(ENG) D&D 3.5 Ed. - Complete Champion - A Player's Guide to Divine Heroes - Flip eBook Pages 101-150 (2024)

100CHAPTER 2 CHARACTER OPTIONS you gain that proficiency now. You gain no other armor or weapon proficiencies. Spellcasting: At 2nd and 4th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spell casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one spellcasting class before becoming a sanctifi ed one, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Additional Class Skills (Ex): Upon becoming a sanctifi ed one, you gain the additional class skills specifi ed for your deity in the accompanying table. Sanctifi ed Ability: At 1st, 3rd, and 5th level, you can choose a sanctifi ed ability corresponding to your deity from the accompanying table. Sanctifi ed abilities can be extraordinary, spell-like, or supernatural, as designated in their individual descriptions. If a sanctifi ed ability is followed by an asterisk (*), you can select it as many times as you wish. Each time you choose it, the number of times per day that you can use that ability increases by one. Sanctifi ed Blessing: At 5th level, you receive a sanctifi ed blessing based on your deity’s powers and portfolio, as given on the accompanying table. Sanctified One Abilities The abilities to which you have access as a sanctifi ed one are summarized on the accompanying table and described below, in the order they appear on the table. Ehlonna: As a sanctifi ed one of Ehlonna, you gain abilities relating to light, life, and nature. Light of Life (Su): Once per day as a standard action, you can call upon Ehlonna’s light to create a consecrated area. This effect works like the consecrate spell, except that the effect is mobile and centered upon you. In addition, you are treated as an altar of Ehlonna for the purpose of determining the bonuses granted. This effect lasts for 10 minutes. Nature’s Bounty (Sp): Once per day, you can use heroes’ feast (caster level equals 6 + your sanctifi ed one level). Instead of producing tables and chairs, however, this ability produces blankets and pallets more suited to an outdoor setting. Nature’s Holding (Sp): Once per day, by touching a plant or a natural earth or stone surface, you create an opening to an extradimensional space similar to that created by a rope trick spell. When you and your allies enter this space and close the “door,” no evidence of the opening exists on the outside. The space remains for 12 hours or until the last creature exits, whichever comes fi rst. Summon Nature’s Mount (Sp): Once per day as a swift action, you can summon either a unicorn or a griffon (your choice) to serve as your mount. For each sanctifi ed one level you possess, the creature gains 2 Hit Dice and a +2 sacred bonus to its AC. The mount is immune to fear effects, and it remains for 1 hour or until slain. You gain a +5 bonus on Ride checks while riding this creature. Fast Healing (Su): Once per day as an immediate action, you can gain fast healing 5, which lasts for 10 rounds. Kord: As a sanctifi ed one of Kord, you gain abilities relating to strength and chaos. Chaos Warp (Su): Once per day, you can completely ignore all damage from one critical hit scored against you, as well as any effects relating to it. Holy Fire (Su): Whenever you cast a spell with the fi re subtype, you can choose to change all the fi re damage it deals into raw divine damage that is treated as good-aligned for the putpose of overcoming damage reduction. This choice must be made at the time of casting. Luck of Battle (Ex): Once per day, you can choose to roll twice for any roll normally requiring 1d20 and use the higher of the two results. Sanctifi ed Strength (Su): Once per day, you can apply twice your sanctifi ed one level as a sacred bonus to your Strength for 1 round. Blessing of Kord (Su): At dawn every day, you can choose one of the following blessings of Kord, which lasts for 24 hours: +2 bonus to Strength, +2 luck bonus on all saves, or +10-foot Table 2–9: The Sanctified One Hit Die: d8 Base Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +0 +2 +2 +2 Additional class skills, sanctified ability — 2nd +1 +3 +3 +3 — +1 level of existing spellcasting class 3rd +2 +3 +3 +3 Sanctified ability — 4th +3 +4 +4 +4 — +1 level of existing spellcasting class 5th +3 +4 +4 +4 Sanctified blessing, sanctified ability — Class Skills (2 + Int modifier per level): Concentration, Diplomacy, Intimidate, Knowledge (religion), Perform, Sense Motive. Sanctified One Abilities and Blessings Deity Additional Class Skills Sanctifi ed Abilities Sanctifi ed Blessing Ehlonna (NG) Knowledge (nature), Search, Light of life*, nature’s bounty, nature’s Fast healing 5 Survival holding, summon nature’s mount* Kord (CG) Climb, Jump, Knowledge Chaos warp*, holy fire, luck of battle*, Blessing of Kord (dungeoneering) sanctifi ed strength* Olidammara (CN) Appraise, Knowledge Chaos luck*, good catch, not in the face*, Fast talk (dungeoneering), Move Silently rogues’ blessing Wee Jas (LN) Decipher Script, Knowledge Armor of law, death’s cloak*, sanctified Ruby spell (arcana), Spellcraft fall, sanctified spell* 620_95564_Ch2.indd 100 2/21/07 10:56:22 AM

101CHARACTER CHAPTER 2 OPTIONS bonus to speed. You cannot change this blessing until the next day. Olidammara: As a sanctifi ed one of Olidammara, you gain abilities relating to luck and stealth. Chaos Luck (Su): Once per day as an immediate action, you can grant yourself and each of your allies within 30 feet the evasion ability for 1 round. Any recipient of this benefi t who already has evasion gains improved evasion instead. Any recipient who already has improved evasion gains no further benefi t. Good Catch (Ex): Whenever you make a Disable Device check, you can choose to roll a second time before learning the result of your check. If you do so, you must use the result of your second attempt. Not in the Face (Ex): Once per day as an immediate action, you can apply your base Refl ex save as a bonus to your Armor Class for 1 minute. Whenever you are denied your Dexterity bonus, you lose this bonus as well. Rogues’ Blessing (Su): If you have the sneak attack ability, you gain an extra 1d8 points of sneak attack damage for every two sanctifi ed one levels you possess. Fast Talk (Sp): Once per combat encounter, you can make a Diplomacy check as an immediate action to prevent an enemy within 10 feet from attacking you. The foe must be attempting an attack against you at the time you use this ability. If your Diplomacy check result exceeds your opponent’s Sense Motive check result by at least 1 for every 3 points of base attack bonus the enemy character possesses, he decides not to attack you (or anyone else) this round. In subsequent rounds, he attacks you only if you attack him fi rst or are the only opponent within sight. If your Diplomacy check fails, the opponent attacks normally, and you cannot use this ability again during this combat encounter. Wee Jas: As a sanctifi ed one of Wee Jas, you gain abilities relating to death, law, and spellcasting. Armor of Law (Su): If you have an armor bonus (permanent or temporary), it increases by an amount equal to your class level. If you have no armor bonus, you can increase your shield bonus instead. If you have neither, you gain no benefi t. Death’s Cloak (Su): Once per day as a swift action, you can render yourself immune to poison, magic sleep effects, paralysis, stunning, disease, and death effects for 1 minute. Sanctifi ed Fall (Su): If you are reduced to –1 or fewer hit points, or even killed outright by a death effect, you can use an immediate action to either cast a spell or make a single attack. For this action only, you can increase your either your effective caster level or your bonus on attack rolls (your decision) by an amount equal to your sanctifi ed one level. Sanctifi ed Spell (Ex): Once per day, you can increase your effective caster level by an amount equal to your Intelligence bonus (if any) for 1 round. Ruby Spell (Sp): Choose a spell that you can cast from the highest level to which you have access. You can now use this spell as a spell-like ability once per day. Doing so requires no material components, unless those components have a gold piece cost equal to 100 gp or more. You can also still cast this spell normally as part of your normal spell repertoire. Each time you gain a new spellcasting level, you can either retain this spell as a spell-like ability or choose a different one from the highest level you can cast. AFFILIATION SPECIFICS The following affi liation details are designed for sanctifi ed ones of Kord. If you are playing a sanctifi ed one dedicated to a different deity, use what follows as a model, but change the specifi cs where appropriate. Criterion Affi liation Score Modifi er One-Time Character level 1/2 levels Strength 13 or higher +1 Has the Athletic feat +1 Has the Endurance feat +1 Has a Strength penalty – 2 × penalty Multiple Use Wins an athletic competition +1/4 opponent’s CR Completes a mission or adventure requiring great Strength or stamina (scaling a mountain, swimming a channel, or the like) +4 Refuses a personal challenge –1 Is defeated in an athletic competition –2 Rank Affiliation Score Titles: Benefi ts and Duties 0 3 or lower None. 1 4–10 Supplicant: Entitled to living quarters, healing, and training. You must serve or guard the church for at least 60 days each year (see below). 2 11–20 Competitor’: Gain a +2 bonus on Strength checks and Strength-based skill checks. 3 21–29 Master: Gain a +2 bonus on opposed checks made to resolve grapple, trip, and overrun attempts. 4 30 or higher Paragon: Use greater heroism (self only) as a spell-like ability once per day (caster level equals your character level). SANCTIFIED ONE OF KORD BENEFITS Though you have no separate organization, you are entitled to a variety of benefi ts based on your service to your deity and church. If you have a rank of 1 or higher, you can live in a barracks attached to a temple of Kord if you wish. If you do so, you have access to the attached gymnasiums as well (see the Kord entry in Deities and Demigods). Supplicant: At this rank, you can stay in the guest quarters at any temple to Kord for as long as you wish. In addition, you receive free healing for any injury you suffer in Kord’s service. If you are injured while acting on your own, you can receive one free 3rd-level or lower cure spell each day. If you choose these benefi ts, you also must serve the church for at least 60 days each year, guarding a temple or other church property, training other champions, or undertaking quests. Your days of service need not be continuous. Competitor: By the time you attain this rank, you have achieved a degree of renown among worshipers of your deity. Because you are regularly called upon to perform missions for your church, you gain a +2 bonus on Strength checks and Strength-based skill checks. Master: Your increasing focus on combat in the name of Kord has earned you a +2 bonus on opposed checks to resolve grapple, trip, and overrun attempts. 620_95564_Ch2.indd 101 2/21/07 10:56:24 AM

