors such as language, authorship and afew feats also significantly affect the correctinterpretation of the manual. Their impact isdiscussed under individual headings.

LanguageLanguage always presents the first barrier tocomprehending the manual. Few manuals arewritten in the common tongue, and translationoften loses much of the author’s original intent.Penned by a variety of different races and beingsthroughout the epochs of time, ancient and obscuredialects and languages appear frequently. Thefollowing chart provides the additional modifiers.

AuthorshipThe author’s race and ethos also dramaticallyimpact upon a character’s ability to comprehendthe manual’s message and purpose. Concepts andphilosophies espoused by one race of beings maybe completely alien to another. In addition, theauthor’s alignment also impacts the reader’sinterpretation of her message. A rambling,disorganized and sadistic manual penned by achaotic evil wizard offends and confounds a lawful

good wizard attempting todecipher its convolutedmeaning. To reflect thesecultural and ethical differences,the following charts provide themodifiers to the manual’s DC.

In simplest terms, manuals are instructiveguidebooks imparting insight to enlightenedreaders. Some manuals provide insight throughmagical means, however most manuals possess nomagical properties. In these instances, the readeracquires additional knowledge from thepainstaking dissection of the manual’s theories,statements and ideas. Although not as costly astheir mystical counterparts, a number of rare,coveted manuals still command a steep price onthe open market. Because of their hefty cost, mostowners treasure these costly books, preventingtheir widespread circulation while maintainingtheir value. In the case of the most valuablemanuals, fewer than five copies exist at any giventime. Fearful that transcription would result intheft and proliferation of the manual’s secrets theyare rarely duplicated. Although many ownersrealize the monetary value of these prizedtreasures, many do not possess the intellect toproperly unravel their secrets. Unlike magicalbooks, simply reading the manual fails to bestowits true meaning and abilities. Close scrutiny,dedication and a sharp intellect are the only toolscapable of unlocking their hidden wisdom andknowledge. Discovering the manual is only thefirst step in a journey to comprehending itsmystery.

Understanding the ManualAs previously discussed, understanding themanual is not just a matter of reading it andinstantly absorbing its content. Every manualpossesses a difficulty class, just like skill checksand saving throws. The manual’s difficulty class

Language’s Effect on Manual’s DC

The reader is literate in the manual’s language. +0The manual is written in an ancient form or obscuredialect of a language that the reader understands. +2The manual has been translated into a language andalphabet that the reader understands. +4The manual is written in an alphabet, but a differentlanguage, than the reader understands. +8*The manual has been translated into an alphabet, but adifferent language, than the reader understands +12*The manual is written in a different alphabet anddifferent language than the reader understands. N/A*** A character with the Philologist feat reduces the difficulty class by

four. Therefore, the -8 modifier becomes a -4 modifier and the -12modifier becomes a -8 modifier.

** The character has no chance of understanding this manual.

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Cultural Modifiers to the Manual’s DC

Reader and author are of the same race +0Reader and author share some racial heritage. +1Reader and author are of different races but the same creature type. +2Reader and author are different creature types. +8

For example, a Neutral Good human with a 16Int and literate in Elven attempts to read a sixty-four page manual written by a Lawful Good elfin an ancient form of Elven. The manual’s DC is16. The manual’s modified difficulty class iscomputed by referring to the preceding charts.Although the reader is fluent in Elven, themanual’s ancient form of Elven causes somedifficulties, increasing the manual’s DC by +2 fora total of 18. Because the author and reader are ofdifferent races, but the same creature type, themanual’s difficulty class again increases by +2generating a new DC of 20. Finally, theirdiffering alignments add an additional +1modifier to the DC resulting in a final modifiedtotal of 21. The character must make a successfulInt check against this difficulty class if she wantsto gain the benefits of this manual. With an Intmodifier of +3, she must roll an 18 or higher tosucceed. If she possessed the ComprehendWriting feat, she adds an additional +4 to her dieroll. She needs two days to read the manualbecause she reads thirty-two pages per day. (Int16 x 2 = 32).

BenefitsAny benefits bestowed from the comprehension ofa manual are permanent, provided that the manualremains in the reader’s possession. If the recipientloses access to the manual, the character also loses

the benefits thirty days afterward. Once theabilities vanish, they can only be restored if thereader again acquires and rereads the manual. Thisdoes not necessitate an additional comprehensioncheck. Bonuses gained to AC, attacks, checks andsaves are considered insight bonuses. Theyfunction as extraordinary abilities rather thanspell-like or supernatural abilities.

MisinterpretationAll written works are subject to misinterpretation,and manuals are not an exception. Any characterfailing her Intelligence check by a number greaterthan ten misunderstands the manual’s message.The character must make a successful Will saveagainst the manual’s unmodified DC; otherwiseshe suffers the consequences of misinterpretation.(The exact consequences are described under eachmanual.) Furthermore, if she rolls a critical failureof her Will save, she subjects herself to the effectsof a gross misinterpretation in addition to theeffects of misinterpretation, (also described underthe manual.) Spells that cure mental conditionsremove the effects.

Using the previous example as a basis, if thehuman wizard rolled a “4” on her Int check, shesubjects herself to the perils of misinterpretationbecause her total, “7” [4 (her roll) + 3 (her Intmodifier)] is fourteen less than the manual’s DC.To prevent misinterpretation, her Will save mustequal or exceed “16”, the manual’s original DC.Format

All manuals appear in the following format.TitleAuthor: Name, race, alignmentLanguage: Language, alphabetDC: Difficulty classLength: PagesBackground: This section provides information

about the manual’s author as well as its generalpurpose and meaning.

Alignment Modifiers to the Manual’s DC

Author’s AlignmentLG NG CG LN N CN LE NE CE

LG +0 +1 +2 +1 +2 +3 +2 +3 +4NG +1 +0 +1 +2 +1 +2 +3 +2 +3CG +2 +1 +0 +3 +2 +1 +4 +3 +2LN +1 +2 +3 +0 +1 +2 +1 +2 +3N +2 +1 +2 +1 +0 +1 +2 +1 +2CN +3 +2 +1 +2 +1 +0 +3 +2 +1LE +2 +3 +4 +1 +2 +3 +0 +1 +2NE +3 +2 +3 +2 +1 +2 +1 +0 +1CE +4 +3 +2 +3 +2 +1 +2 +1 +0

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Benefit: This section describes the benefitsreceived from correcting interpreting its meaning.

Misinterpretation: This section discusses theperils of misinterpreting the manual’s meaning.The misunderstanding of some manuals, however,has no ill effects.

Gross Misinterpretation: This section describesthe consequences of gross error.

Market Value: The manual’s monetary fairmarket value.

AthleticaAuthor: Phyllamus the Mighty/human/CNLanguage: Ancient Common/CommonDC: 16Pages: 154

Background: Roughly half of this strength trainingmanual consists of primitive sketches and crudediagrams describing exercises prescribed by themanual’s author, one of the greatest wrestlers inrecorded history. A master of his craft, but notexactly the brightest individual, Phyllamus manualenjoys its popularity because of its simplicity andhandiness. Gladiatorial schools, military campsand wrestling schools occasionally obtain a rareand coveted copy. At the present time,approximately one hundred copies remain incirculation.

Benefits: The character receives a +2 insightbonus on all Climb, Jump and Swim skill checks.

Misinterpretation: The character loses 9 xp.Gross Misinterpretation: The character

receives a -1 insight penalty to the aforementionedskill checks.

Market Value: 274 gp

The Chronicles of FrazzemorAuthor: Frazzemor/elf/NGLanguage: Elven/ElvenDC: 18Pages: 334

Background: This autobiography of the elf wizard,Frazzemor, chronicles his life long struggle againstthe drow. The manual serves as the basis for muchof the surface world’s knowledge of drow culture,magic, physiology and religion. Meticulouslydocumented and researched, Frazzemor devotesnearly his entire life story to the study of hisunderworld cousins, only sparingly mentioninghis family background. Only six copies of thismanual are rumored to exist, drow agentsdestroyed the rest, hoping to preserve their secrets.

Benefits: The reader receives a +2 insight bonusto all attack rolls and saving throws against thedrow.

Misinterpretation: The character loses 80 xp.Gross Misinterpretation: Whenever she

encounters the drow, she suffers a -1 insightpenalty to all attack rolls and saving throws.

Market Value: 2,316 gp

Doctor Kirvowski’s Fables and LegendsAuthor: Milos Kirvowski/human/CGLanguage: Common/CommonDC: 18Pages: 370

Background: Written when he was only twenty-four years old, Doctor Kirvowski’s collection offolklore still spellbinds its readers. Currently sixty-three years old, Doctor Kirvowski rarely discussesthe work that showered him with accolades as wellas misfortune. Hailed by his university as theforemost study of the undead, the unsuspectingauthor became the unlikely target of severalkidnapping and murder plots concocted bycovetous necromancers and evil clerics. Frightenedby the unwelcome attention, the young doctor fledthe university, disappearing from public view formore than thirty years. He recently emerged fromhiding, but remains unwilling to discuss hisresearch about the living dead. To the best ofanyone’s knowledge, approximately twenty copiesof the manual exist, although rumors claim thatDoctor Kirvowski himself owns at least a dozen ofthem.

Benefits: The character receives a +1 insightbonus on AC and all attack rolls against theundead. The manual also provides a +2 insightbonus to all Knowledge (undead) checks.