102CHAPTER 2 CHARACTER OPTIONS Paragon: As the representative of Kord on earth, you are entitled to use greater heroism as a spell-like ability once per day (caster level equals your character level). This ability is usable on yourself only. PLAYING A SANCTIFIED ONE As a sanctifi ed one, you strive to live up to the moral, ethical, and religious code of your church. Because you are the personifi cation of your deity’s best attributes on the Material Plane, it’s important to act in accordance with your patron’s wishes at all times. Since accepting the mantle of sanctifi ed one, you have conducted a thorough study of your deity’s major characteristics, domains, portfolio, and general philosophy, and you try to behave in a manner consistent with those principles at all times. Chapter 1 of this book discusses in detail how followers of the various religions tend to act and what they value. You, however, take these guidelines as law and attempt to live every moment of your life as your deity’s direct representative on the Material Plane. You have no problem working with the followers of other religions, or even those who worship no deity at all. While you might (or might not) be an evangelist, you understand that getting out and adventuring in your patron’s name is the best service you can render. As a living example of your deity’s greatness, you can truly showcase the divine power of your religion. You also recognize that your deity has particular allies and enemies within the divine pantheon. As a sanctifi ed one, you try to keep the churches of friendly deities close and prevent the churches of rival deities from gaining power at your patron’s expense. Meeting this goal often means working with people outside your religion and forging new friendships with them. Those who share even part of your religious philosophy are on the right track, even though their paths occasionally diverge from yours. Combat Although your deity might or might not be focused on combat, you are an adventuring hero—a champion of your deity. Thus, to a greater or lesser extent, you are expected to use your abilities in combat to defeat your foes. You might do so in an entirely different way than another sanctifi ed one, depending upon your gifts. The following archetypes describe your combat philosophy, depending upon the deity you worship. Storm of Blades (Kord): As a sanctifi ed one of Kord, you leap into the center of the fi ght, hacking your way toward your most dangerous foes fi rst. You prefer to draw attention away from your allies, depending on your deity-granted abilities to protect you while you strike at the heart of the foe. If you came from a fi ghting class, you probably possess good armor or exceptional speed in combat, so you trust in those defenses to help you avoid the most damaging blows. Use your luck of battle ability to avoid damaging magic, saving your chaos warp ability to help you avoid devastating critical hits from strong opponents with exceptional weapons. When you reach your enemy, use your sanctifi ed strength to deal extra damage with a single blow. Nature’s Protector (Ehlonna): The abilities Ehlonna has granted you are geared toward readying your allies for a fi ght and healing them afterward. Thus, you usually concentrate on protecting and heartening warriors, though you do keep a few surprises in store for complacent enemies. Whenever possible, use summon nature’s mount to achieve battlefi eld supremacy, since it lets you stay out of range of your most powerful enemies and use ranged spells or attacks to harass them. When possible, dart in to rescue wavering comrades, either pulling them from the press or healing them on the spot, depending on the resources you have available. A Knife in the Dark (Olidammara): You aren’t a battlefi eld hero. As a sanctifi ed one of Olidammara, you have no need to prove your valor—only to win. Though some might call you a coward, you know how to use your wits and abilities to keep yourself alive and free on the battlefi eld. Your not in the face and fast talk abilities make you diffi cult to hit, and you can save many lives at a time with your chaos luck ability. In general, you make yourself innocuous on the battlefi eld, hoping to deliver a devastating strike—or even a timely distraction—at just the right moment. Deathspell (Wee Jas): Though you depend heavily on your spells, you aren’t a blast-away type of spellcaster. As a sanctifi ed one of Wee Jas, you prefer to use your powers to infl uence minds—and sometimes bodies as well. Your resistance to death effects makes you the ideal person to confront wayward undead, and your armor of law protects you from overzealous foes that don’t know any better than to attack a servant of Death. When the time is right, your sanctifi ed spell ability can deliver an unexpected, deliberate magical punch, thereby providing Wee Jas with more company in the netherworld. Advancement When you chose to devote yourself wholly to your deity, you had to earn the trust and respect of your church’s authorities. You began to study your deity and the church’s dogma pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs WHY NO EVIL SANCTIFIED ONES? The deities of evil have their champions too, but such individuals share few characteristics with sanctified ones. Even the lawful neutral worshipers of Wee Jas and the chaotic neutral followers of Olidammara sometimes work together toward a common goal, but evil characters can seldom manage viable alliances. Aside from the fact that evil sanctified ones would usually be NPCs by default, the evil deities often prefer to reshape the world, and their worshipers, in their own images without much of a common bond. An evil champion of Erythnul would find less in common with a champion of Gruumsh than you might think, even though both deities are chaotic evil. Sanctified ones, on the other hand, are unified by their single-minded devotion to their deities, and even those of differing philosophies and alignments can work together for extended periods of time. Evil champions tend to betray each other frequently, and no underlying bond exists between them. 620_95564_Ch2.indd 102 2/21/07 10:56:25 AM

103CHARACTER CHAPTER 2 OPTIONS in earnest and take on any missions the church leaders felt they could entrust to you. In short, you began to serve as a champion of your deity well before you formally took on the mantle of sanctifi ed one. When you fi nally did, the entire congregation knew your reputation and looked up to you as your deity’s chosen representative. But your work has only begun. Because you might very well be the only sanctifi ed one your church has in the area, you strive harder to advance. You are welcomed into most organizations sponsored by your deity, but you must be careful not to focus too heavily on one aspect of your religion at the expense of another. For example, if you worship Kord, you certainly value strength, but it would be too easy to concentrate on refi ning your physical strength at the expense of the other tenets of your religion. Try to choose feats that complement your class features and take advantage of your strengths. Worry less about covering up your weaknesses; after all, you are only a mortal. If you worship Wee Jas, take feats that improve your spellcasting ability and skills that increase your knowledge so that you can gain a better understanding of the workings of death. As a follower of Ehlonna, you should work toward becoming more in tune with nature by learning feats that connect you with the strengths of animals, plants, and the elements. You must also continue to increase your knowledge of nature and its enemies. Resources As a sanctifi ed one of your chosen deity, you can expect respect, recognition, and even assistance from followers of your religion and those of allied faiths. Your church’s clergy and congregation trust you as your deity’s representative on the Material Plane. If you need healing, spellcasting, or other resources, you have a right to expect the local church or any nearby worshipers to provide such, even if you cannot offer compensation immediately. But being a sanctifi ed one is a double-edged sword. When asked for assistance by your church or an ally, you cannot reasonably refuse unless undertaking the requested task would keep you from performing a greater service for your deity. Even then, you should try to work out a means of accomplishing both tasks to prove yourself worthy of your deity’s trust. You do not expect to go without compensation for your services—indeed, it would be disrespectful for a church not to ensure that its sanctifi ed ones were fully equipped. However, you never demand more than those in need can afford. Furthermore, when you receive “loans” of services or goods, you repay them quickly and with interest. Because of such behavior, you are recognized throughout the world as a pillar of your religion and few—even the nonreligious—are disrespectful to you. Your foes might also treat you with awe, sometimes targeting you more heavily than they otherwise would. But you are a champion, so you can withstand your enemies better than most. SANCTIFIED ONES IN THE WORLD ”They’re just as committed as paladins—and just as fanatical.” —Lars Bentforth, Woldsdown peasant Sanctifi ed ones are lone champions of their religious beliefs. While they gain the respect of those around them, they also fi nd themselves segregated from their fellow worshipers. At times, sanctifi ed ones can come across as too perfect, or too intense. Even those who worship “relaxed” deities such as Olidammara often make others around them feel inadequate or without purpose. Such reactions stem from the fact that sanctifi ed ones don’t just believe—they know. First and foremost, members of this prestige class are adventurers. However, their patron deities have given them abilities that enable them to go forth and advance divine agendas in the world. Few sanctifi ed ones spend their time in large temples or holy places protected by cities or fortresses. Most often, they are out in the wild, mingling with the desperate and the hopeless. Nevertheless, they are seldom out of touch with their churches, and they are always on call when the church leaders are in need of heroes. Sanctifi ed ones simply never get to enjoy the fruits of their labors for long. In an adventuring party, a sanctifi ed one often serves a support role because she feels more comfortable helping others succeed than drawing the glory to herself. Such an attitude might seem odd to others, especially since sanctifi ed ones draw so much attention from their foes, but it makes sense to the holy champion. She knows that someday the foes sent against her will succeed in destroying her, but she plans to go down fi ghting and if possible keep her comrades alive and fi ghting. So while a sanctifi ed one might either draw fi re or stand back and heal, she doesn’t use her party members as ammunition or fodder for her enemies’ swords. Rather, she willingly plays the role her deity has chosen for her. Organization Sanctified ones have no organization of their own, both because they are so few in number and because they tend not to bond with characters outside their ranks. And while sanctifi ed ones of different religions might work together, they are too committed to the tenets of their individual beliefs to share any common organizational philosophy or structure. Thus, sanctifi ed ones often fi nd themselves on the outside looking in, serving the causes in which they so fervently believe but isolated from their fellows. However, each sanctified one automatically belongs to at least one organization—her church. She might also join another organization within that church—perhaps one run by members of a different prestige class. Bu many prestige classes with religious strictures are too narrow in focus for a sanctifi ed one. Such a character isn’t interested in just one aspect of her deity’s portfolio; she wants to promote the whole package. NPC Reactions People fortunate enough to meet a sanctified one of their own church often treat her as a hero. They see her as someone their children should look up to and someone they themselves should venerate, but a measure of desperation is often intermingled with this hero worship. People have heard that sanctifi ed ones go only where their church needs them, and that they settle where the fi re is hottest. Thus, common folk revere sanctifi ed ones but hope they are simply passing through, looking for trouble in some faraway land. Such NPCs usually begin any interaction as helpful, or at worst friendly. 620_95564_Ch2.indd 103 2/21/07 10:56:26 AM

104CHAPTER 2 CHARACTER OPTIONS Clerics react to a sanctifi ed one of their own faith in similar ways. Most see her as a devoted follower of their religion, welcome her into their sanctuaries, and share news, food, and problems with her. Church leaders—be they lay persons, actual clerics, or other divine casters—recognize their deity in the face of the sanctifi ed one and see her presence as a blessing. But they too worry about trouble. Why is the sanctified one there? What does the god need done? How is her mission going to affect the church, the congregation, and the clergy? Nevertheless, devout clerics are helpful to sanctifi ed ones on almost any occasion. A few clerics, however, disdain and even envy sanctifi ed ones. Some such individuals come from fringe sects or overly structured temples in which rote has replaced belief in the hearts of the worshipers, and others have a slightly different alignment from their deity. In such cases, the cleric may view the sanctifi ed one as too stratifi ed, or too intensely devoted to a “narrow-minded view” of the deity. This situation isn’t as unusual as it might seem— plenty of clerics of Kord are neutral good, and few of them appreciate hearing a “hero” of the religion espousing the importance of chaos, individuality, and luck. Such clergy members sometimes mutter against the sanctifi ed one and can, if left unchecked, turn her from a visiting hero into a harbinger of doom in the minds of the worshipers. Envious clergy might appear to be helpful in initial interactions, but turn out to be unfriendly or even hostile toward the sanctifi ed one in the long run. But the true enemies of the sanctifi ed one are the foes of her religion. Worshipers of evil deities put even higher prices on the heads of sanctifi ed ones than on those of known paladins because they rightly see a strike against such a hero as a strike against the religion she represents and the deity she worships. A sanctifi ed one who lingers too long in one place has more to worry about than mutterings of envious clergy; she runs a very real risk of assassination or a strike by her religion’s enemies. Enemies of the sanctifi ed one’s church are always hostile toward the champion herself. Most non-evil members of other religions see sanctifi ed ones as powerful adventurers and seldom treat them much differently than they would a high-level paladin or cleric—usually friendly, though occasionally indifferent. This attitude can be a relief when the sanctifi ed one simply wants to rest in a place where her deity isn’t worshiped. But when the deity calls again, she must ride! SANCTIFIED ONE LORE Characters who have ranks in Knowledge (religion) can research sanctifi ed ones to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. DC 10: A sanctifi ed one is a servant of [deity’s name] and has achieved a strong connection to her faith. DC 15: A sanctifi ed one almost certainly has at least one special power granted by her deity. DC 20: A sanctifi ed one of [deity’s name] can use one or more of the following abilities: [special abilities]. DC 30: Characters who achieve this level of success can learn important details about the sanctifi ed ones in your campaign, including notable individuals, the areas where they operate, and the kinds of activities they undertake. Since sanctifi ed ones don’t have their own special organization, the best way for a character to approach membership in this prestige class is to fi nd a devout clergy member (usually a cleric) of the appropriate religion and ask about champions of the deity. Several attempts might be required to gain the appropriate information. Almost every member of any organized religion has heard of sanctifi ed ones, but few have ever actually met one. Alternatively, when a character completes quests in the name of a deity, she might be approached by a high-level cleric or even a sanctifi ed one and offered the opportunity to participate in the initiation rites. SANCTIFIED ONES IN THE GAME If you wish to add sanctifi ed ones to your game, you should probably include more detailed information about religion as background for adventuring. Religion is a great motivator for adventuring in the D&D game, and the quest to become a sanctifi ed one is a process characters can begin at any level. You can introduce sanctifi ed ones as NPC heroes when your PCs attain the appropriate character levels. Because of their general attitudes, they make terrific NPCs—they seldom feel the need to “grab the glory,” and they would rather help others achieve success than be lauded for doing it all themselves. A sanctifi ed one wants others to become heroes, especially if doing so links their names to the worship of the right deity. Illus. by S. Argyle Tarrana, sanctifi ed one of Kord 620_95564_Ch2.indd 104 2/21/07 10:56:28 AM

105CHARACTER CHAPTER 2 OPTIONS When a player evinces interest in devoting his character to a deity, introduce the concept of the sanctifi ed one as a goal and allow the PC to work toward it. Luckily, most of the PC’s goals probably match those of any other adventurer—namely, defeat evil and become more powerful. Multiple aspiring sanctifi ed ones in the same party can make for a fun and interesting group. Adaptation This section presents four examples of sanctifi ed ones using deities from the core D&D game. You can adapt these to other campaign settings by matching up fi rst portfolios and domains, and then alignment. You might need to swap out one or two powers, but fortunately, most of the powers clearly link to specifi c domains. If you wish to create your own sanctifi ed one for a different deity, start with the following basic guidelines. • The deity probably doesn’t have any other “mainstream” champions, such as paladins or members of a notable prestige class. A religion that already has paladins is less likely to need a sanctifi ed one. This rule doesn’t always apply, but it’s a good guideline. • The sanctifi ed one is a fi ve-level prestige class for a reason. The deities chosen are usually patrons of other classes, and obviously so. A patron deity of druids wants its followers to be druids. Allowing them to deviate for fi ve levels and gain some appropriate abilities is fi ne, but any greater investment in another class actually steers the sanctifi ed one away from the deity’s patronage. • The sanctifi ed one’s abilities should involve some small amount of choice. Even though these characters are supposed to follow their religions’ ideals, no one mortal could possibly do justice to all of them. So build a short list with more choices than a character could possibly take, and see where the concept goes from there. Sample Encounter Sanctifi ed ones are most often encountered on missions for their deities. Because their missions usually involve extreme danger of some kind, these NPCs can easily sweep PCs along with them, involving them in adventures. EL 12: Tarrana, a sanctified one of Kord, has awakened the sleepy town of Woldsdown, where the PCs have been staying, at an early hour. Bellowing that evil is afoot, she rides into town on a weary horse in the predawn hours, dismounts, and takes a fresh mount from a startled local, promising him in softer tones that she will bring his prized horse back safely. Then, eyes fl ashing like diamonds, she asks for reinforcements. Her gaze settles on the PCs, and she asks, “Well, are you just going to sit there, or are you ready to save some lives?” Tarrana, Sanctifi ed One of Kord CR 12 Female human barbarian 9/sanctified one 3 CG Medium humanoid Init +8; Senses Listen +13, Spot +1 Languages Common (literate) AC 20, touch 14, flat-footed 20; improved uncanny dodge (+4 Dex, +5 armor, +1 natural) hp 101 (12 HD); DR 1/— Fort +12, Ref +11, Will +8 Speed 40 ft. (8 squares) Melee +1 shocking burst greatsword +16/+11/+6 (2d6+5 plus 1d6 electricity/17–20 plus 1d10 electricity) Ranged handaxe +15 (1d6+3/×3) Base Atk +11; Grp +14 Atk Options Cleave, Power Attack; rage 3/day, sanctified strength 1/day Combat Gear 3 potions of cure moderate wounds Abilities Str 17, Dex 18, Con 15, Int 10, Wis 12, Cha 10 SQ chaos warp, trap sense +3 Feats Chaos Devotion*, Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword) Skills Climb +15, Jump +15, Knowledge (dungeoneering) +7, Knowledge (religion) +6, Listen +13, Spot +1, Survival +13 (+15 underground) Possessions combat gear plus +1 mithral chain shirt, +1 shocking burst greatsword, 2 handaxes, cloak of resistance +1, amulet of natural armor +1, holy symbol of Kord, backpack Chaos Warp (Su) Once per day, when Tarrana is struck by a critical hit, she can ignore all damage from the hit and any related effects. Sanctified Strength (Su) Once per day, Tarrana can gain a +6 sacred bonus to Strength for 1 round. SHADOWSPY “Perhaps you see it as a curse that I must deny myself the light of the Shining One so that his enemies might be exposed and destroyed. But it is my honor and duty to make such a sacrifi ce, and in truth, I see the gifts of the Shining One as proof that I am still within his sight, despite the shadows that cling to me.” —Saera, Shadow Knight of Pelor Shadowspies are the covert arm of Pelor’s Shadow Guard (see page 75). Members of this subsect work individually or in small groups to locate hidden sources of evil. Although they often lead double lives, masquerading as normal folk who are simply trying to get by, shadowspies never forget their duty to their deity, to their church, and to the multitude of innocents who unknowingly depend on them. BECOMING A SHADOWSPY Only priests and paladins of Pelor with the proper skills and demeanor are permitted to join the shadowspies. The vast majority of shadowspies are drawn from the shadowstrikers (page 108), though it is not unheard of for ordinary priests of Pelor to be inducted as shadowspies. Clerics or paladins with levels in bard, monk, ranger, or rogue are ideal candidates because they have the stealthy skills to use the shadows as a tool against the forces of darkness. Entry Requirements Alignment: Any good. Skills: Gather Information 6 ranks, Hide 6 ranks, Move Silently 6 ranks. Feat: Good Devotion, Healing Devotion, Strength Devotion, or Sun Devotion. Spellcasting: Able to cast 1st-level divine spells. Special: Must be a cleric or paladin of Pelor. 620_95564_Ch2.indd 105 2/21/07 10:56:32 AM