Misinterpretation: The character loses 83 xp.Gross Misinterpretation: The character loses

208 xp.Market Value: 2,384 gp

Food for ThoughtAuthor: Shassatull/mind flayer/LELanguage: Undercommon/ElvenDC: 20Pages: 243

Background: Written in a guttural, staccato formof verse, this nauseating text actually was intendedas a cookbook for mind flayers. Contrary to itsauthor’s intentions, the manual reveals a collectionof unusual anecdotes regarding the mind flayers’culture and society. Bound in humanoid skin and

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penned in blood, the macabre manual reinforcescommon perceptions about these abhorrentcreatures. Because the manual proves extremelydifficult to properly interpret, only twenty-threecopies are known to exist.

Benefits: The reader receives a +4 insight bonusto saving throws against mind flayer attacks.

Misinterpretation: The character loses 160 xpGross Misinterpretation: The character

receives a -2 insight penalty to all saving throwsagainst mind flayers.

Market Value: 4,300 gp

The Heart of HellAuthor: Egrod de Muurdorg/human/LNLanguage: Ancient Common/CommonDC: 24Pages: 598Background: The most comprehensive study ofHell ever written, bar none. Egrod examines andspeculates about the origins of Hell, its politicalhierarchy, its inhabitants and its ultimate goals.Written in a scholarly and unbiased format, themanual reserves judgment on the plane’s wretchedcreatures and their practices. Nearly ninety yearsold at the time of its completion, Egrod devotedfifty years of his life to the manual. Because of theterrifying consequences unleashed bymisinterpretation, only a few well-guarded copiesexist today.

Benefits: The character receives a +2 insightbonus to AC, attack rolls and saving throwsagainst devils.

Misinterpretation: The character immediatelyloses 120 xp.

Gross Misinterpretation: The character movesone alignment step closer to Lawful Evil. (Thecharacter moves toward evil before law.)

Market Value: 3,522 gp

History of the Orcish KingdomsAuthor: Lubboch the Miserable/orc/LELanguage: Orcish/DwarvenDC: 13Pages: 185Background: Despite this history’s extremelyselective viewpoint, (all orcish defeats areomitted), it still proves a valuable resource. Clearlythe most successful orcish attempt at scholasticresearch, Lubboch breathes more life into thehistory’s major players than any other orcishchronicler. He even grudgingly praises dwarvesand humans, although he still mocks elves at everyopportunity. The book’s elf skin cover, however,reinforces Lubboch’s inherent racial prejudice in

addition to shocking unsuspecting handlers of themanual. Approximately twelve copies arecurrently in circulation.

Benefits: The character receives a +1 insightbonus to AC and attack rolls against orcs.

Misinterpretation: The character loses 20 xp.Gross Misinterpretation: The character loses

another 50 xp.Market Value: 599 gp

Innards of ToxinsAuthor: Barsabborum/half-orc/NELanguage: Orcish/DwarvenDC: 17Pages: 135

Background: Despite its author’s lack of formaleducation, Barsabborum’s remarkably scientificstudy of poisons and toxins remains the foremostauthority on the subject. Barsabborum, a greatlyfeared assassin during his lifetime, discusses theingredients and effects of poisons in addition tothe pros and cons of their actual usage. Manythieves’ guilds actively seek his infamous manual,hoping to unlock its secrets for their own deadlyplots. Fortunately for their potential victims, onlyfourteen copies remain in existence.

Benefits: The character receives a +2 insightbonus on all saving throws against poison. Thecharacter never accidentally poisons herself.

Misinterpretation: The character loses 40 xp.Gross Misinterpretation: The character

receives a -1 insight penalty on all saving throwsagainst poison.

Market Value: 1,150 gp

The MonarchAuthor: Ciolino Chevalli/human/NLanguage: Common/CommonDC: 18Pages: 122

Background: Prized by politicians, Ciolino’sguidebook to maintaining political power occupiesa permanent place on the mantles of many kingsand nobility. An admired aficionado of chess,Ciolino refers to the game throughout his treatise.“The masses”, he states, “are pawns directed bythe king. Show them the path to glory, and theirloyalty is yours. Forsake them and risk yourundoing.” Despite his obvious intellect, Ciolinoalways remained on the fringes of his king’s innercircle. Because of its popular content, his manual isfairly common.

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Benefits: The character receives a +4 insightbonus to her Diplomacy skill.

Misinterpretation: The character loses 12 xp.Gross Misinterpretation: The character

receives a -2 insight penalty to her Diplomacy skill.Market Value: 367 gp

Possession of the SoulAuthor: Vnnarzii/tiefling/CELanguage: Abyssal/InfernalDC: 22Pages: 204

Background: Chilling and unsettling, Vnnarzii, atiefling wizard with demonic heritage describesthe horrific ordeal of demonic possession. Usingblood-curdling imagery, Vnnarzii expresses thesorrow and terror experienced by the victim as shesuccumbs to the incomprehensible eviloverwhelming her. Vnnarzii writes, “With everycontorted palpitation of her withering heart, themaster’s baneful, dark influence coursed throughher veins like a plague of ravenous locustsdevouring a field of grain. His infectious, festeringevil coldly embraced her enslaved body andbanished her terrified mind to its darkestrecesses.” Only six copies of this diabolical manualremain in existence.

Benefits: The character receives a +4 insightbonus on all saving throws against demons.

Misinterpretation: The character immediatelyloses 160 xp.

Gross Misinterpretation: The characterreceives a -2 insight penalty on all saving throwsagainst demons.

Market Value: 4,360 gp

Recollections of a Dwarven GladiatorAuthor: Grock Oresmasher/dwarf/NELanguage: Dwarven/DwarvenDC: 15Pages: 118

Background: Grock, a gladiator for seven years,fondly recalls his combats in the arena. Gory andunspeakably graphic in its violent details, Grockrecalls his fiercest battles and most challengingopponents. Grock emphasizes throughout themanual that he attributed his success to hisuncanny ability to intimidate his opponent. “Afrightened adversary”, he writes, “already has onefoot in the grave.” The most illustrious gladiatorialtraining schools usually maintain at least one copyof the manual, making it one of the more commonmanuals in circulation.

Benefits: The character receives a +2 insightbonus to her Intimidation skill and a +2 insightbonus to her Bluff skill.

Misinterpretation: The character loses 6 xp.Gross Misinterpretation: The character

receives a -1 insight penalty to her Intimidationand Bluff skill checks.

Market Value: 190 gp

Unity of Mind and BodyAuthor: Tsau Huang/human/NLanguage: Ancient common/commonDC: 16Pages: 236

Background: Tsau Huang, the founder of theMang Quei monastery, completed this legendarymartial arts masterpiece nearly six hundred yearsago, just prior to his eightieth birthday. Racked bycrippling arthritis and practically blind, TsauHuang’s son, Su Huang, transcribed his father’swords and drew the manual’s numerousillustrations. Scholars consider it one of themonastic system’s greatest contributions, awondrous amalgamation of the virtues of physicalprowess and spiritual balance. Only eight copies ofthe manual survive today, six of which are held inthe libraries of renowned monasteries.

Benefits: The character’s AC and all unarmedattack rolls receive a +1 insight bonus.

Misinterpretation: The character loses 50 xp.Gross Misinterpretation: The character loses

another 125 xp.Market Value: 1,418 gp

The Wellspring of MagicAuthor: Tiorro the Wise/half-elf/NGLanguage: Elven/ElvenDC: 25Pages: 1,435

Background: Tiorro, the quintessential wizard ofhis day, spent one hundred and sixteen yearsstudying and research this all encompassing workon arcane studies. The manual describes sevendifferent theories regarding the origins andproliferation of magic as well as its practitioners.Teeming with mind boggling mathematicalcomputations and esoteric philosophies, themanual proves a difficult read for even thesharpest minds. Nevertheless, its tremendousbenefits continually appreciate its value. Fourcopies are known to exist at the present time.

Benefits: The reader receives a +2 insight bonusto all saving throws against arcane spells as well as

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a +2 insight bonus on all Scry and Spellcraftchecks.

Misinterpretation: The character loses 166 xp.Gross Misinterpretation: The character

receives a -1 insight penalty against arcane spellsand a -1 insight penalty on all Scry and Spellcraftchecks.

Market Value: 4,791 gp

Writing ManualsOver time, characters accumulate enough abilityand knowledge to write manuals themselves.Endeavoring to share their experience with others,they begin the arduous task of authoring a manual.To begin the process, characters must fulfill thefollowing prerequisites.

Intelligence 15+Knowledge (8 ranks in any specific discipline)Write Manual feat

After meeting these requirements, the authorselects a specific topic within her area of expertiseand begins researching the manual. Research lastsfor as little as one week or as long as fifty years.Characters allot research time in increments of oneweek and must state the length of their researchtime prior to beginning the manual. Oncecompleting these preliminaries, the characterbegins authoring her manual.

The character spends an equal amount of timewriting the manual as she spends researching themanual. Each week the character writes a numberof pages equal to the following formula.

[(Ranks in Knowledge skill) + (Int modifier)] x(Con modifier) + (her Int modifier again).

For example, an 11th level wizard with a 17 Int,15 Con and fourteen ranks in Knowledge (undead)decides to spend two weeks researching and twoweeks writing her manual about slaying vampires.She produces thirty-seven pages per week. [14 (herranks in Knowledge) + 3 (her Int modifier) = 17. 17x 2 (her Con modifier) = 34 + 3 (her Int modifier) =37.]

Cost: After determining the length of hermanual, the character then pays for its costs usingthe materials and figures provided in the Scrollsand Spellbooks chapter. In addition, the manualalso costs the character a number of gold piecesequal to the points generated by the followingcalculation as well as half that amount inexperience points. This value represents the cost ofresearch, lost income and living expenses. Usingthe following computation as an example, thecharacter must spend 404 gp and 202 xp inaddition to the manual’s material costs. The sum ofthe manual’s material costs and secondary costs,(research, lost income etc.) determines its marketvalue.