106CHAPTER 2 CHARACTER OPTIONS CLASS FEATURES The abilities you gain as a shadowspy of Pelor allow you to seek out sources of wickedness that are all too often hidden from view. You gain the ability to blend into the throngs around you, create shadows to mask your presence by manipulating light, make your thoughts impossible to read, and force even the most corrupt persons to speak the truth in your presence. Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one divine spellcasting class before becoming a shadowspy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Aura of Anonymity (Su): You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your shadowspy level on Disguise and Hide checks. Radiance of Pelor (Su): Pelor has granted you the power to enhance sources of light so that they shine as brightly as the sun. As a swift action, you can augment any or all light sources within 60 feet (including torches, lamps, lanterns, and campfi res, as well as objects that are the target of a light spell and magic weapons that glow). The range of any light source so affected doubles, and the effect lasts a number of hours equal to your shadowspy level, or until the light source is extinguished, whichever occurs fi rst. This ability can be used a number of times per day equal to your Wisdom modifi er (minimum once). Bonus Feat: At 2nd level and every 3rd level thereafter, you can select a bonus feat for which you meet the prerequisites from the following list: Acrobatic, Alertness, Athletic, Combat Casting, Deceitful, Extra Turning, Improved Turning, Investigator, Good Devotion (see page 58), Persuasive, Stealthy. Immunity to Blindness (Su): Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the destruction of your eyes still blind you. Veil of Pelor (Sp): When you attain 3rd level, your motives and morality become almost impossible to determine. As an immediate action, you can use undetectable alignment, as the spell (caster level equals your character level). This ability is usable at will. Personal Eclipse (Su): Beginning at 4th level, you can manipulate the direction and intensity of light. By redirecting and dimming ambient illumination, you can cast shadows around your body to better conceal your presence. Doing so grants you a circ*mstance bonus equal to one-half your shadowspy level on Hide checks. This ability can be used at will but is effective only in areas where light is present. Truth of the Light (Sp): When you attain 6th level, creatures in your company fi nd it diffi cult to tell deliberate untruths. At will, you can use zone of truth, as the spell (caster level equals your character level). You can use this ability a number of times per day equal to your shadowspy level. Blinding Light (Su): At 7th level, you learn to blind nearby foes with a brief but intense fl ash of light. Twice per day, you can project a beam of light from your palm in a cone-shaped burst with a range of 15 feet. Any creature in the area that fails a Refl ex save (DC 10 + shadowspy level + Wis modifi er) is blinded for 1d6 rounds. Sightless creatures are not affected by this ability. Sun’s Revelation (Su): At 8th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies, as the spell (caster level equals your character level). Hide in Plain Sight (Su): Beginning at 9th level, you can use the Hide skill even while being observed, as long as you are in a sunlit location. See the ranger class feature (PH 48). Vision of Pelor (Su): At 10th level, you can see through even the most potent illusions. Three times per day, you can use true seeing at will, as the spell (caster level equals your character level). PLAYING A SHADOWSPY Unlike shadowstrikers, you are understated and subdued, and you often work alone. Though you felt a bit lonely on your missions at fi rst, you came to realize that Pelor watches Table 2–10: The Shadowspy Hit Die: d6 Base Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +0 +0 +2 +2 Aura of anonymity, radiance of Pelor — 2nd +1 +0 +3 +3 Bonus feat, immunity to blindness +1 level of existing spellcasting class 3rd +2 +1 +3 +3 Veil of Pelor — 4th +3 +1 +4 +4 Personal eclipse +1 level of existing spellcasting class 5th +3 +1 +4 +4 Bonus feat — 6th +4 +2 +5 +5 Truth of the light +1 level of existing spellcasting class 7th +5 +2 +5 +5 Blinding light — 8th +6 +2 +6 +6 Bonus feat, sun’s revelation +1 level of existing spellcasting class 9th +6 +3 +6 +6 Hide in plain sight — 10th +7 +3 +7 +7 Vision of Pelor +1 level of existing spellcasting class Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Concentration, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Search, Sense Motive, Speak Language, Spot, Tumble. 620_95564_Ch2.indd 106 2/21/07 10:56:33 AM

107CHARACTER CHAPTER 2 OPTIONS over you constantly, whether or not the shadows mask you from mortal sight. To succeed as a shadowspy, you must be entirely self-reliant. Unlike the shadowstrikers, you have no cell to fall back on for support, and you can’t call upon the church for aid unless the circ*mstances are particularly dire. The self-reliance you have gained out of necessity might make you seem smug to others, but you prefer quiet confi dence to vociferous bombast. Combat Fighting toe-to-toe is for shadowstrikers. You rarely enter combat unless it is on your own terms. Like so many of your enemies, you depend on the shadows to hide your movements and provide you with ample opportunities for ambush and evasion. Your assigned tasks rarely involve direct confrontation, though you are more than capable of defending yourself as long as the confl ict is not protracted. You prefer, however, to strike quickly and from hiding, then slip away before your enemies can retaliate. Given the opportunity, you like to prepare an exit corridor by seeding it with snares, traps, and bolt holes from which you can launch ambushes. Doing so allows you to send groups of enemies scrambling in the wrong direction while you double back to make your escape. Sample Encounter Shadowspies are seldom seen unless they wish to be. Typically, they work alone or in pairs to investigate reports of evil acts in the cities and towns where temples of Pelor and Heironeous are located. Accomplished shadowspies travel far and wide in the name of Pelor, often infi ltrating enemy nations for the purpose of divining the intentions of their leaders. EL 14: Saera is a young half-elf who began her life as a petty thief and con artist. Some years later, a wandering cleric of Pelor showed her the error of her ways, and she joined the priesthood. Her roguish skills were not lost on the church elders, and she was eventually inducted into a shadowstriker cell. But although she found that work fulfi lling, Saera was a perpetual loner, and she yearned to work on her own terms. Noting her skill and determination, her superiors soon recruited her as a shadowspy. Saera, Shadow Knight CR 14 Female half-elf rogue 3/cleric 3/shadowstriker 2/shadowspy 6 NG Medium humanoid (elf) Init +3; Senses low light vision; Listen +15, Spot +7 Aura anonymity, good Languages Common, Elven AC 21, touch 15, flat-footed 18; Dodge, Mobility (+3 Dex, +4 armor, +2 shield, +2 deflection) hp 43 (14 HD) Immune blindness, magic sleep effects Resist evasion Fort +8, Ref +12, Will +14 (+16 against enchantments) Speed 30 ft. (6 squares); Spring Attack Melee +3 short sword +16/+11 (1d6+4/19–20) Ranged +2 light crossbow +15 (1d8+2/19–20) Base Atk +10; Grp +11 Atk Options luminous weapon, smite evil 1/day, sneak attack +2d6, sun’s blessing Special Actions feat of strength 1/day, greater turning 1/day, turn undead 5/day (+4, 2d6+5, 3rd) Combat Gear potion of cure serious wounds, potion of owl’s wisdom, potion of spider climb, potion of tongues, ring of invisibility Cleric Spells Prepared (CL 6th): 3rd—daylight, deeper darkness, searing lightD (+13 ranged touch, CL 7th) 2nd—align weapon, consecrate, darkness, heat metalD (DC 14, CL 7th), silence (DC 14) 1st—bless, divine favor, enlarge personD (DC 13, CL 7th), protection from evil, sanctuary (DC 13) 0—detect magic, guidance (2), light, resistance D: Domain spell. Deity: Pelor. Domains: Sun, Strength. Spell-Like Abilities (CL 14th): At will—undetectable alignment 6/day—zone of truth Abilities Str 12, Dex 16, Con 8, Int 10, Wis 14, Cha 14 Feats AlertnessB, Dodge, InvestigatorB, Healing Devotion*, Mobility, Spring Attack, Weapon Finesse Skills Bluff +12*, Decipher Script +10, Diplomacy +8*, Disguise +12, Gather Information +23, Hide +18, Intimidate +2*, Knowledge (religion) +10, Listen +15, Move Silently +13, Search +8, Spot +7 Possessions combat gear plus +2 leather armor, +1 buckler of blinding, +3 short sword, +2 light crossbow with 10 bolts, ring of protection +2, cloak of elvenkind, silk rope, grappling hook, backpack, caltrops, holy symbol, 120 gp Skills As a shadow knight, Saera gains a +2 bonus on Intimidate checks against evil foes and a +2 circ*mstance bonus on Bluff and Diplomacy checks when interacting with clerics and paladins of Heironeous and Pelor. Illus. by T. Denmark Saera, a shadowspy 620_95564_Ch2.indd 107 2/21/07 10:56:35 AM