Characters determine the abilities bestowed bythe manual using the following computations.

[(Ranks in Knowledge skill + ranks in Profession(any writing) skill) x Int modifier squared + (thenumber of weeks spent researching the manualsquared)] x 2.

Point CostType of Bonus

+1 +2 +3 +4Skill Bonus 20 80 180 320Limited Saving Throw Bonus * 250 1,000 2,250 4,000General Saving Throw Bonus 1,000 4,000 9,000 16,000 Limited AC Bonus * 250 1,000 2,250 4,000General AC Bonus 1,000 4,000 9,000 16,000Limited Attack Bonus * 250 1,000 2,250 4,000General Attack Bonus 1,000 4,000 9,000 16,000

Type of Bonus+1 +2 +3 +4

Skill Bonus 20 80 180 320Limited Saving Throw Bonus * 250 1,000 2,250 4,000General Saving Throw Bonus 1,000 4,000 9,000 16,000* To qualify as a limited bonus, the character only receives the bonus against one creature. Otherwise, thebonus falls into the general category. For instance, a +1 insight bonus to attack rolls against demons isconsidered a limited attack bonus. A +1 insight bonus to attack rolls against outsiders is considered ageneral attack bonus.

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Using the preceding example except adding 8ranks of Profession (poet) yields a total of 404. [14(her ranks in Knowledge (undead) + 8 (her ranksin Profession (poet) = 22. 22 x 9 (her Int modifier of3 squared) = 198. 198 + 4 (number of weeks spentresearching the manual squared) = 202. 202 x 2 =404. With her 404 points, the manual’s authorpurchases any combination of the followinginsight bonuses.

Any points not spent are lost. Although acharacter may spend an unlimited amount of timeresearching her manual, any research timeexceeding her Int score is omitted from thecalculation. Using the preceding example as aguide, if the wizard spent fifty weeks researchingher manual, her points are calculated as if shespent seventeen weeks because the weeks of

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effective research exceeding her Int score are notcounted.

Difficulty Class: The manual’s difficulty classis equal to 10 + the author’s ranks in theKnowledge skill minus her Int modifier. Using thepreceding example, the manual’s DC is 21. [10 + 14(her ranks in Knowledge (undead) - 3 (her Intmodifier) = 21]. The author automaticallyunderstands her own manual.

Misinterpretation: Characters lose a number ofexperience points equal to the points spent dividedby 25.

Gross Misinterpretation: Characters loseadditional experience points equal to the pointsspent divided by 10 or receive an insight penaltyequal to half the insight bonus received forsuccessfully understanding the manual.

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Chapter 7: Magical BooksTomesSimilar to manuals, tomes improve the reader’sattack rolls, savings throws and skills. Any bonusbestowed by a tome is a competence bonus.

Writing Magical BooksPrerequisites: Comprehend languages, CraftWondrous Item, literacyCosts: Magical books require the expenditure ofexperience points and gold pieces. The followingchart provides a comprehensive review of theexperience point cost for most bonuses conferredby magical books.

The definition for the term “limited” remainsidentical to the definition provided in the Manualschapter. The following chart details the monetarycosts of these abilities. These figures assume thatthe character is writing a leather-bound book withparchment pages and black ink. Characters mayuse the materials described in the Spellbooks andScrolls chapter, but they must also pay theadditional costs.

The above figures summarize those provided inthe DMG. Other abilities incur the following costs.

Extraordinary and Supernatural Abilities:Monetary Cost: (HD of damage squared) x 2,000gp; Experience Cost: Monetary cost divided by 25.

Example: The ankheg’s Spit Acid ability costs32,000 gp because it causes 4 hit dice of damage.

General AbilitiesMonetary Cost: (Level of equivalent spell squared)x 2,000 gp.

Example: An extraordinary flight ability costs18,000 gp because fly is a 3rd level spell.Or

Monetary Cost: [(HD of creature possessing theability - the number of other extraordinary and

supernaturalabilities itpossesses) xcreature’s CR] x2,000 gp;ExperienceCost: Themonetary costdivided bytwenty-five.

Type of BonusCost in Experience Points+1 +2 +3 +4 +5

Inherent Ability Score 5,100 10,200 15,300 20,400 25,500Competence Skill Bonus 1 3 7 12 20Limited Competence Saving Throw Bonus 20 80 180 320 500General Competence Saving Throw Bonus 80 320 720 1,280 2,000Limited Competence Attack Roll Bonus 20 80 180 320 500General Competence Attack Roll Bonus 80 320 720 1,280 2,000

Unlike their non-magical counterparts, magicalbooks automatically bestow their benefits upontheir readers, obviously increasing their value aswell as their scarcity in many instances.Furthermore, authoring magical books remains therestricted domain of spellcasters with the CraftWondrous Item feat. Despite the steep costs,magical books of all varieties prove a viable andoften preferable alternative to non-magicalmanuals because of their universality, much fasterproduction time and cheaper experience point cost.Despite their apparent synonymous nature, theabilities conferred by the four categories of magicalwritten works differentiate them from each other.

BooksBooks provide a myriad of magical abilities,however they do not increase ability scores, AC,attack rolls, saving throws and skill checks. Booksare a catchall category for any written work thatdoes not qualify as a libram, manual or tome. Theterm, book, describes this category as well as allmagical written works.

LibramsUsable by only spellcasters, librams enable thereader to create magical constructs. They provideall of the necessary instructions as well as theprerequisite spells. Of course, the libram’s usermust purchase the composite materials to use thelibram.

ManualsMagical manuals, like their non-magicalcounterparts, also function as instructionalguidebooks, however with a much wider focus.Reading a manual confers an inherent bonus to anability score.

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Example: The ghast’s Stench ability costs 18,000gp. The ghast has 4 hit dice and one other abilityresulting in a total of 3. It has a CR of 3, hence 3 x 3= 9. Multiplied by 2,000 results in a total figure of18,000 gp.

Note: GM’s must exercise extreme caution inadjudicating the creation of magical booksgranting its readers extraordinary andsupernatural abilities. The calculation is solelyintended as a guideline for GM’s and players.

FeatsMonetary Cost: (The number of prerequisites +1squared) x 2,000 gp.Note: Ability scores prerequisites do not count inthis calculation.Experience Cost: The monetary cost divided by 25.Example: Far Shot costs 8,000 gp because it has oneprerequisite. (1 + 1 = 2. 2 squared equals 4 and 4 x2,000 = 8,000).

Libram Costs

SpellsMonetary Cost: Spell level x caster level x 25 gp;Experience Cost: Monetary cost divided by 25.

Example: Transmute mud to rock cast by a 9thlevel wizard costs 1,125 gp.

Creating the ConstructMonetary Cost: [(HD + number of extraordinaryabilities)] + [2 x (spell-like and supernaturalabilities)] x 2,000 gp; Experience Cost: Themonetary cost divided by 25.

Example: A libram instructing the creation of aflesh golem costs 24,000 gp in addition to the costrequired for its spells. [9 (the flesh golem’s hit dice)+ its 3 extraordinary abilities = 12. 12 x 2,000 =24,000 gp.]

SpecialThe libram’s author must create a magicalconstruct using the traditional methods before shemay draft a libram. Hence, a wizard attempting towrite a libram on constructing flesh golems, musthave already created a flesh golem using theguidelines and procedures described in the MM.

Spell-like EffectsMonetary Cost: Spell level x caster level x 2,000 gpExperience Cost: Monetary cost divided by 25.Example: Cone of cold cast at 9th level costs 90,000gp.

Language: All magical books bestow the spellcomprehend languages on its reader at not additionalcost to the author or reader.

Market Value: The book’s market value isequal to its cost including any additionalexpenditure for unusual materials such as a goldencover or vellum pages.

Pages: Unless otherwise stated, the book’spages are equal to its cost in gold pieces dividedby ten. The same 48,000 gp book described abovecontains 480 pages.

Reading Time: Unlike non-magical manuals, acharacter reads a number of pages per day equal toquadruple her Int score.

Special Features: Magical books possess severalunique features differentiating them from normalmanuals. Mostly importantly, books impart theirmagic only once. Once triggered, its magicalproperties dissipate and vanish forever. This ruleapplies to all magical books. In addition,comprehension is not required. Its readerautomatically understands the book andimmediately receives its benefits upon completion,unless it specifies otherwise. This rule applies to allbooks except librams, which only an arcanespellcaster can read.

Time: Characters write magical books in anumber of days equal to the book’s monetary costdivided by 1,000. A character writing a book with amonetary cost of 48,000 gp completes the task inforty-eight days.

Weight: The book weighs one pound per 100pages in addition to the weight of its cover.

Magical BooksUnlike its counterparts, magical books do notbestow bonuses to ability scores, AC, attack rolls,saving throws and skill checks. Instead, theybenefit their readers with many unique andunusual abilities not acquired through magicallibrams, manuals and tomes. The majority ofmagical written works are magical books.

Accounting Ledger: This wafer thin ledgerholds twelve pages of complex mathematicalequations. A successful Knowledge (mathematics)check (DC 15) reveals that each page contains oneequation that always results in a final sum oftwenty. Reading the book has no effect, yet tearinga page out and eating it triggers the book’s magicaleffect. The character may breathe a 20 ft. cone offlame inflicting twenty points of damage, Reflexsave (DC 14) ½. The character can hold the breathweapon in abeyance for one minute, howeverfailing to expel the flames after one minuteautomatically inflicts twenty points of damage to

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the user with no saving throw. Eating anotherpage from the book within ten minutes of the lastpage negates the page’s effects and nauseates thecharacter for ten minutes.