108CHAPTER 2 CHARACTER OPTIONS SHADOWSTRIKER “Horrible cults, terrible demons, and the shambling remains of creatures long dead—I have seen them all, and my bright blade has given me the strength to do what is right. Though the shadows may blind you, they can also open your eyes to the realization that our plight is dire—more so than we might at fi rst admit.” —Peadrin, shadowstriker of Pelor The elite group known as the shadowstrikers is the military arm of Pelor’s Shadow Guard. Its members make little attempt to hide their presence because they prefer to stand as constant reminders to the minions of evil and decay that divine consequences await their vile actions. BECOMING A SHADOWSTRIKER Shadowstrikers come from all walks of life. Most are drawn from the clerics and paladins who serve in the ranks of either Heironeous or Pelor, though any member of either church with strong faith and a needed skill— regardless of vocation—is welcome to apply. Entry Requirements Alignment: Any good. Base Attack Bonus: +5. Skill: Knowledge (religion) 2 ranks. Feat: Good Devotion, Healing Devotion, Law Devotion, Strength Devotion, Sun Devotion, or War Devotion. CLASS FEATURES You are a weapon of Pelor given humanoid form. As a shadowstriker, you have learned to channel your faith into a well-honed weapon and become especially profi cient at dealing with undead creatures. Badge of Office (Ex): Upon your induction into the shadowstrikers, you were given a special holy symbol combining the symbols of Heironeous and Pelor. This item is crafted from gold, inlaid with platinum lightning motifs, and encrusted with sunstones. In areas where the Church of Heironeous or the Church of Pelor holds political power, this badge allows you access to prohibited areas and gives you the right to detain and question suspects in the pursuit of your deity’s will. Luminous Weapon (Su): You can imbue your melee weapon with the power of the Shining One. When you do so, your weapon glows as if affected by a light spell and gains a bonus equal to twice your shadowstriker level on damage rolls against evil and/or undead creatures. You can use this ability a number of times per day equal to your Wisdom modifi er (minimum once), and the effect lasts for 10 rounds. Smite Evil (Su): Beginning at 2nd level, you can smite evil once per day (see the paladin class feature, PH 44). Smite evil attempts/day attained from multiple sources stack. Sun’s Blessing (Su): When you reach 2nd level, you can cause your weapon to fl are with the fi res of the sun. As long as the sun’s blessing remains upon your luminous weapon, it deals an extra 1d6 points of fi re damage. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. The sun’s blessing can be used once per day, and the effect lasts for a number of rounds equal to your shadowstriker level. You can gain an additional use per day of this ability for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifi ce. Surge of Piety (Su): When you attain 3rd level as a shadowstriker, your touch becomes infused with positive energy. Any undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you—even if it normally can’t be affected by this condition. Once per day as a fullround action, you can channel this energy into a single burst of positive energy, which manifests as a fl ash of bright, warm sunlight. In addition to functioning as a consecrate spell, this wave of energy deals 1d8 points of positive energy damage to every undead creature within 30 feet (no save). You can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifi ce. PLAYING A SHADOWSTRIKER As a shadowstriker, you are one of Pelor’s elite soldiers. You and your fellows enjoy an esprit de Peadrin, a shadowstriker corps that other religious orders Table 2–11: The Shadowstriker Hit Die: d10 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +2 Badge of office, luminous weapon 2nd +2 +3 +0 +3 Smite evil 1/day, sun’s blessing 3rd +3 +3 +1 +3 Surge of piety Class Skills (2 + Int modifier per level): Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Ride, Search, Sense Motive, Spot. Illus. by S. Belledin 620_95564_Ch2.indd 108 2/21/07 10:56:38 AM

109CHARACTER CHAPTER 2 OPTIONS rarely exhibit, due in part to the fact that shadowstriker cells are composed primarily of laypersons brought together by their common faith in your two patron deities. The forces of evil cannot long stand before such a zealous and devoted group—indeed, When you are with the other members of your cell, you are unstoppable and capable of accomplishing any goal. Even when you are alone, you are a force to be reckoned with, and you don’t mind letting others know it. Combat When engaging enemies in combat, your best option is your luminous weapon ability, which increases the damage you deal. At 2nd level, you can pair this ability with sun’s blessing, which adds a signifi cant amount of fi re damage to your attacks. If you use these two abilities in conjunction with smite evil, you can easily lay fi endish foes low with a few well-placed blows. Since your damage-enhancing abilities are usable only in hand-to-hand combat, however, you must be prepared to close for melee with your enemies. Sample Encounter A shadowstriker makes an excellent ally for good-aligned player characters, as well as a tenacious enemy for evil ones. His loyalty is fi rst to the churches of Pelor and Heironeous, and second to the members of his shadowstriker cell, but he is happy to lend aid to anyone in need. EL 12: Peadrin is a tall, handsome human male in his late twenties. Orphaned at an early age, he grew up in a churchsponsored orphanage and has been a devoted servant of Pelor ever since. Peadrin’s outstanding performance as a paladin in the martial order of Pelor soon earned him an invitation to join the shadowstrikers, and he has served there with distinction ever since. Presently, he leads a small cell of shadowstrikers (consisting of a fi ghter 4/shadowstriker 2, a rogue 6/shadowstriker 1, and a sorcerer 8/shadowstriker 1) in raids against evil strongholds. Peadrin CR 8 Male human paladin 5/shadowstriker 3 LG Medium humanoid Init +0; Senses Listen +2, Spot +2 Aura courage, good Languages Common; empathic link AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield) hp 56 (8 HD) Immune fear, disease Fort +11, Ref +5, Will +9 Speed 20 ft. (4 squares) in splint mail, base speed 30 ft. Melee +2 heavy mace +12/+7 (1d8+3) Base Atk +8; Grp +9 Atk Options Cleave, Power Attack; luminous weapon 2/day, smite evil 3/day (+2 attack, +8 damage), sun’s blessing 1/day Special Actions turn undead 5/day (+4, 2d6+4, 2nd), surge of piety 1/day Combat Gear 2 potions of cure serious wounds Paladin Spell Prepared (CL 2nd): 1st—bless weapon Spell-Like Abilities (CL 5th): At will—detect evil 1/week—remove disease Abilities Str 13, Dex 10, Con 12, Int 10, Wis 14, Cha 15 SQ badge of office, lay on hands 10 points/day, share spells with mount, special mount 1/day 10 hours (heavy warhorse) Feats Cleave, Good Devotion, Power Attack, Weapon Focus (heavy mace) Skills Concentration +2, Diplomacy +7, Handle Animal +7, Heal +4, Intimidate +4, Knowledge (religion) +8, Ride +7, Search +2, Sense Motive +7 Possessions combat gear plus +1 splint mail, masterwork heavy wooden shield, +2 heavy mace, cloak of resistance +1, holy symbol, 65 gp Badge of Office (Ex) Peadrin carries a special holy symbol combining the symbols of Heironeous and Pelor. In areas where the either the Church of Heironeous or the Church of Pelor holds political power, this badge allows him access to prohibited areas and gives him the right to detain and question suspects in the pursuit of his deity’s will. Luminous Weapon (Su) Twice per day, Peadrin can cause his heavy mace to glow as if affected by a light spell and grant it a +6 bonus on damage rolls against evil and/or undead creatures. These effects last for 10 rounds. Sun’s Blessing (Su) Once per day, Peadrin can give his luminous weapon the ability to deal an extra 1d6 points of fire damage for 3 rounds. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. He can gain an additional use per day of this ability for each daily turn attempt or smite evil attempt that he expends. Surge of Piety (Su) Any undead creature that touches Peadrin is shaken for 1 round or until it is no longer in physical contact with him—even if it normally can’t be affected by this condition. Once per day as a full-round action, he can channel this energy into a single burst of positive energy that deals 1d8 points of positive energy damage to all undead creatures within 30 feet (no save). He can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt or smite evil attempt that he expends. Heavy Warhorse Mount CR 2 N Large animal Init +1; Senses low-light vision, scent; Listen +5, Spot +4 Languages empathic link AC 23, touch 10, flat-footed 22 (–1 size, +1 Dex, +5 armor, +8 natural) hp 36 (6 HD) Fort +11, Ref +5, Will +9 Resist improved evasion Speed 35 ft. (7 squares) in chain barding, base speed 50 ft.; Run Melee 2 hooves +6 each (1d6+4) and bite +1 (1d4+2) Base Atk +3; Grp +11 Abilities Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Jump +12, Listen +5, Spot +4 620_95564_Ch2.indd 109 2/21/07 10:56:43 AM

110CHAPTER 2 CHARACTER OPTIONS SQUIRE OF LEGEND “Behind every legend stand the folks who had to do the real work.” —Ezria Birrinsdottir, squire to Mikolai Laziros Not everyone who reveres the Six from Shadow (see page 65) desires to shape her entire life around her chosen paragon. Some wish only for a slight taste of their hero’s abilities, others simply recognize that no champion can stand alone. The Six from Shadow could not have defeated Tharizdun’s cult without the efforts of the thousands who fell beside them. It is this philosophy that the squire of legend embraces. Whether she seeks to stand behind heroes such as the mythic exemplars, propping them up and aiding them in their quests, or simply to honor her favored paragon without following in his footsteps, she is a hero in her own right, skilled beyond her humble title. BECOMING A SQUIRE OF LEGEND Like the mythic exemplar, the squire of legend devotes herself to a single path based on a chosen patron, but her abilities are much less rigidly defined by that path. Thus, a broader array of characters can benefit from this prestige class. Entry Requirements Skills: Knowledge (history) 3 ranks and any one of the following: Diplomacy 7 ranks, Intimidate 7 ranks, Knowledge (arcana) 7 ranks, Knowledge (religion) 7 ranks, or Move Silently 7 ranks. Special: Must be a member of the Disciples of Legend. CLASS FEATURES Your class features vary according to your paragon, but are all oriented toward aiding and bolstering your allies. You know that when a hero falls, when a knight is unhorsed, or when a champion surrenders to despair, it is up to his squire to set him right. Thus, your allies know they can always count on you when the day is darkest. Spellcasting: At 2nd and 3rd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a squire of legend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Paragon’s Path: Upon becoming a squire of legend, you must choose one of the legendary Six from Shadow after whom to model your skills and abilities. Once made, your choice cannot be changed. Save Bonus (Ex): At 1st level, you gain a +1 bonus on a saving throw determined by your paragon, as given on the following table. This bonus increases to +2 when you attain 3rd level. Patron Saving Throw Dardallion Reflex Imdastri Will Ktolemagne Will Orsos Fortitude Reikhardt Will Sunyartra Fortitude Squire’s Burden, Least (Su): You gain the fi rst of several supernatural abilities that let you use the skills of your chosen paragon to aid others. Unless otherwise noted, each paragon’s gift (least, lesser, and greater) requires a swift action to invoke, lasts for a number of rounds equal to twice your squire of legend level, is usable once per day, and has a caster level equal to three times your squire of legend level. When the description of a squire’s burden ability specifi es an ally, it means only an ally; you cannot use the effect on yourself unless so stated. Dardallion: You can grant yourself and one ally fl anking bonuses against a foe that both of you threaten, even if you are not properly positioned to fl ank. The bonus persists as long as you both threaten that enemy. Imdastri: You can use sanctuary, as the spell. Ktolemagne: You can use comprehend languages, as the spell. Orsos: You can use speak with animals, as the spell. Reikhardt: You can grant one ally within 30 feet the ability to take an immediate action of a specifi ed type out of turn. If you invoke this ability as a swift action, the ally can take a 5-foot step. If you invoke it as a move action, she can take a move action. If you invoke it as a standard action, she can take a standard action. Sunyartra: As an immediate action, you can negate a single critical hit against one ally within 30 feet. The ally still takes normal damage from the hit. Squire’s Burden, Lesser (Su): At 2nd level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least squire’s burden (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least squire’s burden. Dardallion: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll a saving throw, skill check, or ability check. Imdastri: You can use shield other, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level. Ktolemagne: You can use see invisibility, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level. Orsos: You can use lesser restoration, as the spell. Reikhardt: You can grant an ally within 30 feet a second use of an extraordinary or supernatural ability normally usable only once per day. If you gain a second daily use of this ability, you cannot use it twice in one day on the same ally. Sunyartra: You can use true strike, as the spell, but only on a single ally within 30 feet. Faithful Companion (Ex): At 3rd level, you learn to place yourself between an ally and harm. If you and an ally within 5 feet are both subject to an area spell or effect that allows a Refl ex save for partial damage, you can grant your ally a 620_95564_Ch2.indd 110 2/21/07 10:56:44 AM

111CHARACTER CHAPTER 2 OPTIONS bonus on her saving throw by taking a penalty of equivalent magnitude on your own. The value of the bonus and penalty can be any amount up to the value of your base Refl ex saving throw. You must decide to invoke this ability before either you or your ally has attempted the saving throw. Squire’s Burden, Greater (Su): At 3rd level, you gain a new supernatural ability you can use once per day. It follows all the guidelines for least squire’s burden, above. If you choose, you can forgo your daily use of this ability for an extra use of the least or lesser squire’s burden. Dardallion: You can grant one ally within 30 feet the ability to move through threatened areas without provoking attacks of opportunity for 2 rounds. Other actions, such as casting in a threatened area, still provoke attacks of opportunity as normal. Imdastri: You can grant one ally within 30 feet immunity to one of the following effects for a number of rounds equal to three times your squire of legend level: disease, exhaustion/ fatigue, mind-affecting spells and abilities, negative levels, or poison. You choose the effect when you activate this ability. Ktolemagne: As a swift action, you can take over concentrating to maintain an ally’s spell or spell-like ability, allowing her to take other actions. Once you have assumed control of an effect, you cannot give it back. Orsos: You can grant one ally within 30 feet energy resistance 10 to an energy type of your choice for a number of rounds equal to three times your squire of legend level. Reikhardt: When an ally within 30 feet of you uses an extraordinary, spell-like, or supernatural ability that affects all allies within a given number of feet, you can use an immediate action to extend its range and duration by 50%. Sunyartra: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll an attack roll or critical hit confi rmation roll. PLAYING A SQUIRE OF LEGEND You follow in the footsteps of a legend, but you embrace your legendary hero’s influence to a lesser degree than some others do. You don’t honor your hero any less than your comrades do—you simply choose not to devote your entire life to following that person’s example. You are more firmly devoted to the notion that a true hero aids her comrades rather than seeking glory for herself. Whether you accompany a Disciple of Legend or simply team up with an ally for adventuring, your primary concern is to ensure that your heroic comrade survives to complete the task at hand. You are content with a smaller share of fame and glory; it is enough to know that your comrade could not have succeeded without you. The Disciples of Legend accord you respect, but not to the same degree as they do the mythic exemplars. They honor the assistance you provide and your commitment to the precepts of the Six from Shadow, but even they—like so many others—tend to give more credit to the flashier heroes and underestimate the contributions of those who stand behind. So far this attitude has not disturbed Illus. by S. Argyle Table 2–12: The Squire of Legend Hit Die: d8 Base Attack Fort Ref Will Level Bonus Save Save Save Special Spellcasting 1st +0 +0 +0 +0 Least squire’s burden, paragon’s path, — save bonus +1 2nd +1 +0 +0 +0 Lesser squire’s burden +1 level of existing spellcasting class 3rd +2 +1 +1 +1 Faithful companion, greater squire’s burden, +1 level of existing spellcasting class save bonus +2 Class Skills (6 + Int modifier per level): Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Listen, Perform, Ride, Search, Sense Motive, Spot, Swim. Ezria Birrinsdottir, a squire of legend 620_95564_Ch2.indd 111 2/21/07 10:56:46 AM

112CHAPTER 2 CHARACTER OPTIONS you unduly, since you have been content with your own contributions, but someday you might become one of those few squires who have quit the organization in disgust. Combat Becoming a squire of legend does not fundamentally change what you are. The benefi ts you can gain from this prestige class are somewhat limited because of its short progression, so your combat tactics depend largely on your levels in other classes. Thus, if you’re a heavy fi ghter, you should still stand in the front line, and if you’re a wizard, you should still cast from the rear. Even so, however, you realize perhaps better than most that adventuring and combat are group activities. Your class abilities are designed to aid your comrades, bolstering them in battle, granting them new or improved tactical options, or simply helping them survive. Thus, you must stay close to your allies so that your gifts are available on a moment’s notice. Advancement You are slightly less fanatical about the Six from Shadow than those who strive to become mythic exemplars. You respect them well enough, but you prefer to follow their example in a general sense, rather than specifi cally. You have also come to realize that while those worthies are the best known of all the brave souls who fought the Mad God’s cult, their victory would have been impossible without the assistance of the hundreds of unnamed and unremembered heroes who died beside them. Though you are still a member of the Disciples of Legend, you sometimes choose to go off on your own and offer your assistance to other allies. You do not chase glory; rather, you seek out situations in which your talents can do the most good. The Disciples of Legend offer you additional training and access to written records of the Six from Shadow, but given your limited advancement possibilities within the organization, these benefi ts might not be enough to entice you to stay for the rest of your career. Resources The Disciples of Legend have few resources to offer beyond a research library and moral support. When it comes to monetary or magical acquisitions, you’re on your own. Sample Encounter Mikolai Laziros (see page 89) and his squire, Ezria Birrinsdottir, are encountered together, as noted in the Disciples of Legend section on page 64. Ezria Birrinsdottir CR 9 Female halfling ranger 6/squire of legend 3 CG Small humanoid Init +5; Senses Listen +6, Spot +11 Languages Common, Halfling AC 19, touch 12, flat-footed 18 (+1 size, +1 Dex, +5 armor, +2 shield) hp 62 (9 HD); Diehard Fort +11; Ref +8, Will +6; +2 against fear Speed 20 ft. (4 squares) Melee +1 warhammer +14/+9 (1d6+4/×3) Ranged mwk composite longbow +11/+6 (1d6+3/×3) or Ranged mwk composite longbow +7 (2d6+6/×3) with Manyshot or Ranged mwk composite longbow +9/+9/+4 (1d6+3/×3) with Rapid Shot Base Atk +8; Grp +7 Atk Options Point Blank Shot; favored enemy evil outsiders +4, favored enemy aberrations +2 Special Actions faithful companion, grant ally energy resistance 10 Combat Gear 2 potions of cure moderate wounds Ranger Spells Prepared (CL 3rd): 2nd—hold animal (DC 13) 1st—longstrider, resist energy Spell-Like Abilities (CL 9th): 1/day—lesser restoration, speak with animals Abilities Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 10 SQ animal companion (none at present), paragon’s path (Orsos), wild empathy +6 (+2 magical beasts) Feats Diehard, EnduranceB, Improved Initiative, ManyshotB, Point Blank Shot, Rapid ShotB, TrackB, Weapon Focus (warhammer) Skills Climb +4, Diplomacy +2, Handle Animal +6, Heal +4, Hide +11, Jump +4, Knowledge (arcana) +2, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nature) +6, Knowledge (nobility and royalty) +2, Listen +6, Move Silently +9, Ride +7, Sense Motive +6, Spot +11, Survival +11 Possessions combat gear plus +2 studded leather, masterwork heavy wooden shield, +1 warhammer, masterwork composite longbow (+3 Str bonus) with 20 arrows, gauntlets of ogre power, 56 gp Faithful Companion (Ex) If Birrinsdottir and an ally within 5 feet are both subject to an area effect that allows a Reflex save for half or partial damage, she can grant her ally up to a +7 bonus on his saving throw in exchange for taking an equivalent penalty on her own. She must decide to invoke this ability before either has rolled the save. Grant Ally Energy Resistance (Su) Once per day, as a swift action, Birrinsdottir can grant one ally within 30 feet resistance 10 against a chosen energy type for 9 rounds. pqs NPC SQUIRES OF LEGEND NPC squires of legend probably seem like a dream come true to PCs playing under DMs who allow the Leadership feat. But be careful about allowing a mythic exemplar PC to “acquire” an NPC squire permanently. In general, the Disciples of Legend encourage squires to work with mythic exemplars, but they are more likely to assign an NPC squire on a mission-by-mission basis only. That way, the PC doesn’t get a squire of legend permanently for the cost of one feat. pqs 620_95564_Ch2.indd 112 2/21/07 10:56:50 AM