Caster Level: 5th; Prerequisites: Craft WondrousItem, fireball; Market Value: 4,500 gp.; Weight: 5 lb.

Ariana’s Exponential Book of Spells: Thecrafty wizard Ariana penned twenty-three of theseunusual texts during the course of her extensivelifetime. Only arcane spellcasters possess thenecessary knowledge to read the book. The readeracquires the feats Enlarge Spell and Extend Spell atno additional cost.

Caster Level: 3rd; Prerequisites: Craft WondrousItem; Market Price: 4,000 gp; Weight: 5 lb.

Big Cat Journal: Seemingly an exhaustive studyon the lifestyle of large cats such cheetahs,leopards, lions and tigers, the reader only realizesthe book’s magical effects upon completion. Herbase speed immediately increases to 50 ft., and sheacquires the cheetah’s Sprint ability in addition tothe leopard’s Pounce and Scent abilities.

Caster Level: 5th; Prerequisites: Craft WondrousItem, haste; Market Value: 12,000 gp; Weight: 5 lb.

The Book of Flames: The image of a bright reddragon frequently appears on the book’s goldencover. Slightly warm to the touch, The Book ofFlames usually contains 3d10 pages whendiscovered. Reading the book triggers no effect,although a successful Spellcraft check reveals thatthe pages contain the formula for a fireball spell.Tearing a page from the book and hurling it at atarget triggers the spell’s effects. Despite the page’slack of weight, it may be thrown at any target with60 ft. Upon reaching its destination, the pagebursts into flame causing 5d6 points of firedamage, Reflex save (DC 14) ½.

Caster Level: 5th; Prerequisites: Craft WondrousItem, fireball; Market Price: 11,250 gp; Weight: 11 lb.

The Book of Scrolls: Even to the accomplishedwizard, this fairly ordinary leather bound bookappears to be a small spellbook. However, identifyreveals the unusual book’s true purpose. Whendiscovered, the book contains 3d10 pages ofrandomly determined 1st through 3rd level spells.Each spell occupies one page per level, just as if itwere in a spellbook. Unlike a normal spellbook,the spellcaster quickly realizes that the book’sspells cannot be transcribed into her spellbook ormemorized. However, placing a blank piece ofparchment, vellum or paper upon one of the pagesand closing the book begins the magicaltransformation. Over the course of the next eighthours, the book transcribes the corresponding spellonto the blank page. The spell disappears from thebook and appears on the previously blank page,

creating a scroll. The book’s usage is restricted toarcane spellcasters.

Caster Level: 5th; Prerequisites: Craft WondrousItem, Scribe Scroll, secret page; Market Value: 11,250gp; Weight: 4 lb.

Breath of Winter: Originally written by frostgiant wizards, the book now circulates throughoutmany of the humanoid communities within thearctic regions. Every 1d4 rounds, the reader mayunleash a 15 ft. cone of cold inflicting 4d6 points ofdamage. A successful Reflex save (DC 16) halvesthe damage.

Caster Level: 9th; Prerequisites: Craft WondrousItem, cone of cold; Market Value: 32,000 gp; Weight: 7lb.

The Gargoyle’s Tales: Easily one of thestrangest and most difficult magical books toacquire, the book occasionally appears in thecompany of architects and engineers. On firstglance, the book seems to be a fictional workdescribing a multitude of events witnessed by agargoyle affixed to a temple’s roof. Yet, magicalwriting concealed within the text bestows thegargoyle’s Freeze ability on the reader. Therecipient can hold herself still to appear as a statue.An observer only notices that she is alive on asuccessful Spot check (DC 20).

Caster Level: 13th; Prerequisites: Craft WondrousItem, statue; Market Price: 32,000 gp; Weight: 7 lb.

Guru’s Guide to Knowledge: Teeming withanecdotal trivia and obscure facts, Guru’s Guideimbues its reader with tremendous volumes ofinformation. She automatically succeeds on allKnowledge skill checks for one week, regardless ofwhether she is trained in the specific field ofKnowledge.

Caster Level: 14th; Prerequisites: Craft WondrousItem, vision; Market Value: 74,000 gp; Weight: 11 lb.

The Killing Blow: Crippled and near death, thegreat monk, Zvi Chang Tso, imparted the secrets ofhis masterful fighting techniques upon his mosttrusted friend and advisor, the wizard Khouani.Khouani transcribed Zvi’s words verbatim,forming the foundation for this famous book.Anyone reading the book acquires the StunningFist feat without any additional cost. The bookdoes not bestow any of its prerequisite feats uponthe reader, however only individuals with a Dexand Wis score equal to or exceeding 13 may read it.Anyone not meeting these requirements is unableto read the book.

Caster Level: 11th; Prerequisites: Craft WondrousItem, Tenser’s transformation; Market Price: 18,000gp; Weight: 5 lb.

Sandpaper: Although its pages are gritty andcoarse to the touch, only magical investigationreveals the ledger’s actual properties. Whenever

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one of the book’s 3d10 pages is removed andrubbed against the blade of a slashing weapon, itimbues keen edge on the weapon for one hour. Onceits pages are exhausted, the ledger loses allmagical properties.

Caster Level: 6th; Prerequisites: Craft WondrousItem, keen edge; Market Value: 13,500 gp; Weight: 4lb.

Secrets of the Enchantress: Anyone readingthe book acquires the ability to charm person threetimes per day as if she were a 3rd level sorcerer.

Caster Level: 3rd; Prerequisites: Craft WondrousItem, charm person; Market Price: 3,240 gp; Weight: 5lb.

Sketchbook: Resembling an artist’s portfolio,this thin leather bound book contains ten sketchesof an assortment of unique items. Reading thebook has no effect, however whenever a page istorn from the book and tossed to the ground, thepage transforms into the sketched item. Althoughthe sketches vary slightly, the majority of theseunusual books contain the following sketches.

Ladder: 20 ft. long wooden rung ladderDisguise kit: The disguise kit adds a +2 bonus to

disguise checksRowboat: 10 ft. long, 4 ft. wide rowboat with two

oarsWater jug: 2 gallon jug of clean, fresh waterCrow bar: 2 ft. long iron barPortable ram: Adds a +2 circumstance bonus to

breaking open doorsMasterwork thieves’ tools: Adds a +2

circumstance bonus on Disable Device and OpenLocks checks.

Tent: Sleeps two humanoidsCold weather outfit: Adds a +5 circumstance

bonus against cold exposure Alchemist’s Fire: Hurled as a grenadelike

weapon causing fire damageAll of the items are permanent, but they cannot

be restored to paper form.Caster Level: 9th; Prerequisites: Craft Wondrous

Item, fabricate; Market Value: 11,250 gp; Weight: 1 lb. Spelltrap: Unlike most magical books,

Spelltrap is designed to capture magical energyrather than unleash it. Covered by a pair ofpolished silver mirrors, the book always contains100 pages, although captured magical writingusually fills 10d10 pages. Spelltrap only negatesarcane spells cast by wizards and all spells castfrom scrolls. Using the book requires a readyaction. After declaring the ready action, its ownerholds the book open by grasping its covers.Whenever one of the aforementioned magicaleffects is directed at the bearer, Spelltrapautomatically absorbs and transcribes the spell intothe book. Spells captured in this manner occupy

one page per spell level, so a 4th level spellrequires four pages. If the book does not containenough pages to hold the spell, the spell functionsnormally. It does not negate area of effect spells.Wizards cannot erase or produce scrolls from thecaptured spells, however they may transcribearcane spells into their spellbooks. When all of itspages are exhausted, they crumble into dustleaving only the silver covers.

Caster Level: 13th; Prerequisites: Craft WondrousItem, spell turning; Market Price: 68,250 gp; Weight:12 lb.

Summoner’s Tales: Written entirely in poeticverse, this eclectic band of fables and storiesdescribes the adventures of nine differentcreatures. Although seemingly non-magical on thesurface, the reader soon discovers that she mayread only one tale at a time. After completing eachstory, the book reveals a command word to thereader, allowing her to summon its subject as if shecast summon monster. If she does not summon itimmediately, the story remains fresh in thereader’s mind for twenty-four hours before fadingfrom memory. Unlike the spell, the summonedmonster remains until slain or the story vanishesfrom her memory, whichever comes first.Summoning the story’s protagonist or forgettingthe story allows the reader to proceed to the nexttale. The monster summoned and the length ofeach story appear below.

Celestial dog (animal)- four pagesCelestial eagle (animal)- nine pagesCelestial black bear (animal)- thirteen pagesCelestial lion (animal)- eighteen pagesCelestial pegasus- twenty-two pagesCelestial unicorn- twenty-seven pagesCelestial elephant- thirty-one pagesLillend- thirty-six pagesCouatl- forty pagesThe reader’s alignment does not influence the

monster summoned.Caster Level: 18th; Prerequisites: Craft Wondrous

Item, summon monster I, II, III, IV, V, VI, VII, VIIIand IX; Market Value: 20,250 gp; Weight: 6 lb.

Travel Log: This thin ledger’s 2d8 pages arealways blank when the book is first discovered.Non-magical probing fails to discern any of thebook’s magical properties, causing many of itsowners to conclude that it possesses no specialabilities. Magical investigation uncovers its truepurpose. Whenever the book’s owner writes adescription of a particular locale or draws a map orsketch of the destination, it immediately teleportsher to the desired location without error. Theability is subject to the limitation that she cannotteleport to a specific location that she has neverseen, such as the king’s bedchamber or inside his

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treasure vault. Attempting to use the ability in thismanner destroys the page. Once all of the pagesare used, the book loses all magical properties.

Caster Level: 14th; Prerequisites: Craft WondrousItem, teleport without error; Market Value: 17,150 gp;Weight: 2 lb.