pells are the backbone of many religious endeavors. This chapter offers a collection of new spells, almost all of them designed for divine spellcasting classes. SPELL LISTS Clerics and paladins benefi t the most from the selection of new spells provided here. NEW ADEPT SPELLS 2nd Level Bewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Interfaith Blessing: Subjects gain combat benefi ts based on their individual deities. 5th Level Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. NEW BARD SPELLS 3rd Level Moral Façade: Divination spells give a false alignment reading. NEW BLACKGUARD SPELLS 2nd Level Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fl y speed. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd Level Deifi c Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fl y speed. 4th Level Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. 113Illus. by D. Griffi th Illus. by D. Griffi th 620_95564_Ch3.indd 113 2/21/07 10:58:59 AM

114CHAPTER 3 NEW SPELLS Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fl y speed. NEW CLERIC SPELLS 0 Level Summon Holy Symbol: Wooden holy symbol appears in your hand. 1st Level Impede: Subject is locked in place and takes a –1 penalty on melee attack rolls and a –2 penalty on Refl ex saves. 2nd Level Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. Bewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. Interfaith Blessing: Subjects gain combat benefi ts based on their individual deities. Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check. Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fl y speed. Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. Substitute Domain: Temporarily swap one domain for another your deity offers. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd Level Bolster Aura: Subject’s aura strengthens as if it had 1 HD/ two caster levels more than it actually does. Deifi c Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen. Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential. Subdue Aura: Subject’s aura weakens as if it had 1 HD/ two caster levels fewer than it actually does. 4th Level Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Confound: Gain a +2 circ*mstance bonus on attack rolls against subject and impose a –2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefi ts to allies. Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft.-radius antimagic fi eld. Light of Purity: Your turning damage increases by 1d6/ four divine caster levels (maximum +5d6) on your next successful turning check. Moral Façade: Divination spells give a false alignment reading. Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or fl ee for 1d4 minutes. Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or fl ee for 1d4 minutes. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check. 5th Level Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each. Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected. Door of Decay: Move instantly from one willing or controlled undead to another. Healing Circle: Allies can tap healing energy pool for cure spells. Mark of Sin: Subject takes a –10 circ*mstance penalty on Diplomacy checks to change others’ attitudes and a –4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile. Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls. 620_95564_Ch3.indd 114 2/21/07 10:59:01 AM

115NEW SPELLS CHAPTER 3 6th Level Light of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not. Spiritual Guardian: Translucent knight grants you a +6 defl ection bonus to Armor Class and attacks at your command. Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects. 7th Level Ravenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1. Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1. NEW DRUID SPELLS 2nd Level Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Interfaith Blessing: Subjects gain combat benefi ts based on their individual deities. Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. 3rd Level Forest Eyes: See through a distant plant. Forest Voice: Converse with a creature through a distant plant. 4th Level Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fi endish, anarchic, or axiomatic template, according to your alignment. 5th Level Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. 6th Level Wooden Blight: Subject turns to wood and takes 1d4/ round Dex damage, becoming a wooden statue at 0 Dex. 8th Level Forest Child: Create a wooden duplicate of yourself. NEW PALADIN SPELLS 1st Level Summon Holy Symbol: Wooden holy symbol appears in your hand. 2nd Level Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fl y speed. Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd Level Deifi c Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fl y speed. 4th Level Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Bolster Aura: Subject’s aura strengthens as if it had 1 HD/ two caster levels more than it actually does. Moral Façade: Divination spells give a false alignment reading. Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed. Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or fl ee for 1d4 minutes. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. Subdue Aura: Subject’s aura weakens as if it had 1 HD/ two caster levels fewer than it actually does. NEW RANGER SPELLS 2nd Level Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. 620_95564_Ch3.indd 115 2/21/07 10:59:03 AM

116CHAPTER 3 NEW SPELLS NEW SHUGENJA SPELLS 2nd Level Bewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Interfaith Blessing: Subjects gain combat benefi ts based on their individual deities. 5th Level Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. SPELL DESCRIPTIONS The following spells are presented in alphabetical order. ALIGNED AURA Abjuration Level: Blackguard 4, cleric 4, paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: 20 ft. or 60 ft. Area: 20-ft.-radius emanation or 60-ft.-radius burst, centered on you Duration: 1 round/level or until discharged Saving Throw: Fortitude partial Spell Resistance: Yes A rush of divine energy fl ows through your holy symbol, infusing your body with the essence of the divine ethos. When you cast this spell, choose one non-neutral aspect of your own alignment—chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell.) You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifi ers and the features to which they apply are given on the following table. These modifi ers end when the affected creature leaves the spell’s area. Alignment Bonus Penalty Chaos +1 on attack rolls –1 on saving throws Evil +1 on damage rolls –1 to Armor Class Good +1 on saving throws –1 on attack rolls Law +1 to Armor Class –1 on damage rolls At any point before the duration expires, you can choose to unleash the spell’s remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately. BENEDICTION Abjuration Level: Cleric 2, paladin 2 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Creature touched Duration: 10 minutes/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You grant your comrade the luck of the gods. With this spell, you can grant another creature a +2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack. In addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before fi nding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately. Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefi t of others only. BEWILDERING MISCHANCE Enchantment (Compulsion) [Mind-Affecting] Level: Adept 5, cleric 5, shugenja 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Your deity’s laughter rains down on your suddenly clumsy foe. Bewildering mischance causes extreme bad luck to befall the target. For the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls. BEWILDERING SUBSTITUTION Illusion (Phantasm) [Mind-Affecting] Level: Adept 2, cleric 2, shugenja 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You channel the mockery of the trickster deities to sow dissension among your opponents. By casting this spell, you cause the subject to believe that one ally and one enemy have traded places. The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy 620_95564_Ch3.indd 116 2/21/07 10:59:04 AM

117NEW SPELLS CHAPTER 3 looks and sounds exactly like the subject’s nearest ally. Both the ally and the enemy must be within the spell’s range, and the effect ends immediately if either moves out of its range from you. The illusion affects only the subject. BEWILDERING VISIONS Illusion (Phantasm) [Mind-Affecting] Level: Adept 2, cleric 2, shugenja 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You channel mischievous divine energy to envelop your foe in sickened disorientation. This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened for the duration of the spell and must make a Fortitude save or be nauseated. This saving through must be repeated each round. BLEED Necromancy Level: Blackguard 4, cleric 5, druid 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes Your touch thins the blood of your target, causing it to spill with unnatural ease. For the duration of the spell, the subject bleeds profusely through any open wound. Each new hit from a piercing or slashing weapon or effect that deals damage to the subject also deals 1 point of Constitution damage. This ability damage is not multiplied on a critical hit. Because this spell thins the subject’s blood, repeated uses cause additional diffi culty. In addition to the extra damage, a target subjected to a second use of this spell before the fi rst has expired also takes a –4 penalty on Fortitude saves against disease, poison, or the sickened and nauseated conditions. Creatures with no discernible anatomy (such as plants and oozes) and those immune to critical hits (such as undead and constructs) are immune to this spell. BODY WARD Abjuration Level: Cleric 2, druid 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until expended Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your comrade’s body grows denser and stronger beneath your touch. You grant the subject a limited resistance to ability damage. You choose one of the three physical ability scores—Strength, Dexterity, or Constitution—when you cast the spell. Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source. If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point. The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes fi rst. When cast multiple times upon the same subject, body ward has a synergistic effect. If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage. If you use it to affect all three physical abilities at once, it wards each against 10 points of damage. To achieve this synergy, the multiple castings must occur in subsequent rounds. The benefits from multiple castings of body ward that protect the same ability score do not stack. BOLSTER AURA Abjuration Level: Cleric 3, paladin 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: 10 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object) The divine aura that surrounds you begins to swell, sending off waves of faux power into the ether. By casting bolster aura, you make the aura of the target creature or object stronger, possibly causing other creatures to assume that the target is more powerful than it actually is. For every two caster levels you possess, the target of a bolster aura spell appears to have 1 Hit Die more than it actually does. If the target has no aura, then bolster aura has no effect. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs SPECIFIC DEITIES AND SPELLS Many of the spells described in this chapter have varying effects based on the deity the target or caster worships. Treat these spells in a manner similar to the way you adjudicate Player’s Handbook spells such as spiritual weapon. If the caster or target does not worship one of the deities noted in the spell description, choose the closest possible match to the deity’s alignment as you can, allowing for customization based on the creature’s alignment as well. Whenever possible, these spell descriptions include even more deities than the Player’s Handbook covers (including some monster deities) to assist you in such approximations. 620_95564_Ch3.indd 117 2/21/07 10:59:06 AM