The Turn of the Blade: After appearing acentury ago, copies of this immense book continueto circulate through the ranks of privilegednoblemen and other individuals of vast economicresources. Anyone reading the book gains theWhirlwind Attack feat at no additional cost. Thebook does not bestow any of its prerequisite featsupon the reader, however only individuals with anInt and Dex score equal to or exceeding 13 mayread it. Anyone not meeting these requirements isunable to read the book.

Caster Level: 11th; Prerequisites: Craft WondrousItem, Tenser’s transformation; Market Price: 72,000gp; Weight: 11 lb.

LibramsLibrams occupy a specific niche in the realm ofwritten works. They impart a unique ability to thereader, enabling her to create a magical constructin a less time consuming and costly manner.Librams function as a magical blueprint, providingthe spells and magical incantations as well as thecomposite materials necessary to bring a magicalconstruct into existence. Although the libramsupplies all of the magical tools required for itsconstruction, the reader must still supply theconstruct’s composite materials. Librams areamong any spellcaster’s most prized possessions.

Librams used to create traditional golems suchas flesh, clay, stone and iron contain all of thespells mandated by their constructionrequirements in the MM. The librams presentedbelow provide additional examples for usage byarcane and divine spellcasters.

Libram of Coal: This unusual magical constructserves as an economical alternative for manyarcane spellcasters. The book’s covers are alwayscrafted from two pieces of anthracite bound inleather. The golem’s composite material is 500pounds of anthracite costing 500 gp.

Caster Level: 14th; Prerequisites: Craft WondrousItem, fabricate, fireball, geas/quest, limited wish,polymorph any object, stoneskin; Market Price: 40,650gp; Weight: 10 lb.

Coal GolemMedium ConstructHit dice: 9d10 (49 hp)Initiative: -1 (Dex)Speed: 20 ft. (can’t run)AC: 21 (-1 Dex, +12 natural)Attacks: 2 slams +12 meleeDamage: Slam 2d8+6Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Breath weaponSpecial Qualities: Construct, magic immunity,damage reduction 15/+1Saves: Fort +3, Ref +2, Will +3Abilities: Str 23, Dex 9, Con —, Int —, Wis 11, Cha1Climate/Terrain: Any land and undergroundOrganization: Solitary or gang (2-4)Challenge Rating: 9Treasure: NoneAlignment: Always neutralAdvancement: 10-17 HD (Medium); 18-37 HD(Large)

Fashioned entirely from anthracite, coal golemsappear as bipedal humanoids standing roughly sixfeet tall and weighing 500 pounds. Althoughseamless and fluid, coal golems still walk with alumbering gait. Mystical white runes cover itsupper torso and arms in addition to its forehead.

CombatCoal golems are powerful foes, immune to mostspells and impervious to ordinary weapons.

Breath Weapon: As a free action every 1d4rounds, coal golems unleash a 5 ft. wide, 30 ft. longblast of coal dust causing 3d8 points of abrasiondamage. A successful Reflex save (DC 14) halvesthe damage.

Magic Immunity: Coal golems are immune toall spells, spell-like abilities and supernaturalabilities, except as follows. Being made from coal,and therefore very flammable, fire based spellsinflict an additional 1d6 points of damage per spelllevel. For example, a fireball causes 3d6 points ofdamage plus its normal damage. Transmute rock tomud and stone to flesh slow the coal golem for 2d6rounds. Transmute mud to rock heals 6d6 hit points.

Libram of Music: Crafted with beautifullyadorned brass covers and vellum pages, bardstreasure this unusual libram. Although any arcanespellcaster may read the libram, its usage remainsthe exclusive domain of bards. The golem’sconstruction requires 120 lb. of masterworkmusical instruments costing 6,000 gp. Brassinstruments are most commonly used.

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Caster Level: 17th; Prerequisites: Craft WondrousItem, bull’s strength, geas/quest, sculpt sound,shout; Market Value: 36,375 gp; Weight: 13 lb.

Instrument GolemLarge ConstructHit Dice: 11d10 (59 hp)Initiative: -1 (Dex)Speed: 20 ft. (can’t run)AC: 23 (-1 Dex, -1 size, +15 natural)Attacks: 2 slams +14 meleeDamage: Slam 2d10+7Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: ShoutSpecial Qualities: Construct, magic immunity,damage reduction 20/+2Saves: Fort +3, Ref +2, Will +3Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha1Climate/Terrain: Any land and undergroundOrganization: Solitary or gang (2-4)Challenge Rating: 9Treasure: NoneAlignment: Always neutralAdvancement: 12-21 HD (Large); 22-33 HD (Huge)

Instrument golems resemble macabre marionetteswith an assortment of brass and woodenappendages connected by strings from harps,mandolins and violins. Instrument golems retain abipedal humanoid form, often using an upsidedown guitar or mandolin as a head with its cavityfunctioning as an eye. Despite its vaguelyhumanoid shape, instrument golems appear as arandom collage of brass and wooden parts.

CombatInstrument golems strike with their twoappendages, usually created from the frames oflarge instruments such as harps or organ pipes.Instrument golems prove no less dexterous thanother golems, a fact that surprises many of itsvictims.

Shout (Su): Once every 1d4 rounds, instrumentgolems release a blast of sound affectingeverything within a 20 ft. radius. The blast’s effectsduplicate those of the shout spell, allowing thevictim Fortitude save (DC 14) to partially negatethe effects.

Magic Immunity (Ex): Instrument golems areimmune to all spells, spell-like abilities andsupernatural abilities, except as follows. Warp woodslows instrument golems for 2d6 rounds, whilesilence causes 4d6 points of damage. Instrument

golems do not receive saving throws against eitherspell.

Libram of Shrouds: In many cultures wheremummification is a common burial practice, clericsof death deities fashion these bizarre creatures toprevent the plundering of the decedent’s tomb bythieves. The book’s pages are constructed from aspecial paper formulated from the cloth burialshrouds of the deity’s dead worshippers. Only aspellcaster with access to divine spells can craft ashroud golem. The golem’s material componentsare 300 square feet of burial cloths and linens aswell as one gallon of myrrh costing 1,000 gp.

Caster Level: 17th; Prerequisites: Craft WondrousItem, animate objects, bestow curse, geas/quest, makewhole, miracle; Market Value: 45,050 gp; Weight: 8 lb.

Shroud GolemMedium ConstructHit Dice: 10d10 (55 hp)Initiative: -1 (Dex)Speed: 15 ft. (can’t run)AC: 20 (-1 Dex, +11 natural)Attacks: 2 slams +11 meleeDamage: Slam 2d8+4Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Disease, stenchSpecial Qualities: Construct, magic immunity,damage reduction 15/+1Saves: Fort +3, Ref +2, Will +3Abilities: Str 19, Dex 9, Con —, Int —, Wis 11, Cha1Climate/Terrain: Any land and undergroundOrganization: Solitary or gang (2-4)Challenge Rating: 8Treasure: NoneAlignment: Always neutralAdvancement: 11-19 HD (Medium); 20-31 HD(Large)

The unmistakable odor of death and decayaccompanies these strange magical creations.Shroud golems appear as a flat, but thickrectangular ivory cloth covered with mottled,brown stains and tufts of withering hair. Theystand nearly five feet high and three feet wide.Two stubby gatherings of cloth at the bottom of itshem function as feet, enabling the creature tomove. Shroud golems possess two mottled holesnear the top of their hems that many believe areeyes.

CombatShroud golems strike opponents by whipping bothof its top corners at its target. The foul stench of

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death pervades the area around the golem,nauseating many of its opponents.

Disease (Su): A blow from a shroud goleminflicts its victim with the supernatural diseasemummy rot unless the victim makes a successfulFortitude save (DC 20). Mummy rot’s exact effectsare described on page 74 in the DMG.

Stench (Ex): The disgusting odor of deathnauseates anyone within ten feet of the shroudgolem unless the victim makes a successfulFortitude save (DC 13). Anyone nauseated by ashroud golem suffers a -2 circumstance penalty toall attacks, damage and saves for 1d4+4 minutes.

Magic Immunity (Ex): Shroud golems areimmune to all spells, spell-like abilities and

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supernatural abilities, except as follows. Dispelmagic automatically slows a shroud golem for 2d6rounds, and remove disease causes 3d6 points ofdamage with no saving throw allowed.

Libram of Vines: Druids prize these extremelyrare librams, always wrapped in a simple pinecover bound in leather with paper pages. Only aspellcaster with access to divine spells mayconstruct a vine golem. Constructing the golemrequires 250 pounds of vines no less than one inchin diameter, although the cost is fairly nominal, 50gp.

Caster Level: 16th; Prerequisites: Craft WondrousItem, awaken, barkskin, command plants, controlplants, entangle, liveoak, reincarnate, wood shape;Market Price: 50,800 gp; Weight: 9 lb.

Vine GolemLarge ConstructHit Dice: 13d10 (71 hp)Initiative: -1 (Dex)Speed: 30 ft. (can’t run)AC: 24 (-1 Dex, -1 size, +16 natural)Attacks: 4 slams +16 meleeDamage: Slam 2d10+8Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: StrangulationSpecial Qualities: Construct, magic immunity,damage reduction 25/+2Saves: Fort +4, Ref +3, Will +4Abilities: Str 27, Dex 9, Con —, Int —, Wis 11, Cha1Climate/Terrain: Any land and undergroundOrganization: Solitary or gang (2-4)Challenge Rating: 10Treasure: NoneAlignment: Always neutralAdvancement: 14-22 HD (Large); 23-43 HD (Huge)

Vine golems appear as grotesque bundles ofgangly parasitic vines fashioned into a gaunthumanoid shape. They possess a small head withtwo rotting acorns functioning as eyes as well asfour whip-like appendages branching off from itsthin main body. Two masses of gnarled vinesprovide its means of locomotion. Vine golemsreach a height of 9 feet and weigh roughly 250pounds.

CombatThe vine golem’s frail appearance belies itsawesome strength and impressive array of combatabilities.

Strangulation (Ex): Whenever a vine golemscores a critical hit, its appendage wraps itself

around its victim’s throat. The vine golemautomatically inflicts 2d10+8 points of subdualdamage to the victim every round until the victimescapes or the vine golem is destroyed. Charactersensnared by the vine golem’s powerful limb mayescape by defeating the vine golem in an opposedStrength check, through the usage of her EscapeArtist skill or by slaying the vine golem. When hersubdual damage equals her hit point total, thevictim is staggered. When her subdual damageexceeds her hit point total, she becomesunconscious. The vine golem slays unconsciousvictims after driving any remaining allies from thecombat.

Magic Immunity (Ex): Vine golems are immuneto all spells, spell-like abilities and supernaturalabilities, except as follows. Fire based spells andspell-like abilities cause 1d8 points of damage perspell level. Vine golems do not receive savingthrows for the following spells: warp wood reducesits natural AC bonus by four for 2d6 rounds.Diminish plants causes 3d6 points of damage, whileplant growth heals 3d6 points of damage.

ManualsMagical manuals increase the reader’s ability toperform certain tasks, resist the magical abilities ofother creatures, attack opponents with improvedefficiency and avoid their opponent’s blows.Unlike their non-magical counterparts, magicalmanuals impart their wisdom through mysticalmeans rather than comprehension. Unlessotherwise specified, any character class may readand receive the benefits of a magical manual.Consistent with all other magical books, once themanual is read its writing and magical propertiesdisappear.

Magical manuals usually provide generalbenefits rather than the more specific abilitiesimparted by non-magical manuals. They do not,however, lose any of the individuality of theircousins. The handful of manuals presented belowamply demonstrates their uniqueness.

The Archer’s Manual and Guide: Containedwithin the simple, pine covers of this manual arenumerous diagrams and advice regarding theproper methods of firing all varieties of bows andcrossbows. Elves covet these manuals, handsomelypaying anyone able to write or purchase it.Anyone reading the manual receives a +2competence bonus on all ranged attacks with abow or crossbow.

Caster Level: 8th; Prerequisites: Craft WondrousItem; Market Value: 8,000 gp; Weight: 4 lb.

Manual of Agility: The manual’s author, aformer wizard turned circus acrobat named Cilio

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the Daring, penned this manual while on tour withhis troupe. An expert at leaping, tumbling andother feats of dexterity, Cilio’s manual providesgraphic illustrations demonstrating his flexibilityexercises and techniques. Anyone reading themanual receives a +2 competence bonus on allBalance, Climb, Jump and Tumble skill checks.

Caster Level: 5th; Prerequisites: CraftWondrous Item; Market Value: 320 gp; Weight: 4lb.

Manual of Mysticism: Authored by a wizardin the employ of a powerful thieves’ guild, thisgolden covered manuals discusses tacticsemployed against arcane spellcasters. Initiallyintended to foil magical traps, copies of the manualeventually fell into the hands of fighters and clericshoping to use its power for their own purposes.Anyone reading the manual receives a +3competence bonus on all saving throws againstarcane spells cast by bards, sorcerers and wizards.This bonus does not apply to arcane spellsdischarged from magical items or as spell-likeabilities.

Caster Level: 11th; Prerequisites: Craft WondrousItem; Market Value: 18,000 gp; Weight: 11 lb.

Manual of the Netherworld: Legions ofdemons and devils seek and destroy all copies ofthis potent manual. Written by an anonymouswizard untold centuries ago, the manual instructsits reader in the art of combating all evil outsidersincluding the aforementioned creatures. Thereader receives a +4 competence bonus to all attackrolls against evil outsiders as well as a +4competence bonus to all saving throws againsttheir attacks.

Caster Level: 14th; Prerequisites: Craft WondrousItem; Market Value: 64,000 gp; Weight: 10 lb.

Manual of Slaying: Gwendolyn the Heroic, oneof the greatest female paladins in recent memorypenned this authoritative guide to combatprowess. At first glance, the manual appears to beGwendolyn’s autobiography, however manual’spowerful magic is intertwined with its beautifulwords and phrases. Anyone reading the manualreceives a +2 competence bonus to all attack rolls.

Caster Level: 8th; Prerequisites: Craft WondrousItem; Market Value: 8,000 gp; Weight: 4 lb.

TomesDespite their tremendous potency, tomes are easilythe rarest and also the most limited magical booksappearing in only six different basic varieties.Tomes inherently increase one of the reader’sability scores. Because they permanently increasean ability score, the production of tomes requiresan expenditure of a vast quantity of experience

points. The unwillingness of most spellcasters tosacrifice experience points in this mannerdrastically limits their production. Severalexamples of tomes appear in the DMG.

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Chapter 8: Artifactsmere presence. Imbued with its author’s obsessivevanity and primordial lust, their creators flaunt theitem’s tremendous power, crafting the artifact fromonly the finest and most exotic materials. Despiteits lustrous or sinful exterior, only magicalinvestigation reveals its true nature. Artifactspossess SR 30 against magical inspection;otherwise they remain unaffected by mortal magic.

The act of merely reading a single word triggersan artifact’s incredible magical powers as itattempts to bestow a powerful curse upon thereader. At that point, she must decide whether tostop reading the book or continue. If she chooses tostop reading the artifact, she must make asuccessful Will save against the artifact’s difficultyclass. Success enables her to walk away from theartifact without any ill effects. On the other hand,failure compels her to continue reading the artifactto its conclusion. Any external attempt to prevent awilling or unwilling reader from reading theartifact book to its conclusion subjects them to theconsequences of its potent curse described in muchgreater detail in the next sub heading. Theartifact’s owner continuously reads the bookwithout respite for food, water, sleep or othernecessity, even though she still suffers the effectsof deprivation. Because of her maniacal drive toacquire its secret and powers, she reads a numberof pages per hour equal to her Intelligence score.Completing the artifact book bestows its dreadfulabilities upon the reader.

The Artifact’s CurseAs previously mentioned, artifacts never willinglyrelease its readers from its dreadful curse. Thecurse manifests itself in a manner unique to eachartifact, however the basic principles remainunchanged. Somehow the artifact entrenches itselfwithin its reader’s mind, subconsciously attackingher beleaguered psyche without respite. It remainsa constant presence, never relinquishing itssuffocating grip irrespective of the passage of time.In fact, artifacts use time as a weapon, eventuallywearing down the resistance of its quarry until itagain succumbs to its venomous will.

While the act of separating oneself from anartifact remains a conscious decision, the actualabandonment of the artifact proves a subconsciousbattle of will. Each artifact possesses a uniquedifficulty class that measures the artifact’s graspupon its subject. Once per month, a reader mayattempt to escape the artifact’s control by rolling aWill save equaling or exceeding the artifact’sdifficulty class. If successful, the reader

While most magical books grant readers one ormore beneficial effects without harm, a fewextremely rare books bestow tremendous powersat a terrible price. Hushed whispers describingthese dreadful tomes of ill-gotten knowledgecirculate amongst an overly ambitious circle ofnefarious beings seeking their power regardless ofthe cost. Between the covers of these uniquewritten creations lie secrets preferably leftundiscovered and sickening rituals utterly defyinglogic. Most were written countless centuries ago bylong deceased authors whose names still conjurefear and terror. Despite the horrific risks andforeboding legends surrounding them, scores offoolhardy and arrogant individuals remainconvinced that they possess the inner strength tomaster the books’ dreadful mysteries while tamingits malevolent side effects. Yet without fail, theyeventually succumb to its will irretrievablyenslaved and corrupted by its enrapturing wordsand awesome magical potency.

Artifacts possess unusual properties thatdifferentiate them from other magical books;consequently they are governed by a different setof rules. All artifacts are unique creationsincapable of being duplicated. Although its coverand pages can be physically removed or destroyed,mortal magic proves unable to alter, copy, destroyor dispel the written contents of an artifact.Physical destruction is merely a temporarysetback, because the book inexplicably repairsitself, replacing damaged pages and coversvirtually instantaneously. In contrast to othermagical books, reading an artifact does not eraseits mystical writing or dissipate the magical energybound to its words. Furthermore, the powersbestowed upon the reader remain in effect so longas she maintains actual possession of the artifact.Losing possession of the artifact negates all of theabilities bestowed by the artifact. Of course,separation from an artifact proves hardly anamicable split. The book’s reader faces a constantinternal struggle against its baneful, hypnoticcontrol over her mind. The battle only ceases whenshe reacquires the artifact or meets her demise.

Acquiring an ArtifactArtifacts by their very nature are extremely rareand difficult to acquire. The artifact’s current andprevious owners constantly vie for its possession,unwilling to cede it without a protracted and oftenfatal struggle. Unlike other magical items, artifactspossess a limited intelligence that craves attentionand revels in the jealous emotions stirred by its

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relinquishes possession of the artifact and istemporarily free from its influence. Failurereaffirms the artifact’s control over the reader,preventing her from making another attempt untilthe following month.

Those that succeed initially experience a waveof euphoria falsely believing that she exercised theartifact’s presence from her body. However, a daylater she senses the return of its ominous force. Atfirst, its yearning seems passive and meek,however in time the potency of its callingincreases, constantly beckoning her to join it.Resisting the urge to heed its call becomes a dailystruggle of wills. Every morning, the charactermust make a successful Will save where thedifficulty class equals the number of days that shehas been separated from the artifact. Regardless ofthe length of separation, the Will save’s difficultyclass can never exceed the difficulty class requiredto initially separate oneself from the artifact. Forinstance, if a 10th level wizard abandoned theartifact ten days ago, she must make a successfulWill save (DC 10) to resist its influence. Failing thissaving throw overwhelmingly compels the readerto retrieve the artifact as if under the influence of ageas/quest. However, unlike the geas/quest spell, nomortal magic is potent enough to remove theartifact’s curse. The reader either rejoins theartifact or dies trying. Some readers attempt tocircumvent the artifact’s curse through the use ofspells such as magic circle against evil and protectionfrom evil. Although these spells inhibit the exertionof mental control, they do not negate the necessityof a daily Will save or prevent the consequencesfrom a failed Will save. The artifact’s influence isthe result of a curse and not a charm or other mindaffecting magic.

Destroying an ArtifactDespite their virtual omnipotence, all artifacts arevulnerable to at least one means of destruction.However, any attempt to destroy an artifact orobtain information to that end subjects its owner tothe same effects as separation from the artifact.Likewise, the artifact’s owner reacts to externalattempts to destroy or acquire knowledge of theartifact’s means of destruction in a violent andhostile manner. For instance, if Shuranda thewizard possesses the Book of Insatiable Avarice,and her colleague casts a legend lore spell on theartifact to determine its potential means ofdestruction, Shuranda immediately attacks herally. Of course, this situation is not applicable ifneither Shuranda nor the artifact has any actualknowledge of the effort, such as her ally obtaining

the services of a renowned sage without consultingShuranda.

There are several methods of acquiring theknowledge necessary to permanently destroy anartifact. Powerful spells such as legend lore, limitedwish, miracle and wish reveals this informationsubject to the artifact’s spell resistance againstmagical probes. Furthermore, a successfulKnowledge skill check provides the information aswell. (Each artifact describes the difficulty classand field of study necessary to acquire the data.)Either way, destroying an artifact proves anarduous and dangerous undertaking.

FormatAll of the artifacts presented here share the sameformat. Each subheading describes and discussesthe artifact’s particular feature in detail.

Title: Self-explanatoryDC: This is the difficulty class used for all Will

saves related to the reading, separation ordestruction of the artifact.

Physical Appearance: The artifact’s physicalappearance as well as its number of pages andmaterials used is described here.

Background: The artifact’s origins, previousowners and current whereabouts are described inthis section.

Powers: All of the abilities bestowed upon thereader are discussed here.

Curse: All of the artifact’s malevolent sideeffects are described in this section.

Destruction: This section describes the meansof destroying the artifact.

The Book of the DeadDC: 25Physical Appearance: The book’s macabre,nauseating cover is crafted from the rib bones of ahumanoid and bound together by the creature’ssinewy tissue. The monstrous creation is thenwrapped in a leather cover fashioned from thecreature’s skin. Its 106 pages of bloody ink areformulated from parchment created withhumanoid skin. Merely viewing the disgustingbook demands Fortitude save (DC 14) to avoid2d10 rounds of uncontrollable nausea.

Background: The book’s ineffably evil author,the wicked lich priest Kamal Izharri, wrote thisdamned creation more than 1,000 years ago.Consumed by an unquenchable hatred and envyfor the world of the living, the venomous Kamalsought utter mastery over the animated bodies andspirits of the dead, using them as tools of hisvengeance against his most bitter rival, King

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Heliopolus. At one time, Heliopolus and Kamalacted as allies, awaiting the earthly departure ofHeliopolus’ father, King Diocedes. The two hatefulcomrades forged an unholy pact to share power ifKamal devised a means of killing Diocedeswithout arousing suspicion. The ever-resourcefulpriest contacted one of his miscreant associates, anapothecary adept at brewing deadly narcotics.With the apothecary’s aid, Kamal succeeded inpoisoning the aging king, making his death appearnatural. However, unbeknownst to Kamal,Heliopolus learned of Kamal’s contact with theapothecary. After succeeding his father as king,Heliopolus produced the apothecary along withhis testimony against Kamal. Forewarned by hispriesthood of Heliopolus’ treachery, the renegadepriest fled the kingdom, biding his time until hesecured the power to gain revenge against hisformer ally.

Realizing that he lacked the economic andmilitary resources of his enemy, Kamal resorted tothe ultimate sacrifice, death. Through theclandestine assistance of his loyal priests, Kamalraised enough revenue to create the phylacteryenabling him to become a lich. After completingthe transformation, Kamal raised his army fromthe ranks of the kingdom’s dead. As the ultimateinsult, Kamal even animated Diocedes’ witheringcorpse. With his rag-tag army of the walking dead,Kamal met his terrified nemesis on the field ofbattle. Despite his initial fright, Heliopolus ralliedhis forces and defeated Kamal’s legions of undead.However, the two embittered rivals both met theirdoom on that fateful day, causing Kamal’s dreadedcreation to fall into the hands of the living.

Although many years passed since thatmonumental encounter, only a small handful ofindividuals possessed the artifact. The infamousnecromancer, Reghotus, ranks as the book’s mostnoteworthy owner. He owned the book for nearlytwo hundred years, plaguing civilization withfrequent incursions by its once deceased citizens.Through the book’s corrupting influence, Reghotusalso joined his undead legions as a vampire untilhis demise at the hands of a party of paladins. Thebook currently resides within one of the mostimportant temples of the god of death. Its owner,the high priest Asychules, never parts from itsside.

Powers: The Book of the Dead confers thefollowing dire powers to its reader:

Evil clerics reading the book gain an additional3,000 xp. Evil creatures reading the book acquirean additional 1,500 xp. Neutral creatures suffer noexperience point loss, while good creatures lose1,500 xp.

At will, the reader may cast animate dead as ifshe were a 20th-level sorcerer. In addition allundead within a 200 ft. radius of the book receivethe benefits of desecrate and unhallow.

The reader may command ten times as manyundead as normal. Hence a 20th-level cleric usinganimate dead may control 200 HD of undead ratherthan the normal 20 HD.

Three times per day, the reader may cast ghoultouch as if she were a 20th-level sorcerer.

Twice per day, the reader may cast vampirictouch as if she were a 20th-level sorcerer.

Once per day, the reader may cast create undeadand create greater undead as if she were a 20th levelsorcerer.

Curse: Unknown to the reader, her body beginsthe transformation to undeath. While in possessionof the book, the reader suffers one point ofConstitution damage everyday until she reacheszero. (The reader remains completely unaware ofthis side effect.) At that moment, she dies andbecomes a vampire in all respects. Themetamorphosis is irreversible.

Destruction: Dousing it within a font of tearscollected from newborn humanoids destroys thisabominable book. A lawful good priest must blessthe font while it rests on consecrated ground. Thesacred waters disintegrate the book in a week. Asuccessful Knowledge (undead) (DC 31) or(arcana) check (DC 35) uncovers this fact.

Caster Level: 20th

The Book of Insatiable AvariceDC: 23

Physical Appearance: A dozen small diamondsare inlaid into the book’s magnificent golden coverthat bears the engraved image of countless coinsand remarkable jewelry. The edges of its 216vellum pages are embossed with gold that matchesthe unusual color of the book’s ink.

Background: The frugal wizard, Mitros theMiser, penned this abominable book nearly twocenturies ago. Initially intending to write his willwithin its gilded covers, Mitros grew disgusted bythe unscrupulous behavior of his greedy relativeshoping to lay claim to his vast fortune.Disheartened by their abhorrent actions, Mitrosperpetrated an unspeakable act of spite, pouringthe remainder of his estate into the production ofhis cursed book. While on his deathbed, Mitrosbequeathed the accursed book to his eldest son,Egros, the most loathsome and despicable ofMitros’ six children. Covetous of Egros’ treasureand despondent about their non-existentinheritance, the remaining siblings conspiredagainst him, hatching a plot to steal the book from

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their brother. However, the book’s spell quicklyenraptured the corrupt and wicked Egros. Blessedwith its tremendous powers, Egros murdered hisscheming brothers before they set their plan intoaction. For the next thirty years until his deathEgros lived in complete solitude incessantlycounting his vast hoard of wealth, while societyactively shunned the despicable and ruthlesspenny-pincher. Egros’ decaying body remainedundiscovered for almost sixty years until a groupof intrepid thieves infiltrated his mansion. To theirhorror, the palatial estate proved completely bereftof material goods except for the enticing goldenbook still clutched in Egros’ skeletal hands. Thedisappointed thieves grabbed the book and leftEgros’ home, vowing to keep their treasure asecret.

From there, the book passed through manydifferent hands especially among the ranks ofthieves. At last count, six different thieves’ guildsin four cities possessed the book for at least a fewyears. The book’s current owner, ErastiusBacksplitter, a half-orc rogue and guild master,keeps the book within the sanctuary of his vaultbeneath his bedchamber. The book remains underconstant guard, unseen by anyone other thanErastius for the last six years.

Powers: The dreadful book conveys thefollowing abilities upon its reader:

Rogues and evil beings reading the book gainan additional 2,500 xp. Neutral creatures readingthe book gain an additional 1,000 xp, while goodcreatures lose 500 xp.

Three times per day, the reader may castclairaudience/clairvoyance as if she were a 20th-levelsorcerer. This power is treated as a spell-likeability.

Twice per day, the reader may cast passwall as ifshe were a 20th-level sorcerer.

Only the reader receives the benefits ofprotection from spells once per day as if she were a20th-level sorcerer.

The book grants the reader a +2 luck bonus toAC, attacks and saves at all times.

The book bestows the rogue’s sneak attackability upon the reader. She inflicts an additional+3d6 points of damage on all sneak attacks. Thisbonus stacks with all other sneak attack bonusesregardless of their source.

Curse: The reader becomes a kleptomaniac,driven by the insatiable desire to steal any itemvalued at more than 100 gp that she sees. Shecannot resist the urge to pilfer them, regardless ofthe potential consequences. She takes the mostvaluable item first and descends down the list inorder of value. Naturally, this side effect results ineither the destruction or ostracism of the reader.

Furthermore, the reader’s actions also cause theloss of 1d4 points of Intelligence and Wisdom aswell as the reader’s conversation to chaotic evil,while she owns it. The book itself demandssustenance, literally devouring the gold pieceequivalent of the sum of its owner’s adjustedIntelligence and Wisdom score. The items must beplaced within its cover no later than sundown;otherwise the book withholds all of its powersuntil its owner sates its appetite. For instance, awizard with an Intelligence of 14 and a Wisdom of13 must feed the book the equivalent of 27 gp perday. The book also records deficits, hence if shefailed to feed it for two days; it does not functionuntil she places 81 gp of valuables inside of thebook.

Destruction: The book may be destroyed byburying it in a pauper’s cemetery within thesimple, pine coffin of a penniless humanoid. Thegrave must remain undisturbed for one year beforethe book finally disintegrates. In addition tomagical investigation, a successful Knowledge(arcana) skill check (DC 34) reveals the means ofits destruction.

Caster Level: 20th

The Book of MourningDC: 24

Physical Appearance: Unlike most artifacts,The Book of Mourning appears as an ordinarysongbook with a simple leather bound woodencover and 84 parchment pages.

Background: From an extremely early age, SaraUthurbund, demonstrated a prodigious ability tosing and write music. Despite her lack of formaleducation and money, her amazing talentblossomed throughout her childhood andadolescence until her genius exceeded thebrilliance of the kingdom’s greatest musicians.Envious and threatened by the young diva’sremarkable musical abilities, her older but vastlyinferior musical colleagues plotted to ridthemselves of the upstart composer, enabling themto maintain their lucrative positions within themusical hierarchy. Aware of the king’s privateaudience with the budding performer tocommemorate his 60th birthday, the jealousincompetents devised a wicked scheme. Theydecided to intoxicate her by presenting her with apotent flask of honey liquor disguised as tea priorto her performance. After the unsuspecting andnaïve Sara quaffed the warm, sweet concoction,she experienced an immediate and violent allergicreaction. Anaphylactic shock overwhelmed herfrail body, swelling her throat and permanentlyscarring her vocal chords. When the condition

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finally subsided, Sara’s angelic voice vanishedforever. Distraught by the cataclysmic chain ofevents, the impressionable young woman fled,unable to console herself from the loss of herprecious gift.

Wracked by melancholy and anger, thebereaved musician poured her aching soul ontothe pages of her blank songbook, a gift given to herby the king a week before her final performance.As she purged her somber and bitter emotionsfrom her spirit, her resolve for retribution stirredwithin her. When Sara completed the songbook,she scheduled another private audience, this timewith her scheming colleagues. Unapologetic andstartled, her enemies gladly accepted herinvitation, hoping to ruin her composition abilitiesin a manner similar to her singing talents. Whenshe arrived for the performance, her audiencebecame fearful and confused.

“How can she sing?” they mumbled tothemselves as she held her songbook aloft. “Thismust be some type of trick. There must be a choirhidden somewhere, perhaps in the balcony.” Theyscanned the small, crowded hall, but perplexinglysaw no one. Then, a wry smile overcame thedemure young lady’s face and with a singlemeasure of song, she silenced her critics,permanently.

The Book of Mourning and Sara disappearedfrom sight more than fifty years ago. The currentwhereabouts of either party remain unknown.

Powers: The Book of Mourning bestows thefollowing powers upon its reader.

Three times per day, the reader may sculptsound as if she were a 20th level sorcerer.

Twice per day, the reader may shout as if shewere a 20th level sorcerer.

Once per day, the reader may cast power word,kill as if she were a 20th level sorcerer.

Once per day, the reader may cast wail of thebanshee as if she were a 20th level sorcerer.

The reader is impervious to all sonic attacks.Curse: The Book of Mourning permanently

deafens its owner even if she rids herself of thebook. Whenever she uses any of the book’spowers, her throat begins to swell causing 1d6points of subdual damage and preventing her fromusing the book again for another minute. The bookalso exacts a physical and psychological toll on itsowner, inflicting 1d4 points of Strength andCharisma damage.

Destruction: Placing the songbook at the centerof a hive of giant bees destroys the book in onemonth, provided the book remains undisturbed. Asuccessful Knowledge (arcana) (DC 35) or (Music)skill check (DC 31) reveals this fact.

Caster Level: 20th

The Book of UnbindingDC: 26

Physical Appearance: The book’s 290 pages ofpaper rest safely between its polished covers ofmeteoric rock. Alien veins of colorful cosmicmatter give the book a reflective property.

Background: The lustful court astrologer,Berthiume di Miazza, wrote this unusual book lessthan two decades ago. Originally intended as acollection of love poetry, the spurned Berthiumeinstead created this cataclysmic collection of direprophecies aimed directly at the former object ofhis affection, Vernadette di Luna. Sickly and illtempered from birth, Berthiume’s father, theinfluential and wealthy nobleman, Leonardo diMiazza, quickly surmised that his only son’s futurelay in the development of his mind rather than hisfrail frame. He enrolled Berthiume in the localuniversity where the clever, but introverted, boyexcelled at his studies, especially in the field ofastrology. Unfortunately, his quick wit and ablemind also bred an acerbic tongue, inhibiting hisability to socialize with his peers. Regardless of hissocial shortcomings, the intelligent young mangraduated his university as its valedictorian andwith his father’s assistance, he secured the positionof court astrologer. Despite his initial success, theintrospective and lonely young man grewdespondent as he watched his peers meet andmarry their respective loves. In time, Berthiumeresigned himself to his solitary fate, thrustinghimself completely into his official duties.However, the arrival of Vernadette drasticallyaltered his perception.

Vernadette, a beautiful and aspiring astrologerin her own right, became Berthiume’s apprentice.At first, Berthiume attempted to suppress hisfeelings for the attractive young lady, buteventually her charm and grace withered hisresolve. The two began a passionate romance withthe tacit approval of Leonardo and the king. As themonths passed, Berthiume decided to propose tohis lovely apprentice. Hoping to present hisbetrothed with an engagement gift, the fledglingpoet began writing a book of poetry dedicated toVernadette. After a few weeks of intense andsecretive labor, the enraptured Berthiumecompleted his volume of sonnets and odes.However, Vernadette’s family loathed theintelligent but physically weak astrologer. Withouther approval, Vernadette’s father arranged hermarriage to a brash, young lieutenant in thekingdom’s cavalry unit. Unable to confront hertrue love with this horrific news, Vernadette fled

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the court and dutifully obeyed her father’s wishes.When the enraged Berthiume discovered the truth,he cast his book of poetry into the fire, watchingthe pages crackle in its embers. However, thebook’s cover remained unscathed. Dripping withvenomous hatred, the spiteful and dejectedBerthiume retrieved the surprisingly cool bookfrom the fire and began the task of authoring hisweapon of vengeance, The Book of Unbinding.

A year later, Berthiume emerged from hissolitude, bearing his completed masterpiece.Intend on achieving his revenge and armed withhis terrible book, the spiteful Berthiume soughtVernadette’s father and husband. Driven by thebook’s dire power, Berthiume literally tore themasunder. Proud of his grisly accomplishment,Berthiume convinced himself that nothing stoodbetween him and Vernadette. Yet, unknown toBerthiume, Vernadette and her father agreed todivorce her philandering and abusive husband andreturn to marry Berthiume. Although initiallyelated by his sudden and unexpected appearance,his ghoulish deeds sickened the innocentVernadette. Overwhelmed by the tragic andshocking loss of her father and the malevolenttransformation of her only love, Vernadette tookher own life. Unmoved by her melancholy death,the amoral Berthiume resumed his career as courtastrologer where he and his dreadful book remainto this very day.

Powers: The Book of Unbinding confers thefollowing abilities upon its reader:

Twice per day, the reader may cast ice storm asif she were a 20th level sorcerer.

Once per day, the reader may teleport withouterror as if she were a 20th level sorcerer.

Once per day, the reader may cast meteor swarmas if she were a 20th level sorcerer.

Once per day, the reader may unleash acrackling black ray at one living creature within300 feet. The ray strikes its target as a ranged touchattack. Any creature hit by the ray must roll asuccessful Fortitude save (DC 19) or the ray tearstheir body asunder instantly killing them. Even ifthe saving throw is successful, the creature stillsustains 5d6 points of damage.

Curse: Born from the dark recesses of space,sunlight inflicts 1d4 points of damage per round toits reader. Furthermore, the book’s reader isincapable of loving anyone else, instantlyconverting her alignment to neutral evil. Thebook’s tremendous cosmic energy also warps anddistorts its owner’s physiology causing 1d6 pointsof Constitution damage. Ridding oneself of thebook does not restore her alignment or emotionalstate.

Destruction: Scratching the book’s pages with anew bride’s ring negates the book’s powers for oneday. Melting the wedding bands of a newlymarried couple and pouring them onto its pagespermanently destroys the book. The bride andgroom may be married for no more than one lunarcycle; otherwise it has no effects. A successfulKnowledge (arcana) or (Astrology) check (DC 33)reveals this fact.

Caster Level: 20th

Need More Books?If you liked Ink & Quill, you might want to checkout the Net Book of Books located at http://www.dcrouzet.net/nbobooks.

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