118CHAPTER 3 NEW SPELLS CONDUIT OF LIFE Conjuration (Healing) Level: Cleric 2, paladin 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level or until discharged A small kernel of positive energy grows within your heart, warming your whole body. The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2d10+1/caster level (maximum 10). If you are already subject to an ongoing healing effect (such as vigorSC, or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1/caster level and it is discharged. CONFOUND Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 4 Components: V, S, DF Casting Time: 1 standard action Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Your opponent’s eyes try to follow your gestures while you cast, and they fail to refocus when you fi nish. You render the target unable to follow your movements effectively. The subject takes a –2 penalty on attack rolls made against you, and you gain a +2 circ*mstance bonus on attack rolls made against it. If you worship a deity that provides access to the Trickery domain—even if you did not choose that domain—these modifi ers rise to –3 and +3, respectively. Furthermore, the subject cannot make attacks of opportunity against you. If you successfully cast this spell on the same subject in each of 2 consecutive rounds, these benefi cial effects extend to your allies as well. DAMPEN MAGIC Abjuration Level: Cleric 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level or until discharged (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You can sense the fi bers of magic around you. Reaching out, you pull them tight about your subject, creating an invisible cocoon of mystical forces. This spell surrounds the subject with a mystical fi eld that dampens the effects of magic. While it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1. For instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject. However, even if a weapon’s enhancement bonus is reduced below +1, its masterwork bonus still applies. Similarly, every spell, spell-like ability, or supernatural ability that affects the subject—whether it is specifi cally targeted on the subject or merely includes the subject in its area—takes a –1 penalty to caster level and save DC. The subject of the spell can choose, as a move action, to lower this fi eld to receive the full effects of benefi cial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action. Ongoing magical effects already in place on the subject when dampen magic is cast (such as bull’s strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal. For every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point. Thus, if your caster level is 13th–18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3. At any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period. The effect produced is an antimagic fi eld (PH 200), which surrounds the subject to a radius of 5 feet. Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts. Once that time expires, the spell ends, and once the antimagic fi eld has been invoked, the original spell effect cannot be reinstated. DARTS OF LIFE Conjuration (Healing) Level: Cleric 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more creatures per round Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes Small orbs of light circle your head. With a gesture, you cause one to spin off and strike your friend, healing him of damage. You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range. Each dart heals 1d8 points of damage the target has taken, as though it were a cure spell. Since undead are powered by negative energy, this spell damages them instead of curing their wounds. An undead creature can apply spell resistance to this 620_95564_Ch3.indd 118 2/21/07 10:59:07 AM

119NEW SPELLS CHAPTER 3 effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature. DEIFIC BASTION Transmutation Level: Blackguard 3, cleric 3, paladin 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Shield or heavy armor touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless, object) Spell Resistance: Yes (harmless, object) Calling upon your patron for protection, you imbue your defenses with an unnatural resilience. You must either be holding a shield or wearing heavy armor to cast this spell. The shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below. This enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash. The enhancement bonus of the armor or shield is +2 if your caster level is 9th–11th, +3 if it’s 12th–14th level, +4 if it’s 15th–16th, and +5 if it’s 18th or higher. Deity Added Ability Bahamut Cold resistance 5 Boccob Spell resistance 13 Corellon Larethian Arrow deflection Ehlonna Cold resistance 5 Erythnul Damage reduction 2/magic Fharlanghn 50% fortification (half of critical hits are negated) Garl Glittergold Spell resistance 13 Gruumsh Arrow defl ection Heironeous Electricity resistance 5 Hextor Damage reduction 2/magic Kord Damage reduction 2/magic Kurtulmak Shadow and silent moves Lolth 50% fortification (half of critical hits are negated) Moradin Arrow defl ection Nerull 50% fortification (half of critical hits are negated) Obad-Hai Shadow and silent moves Olidammara Shadow and silent moves Pelor Fire resistance 5 St. Cuthbert Damage reduction 2/magic Tiamat Fire resistance 5 Vecna Cold resistance 5 Wee Jas Spell resistance 13 Yondalla Shadow and silent moves DIVINE PRESENCE Transmutation Level: Blackguard 2, cleric 2, druid 2, paladin 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Your back straightens, your eyes fl ash, and your aura pulses with divine might. You channel a tiny spark of the divine, granting yourself nearly inhuman presence. You gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity. When making such checks against individuals who have one alignment component opposed to yours (chaos/law or good/evil), this bonus becomes +10. When making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15. DIVINE RETRIBUTION Abjuration Level: Cleric 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level or until discharged Saving Throw: Will partial Spell Resistance: Yes You feel your deity’s hand hovering over you, ready to smite anyone who harms you. For the duration of this spell, any creature that attacks you—whether with a physical attack, a spell, or by other means—is struck by a retributive effect immediately after you’re affected. The retribution deals 1d6 points of damage per caster level you possess (maximum 15d6) and 1d4 points of ability damage. The precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power. A successful Will save halves the hit point damage and negates the ability damage. Once the retributive effect takes place, the spell ends. Deity Energy Ability Damaged Bahamut Cold Dexterity Boccob Electricity Intelligence Corellon Larethian Acid Wisdom Ehlonna Cold Strength Erythnul Fire Constitution Fharlanghn Acid Constitution Garl Glittergold Sonic Wisdom Gruumsh Fire Strength Heironeous Electricity Dexterity Hextor Fire Strength Kord Acid Strength Kurtulmak Fire Intelligence Lolth Electricity Charisma Moradin Sonic Dexterity Nerull Cold Charisma Obad-Hai Electricity Dexterity Olidammara Fire Dexterity Pelor Fire Wisdom St. Cuthbert Sonic Constitution Tiamat Fire Wisdom Vecna Cold Intelligence Wee Jas Cold Strength Yondalla Acid Strength 620_95564_Ch3.indd 119 2/21/07 10:59:08 AM

120CHAPTER 3 NEW SPELLS If you do not worship a deity, choose one whose alignment is within one step of your own. You must make this choice when you cast this spell for the fi rst time and cannot subsequently change it, unless your alignment changes in such a way that your previous choice is no longer applicable. You can have only one divine retribution spell in effect at any time. DOOR OF DECAY Conjuration (Teleportation) Level: Cleric 5 Components: V, S Casting Time: 1 standard action Range: See text Target: You Duration: Instantaneous You feel yourself pulled forward, into the undead creature you have touched. Your fl esh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere. You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane. Upon casting this spell, you can literally step into an undead creature and emerge from another designated undead creature up to 100 miles away per caster level. If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point. Both undead creatures must be your size category or larger and either willing or under your control. (Mindless undead are considered willing only if you control them.) If you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 bonus to your caster level for the purpose of determining the maximum distance you can travel. You can bring along objects as long as their weight doesn’t exceed your maximum load, but you cannot bring other creatures with you. Special: A dread necromancerHH can learn this spell through the advanced learning class feature, even though it is not a necromancy spell. EXECRATION Necromancy Level: Blackguard 2, cleric 2 Components: V, S, DF Casting Time: 1 round Range: Touch Target: Creature touched Duration: 10 minutes/level or until discharged Saving Throw: Will negates Spell Resistance: Yes You channel the wrath of your deity through a simple touch, infl icting misfortune on your foe. With a touch, you impose a –2 penalty on all of another creature’s saving throws. If the subject is also under another effect that imposes saving throw penalties, the effects stack. At any point before the spell’s duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action. You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The lower of the two rolls applies. Once this option is exercised, the spell ends immediately. FOOTSTEPS OF THE DIVINE Transmutation Level: Cleric 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Your body twists and reshapes itself, allowing you brief freedom from the confi nes of a wholly humanoid shape. Upon casting this spell, you briefl y acquire a new movement mode and speed, as given on the table below. Unlike most deity-variable spells, footsteps of the divine does not limit you A cleric of Yondalla uses footsteps of the divine to avoid a drow patrol Illus. by F. Hooper 620_95564_Ch3.indd 120 2/21/07 10:59:10 AM

121NEW SPELLS CHAPTER 3 to the option offered by your own deity; you are free to choose any option presented on the table. If you choose an option offered by a deity other than your own, however, the spell duration is halved. You can choose only one option per casting. Deity Movement Mode Speed Bahamut Fly 60 ft. (poor) Boccob Fly 40 ft. (perfect) Corellon Larethian — +40 ft. Ehlonna Climb 30 ft. Erythnul — +40 ft. Fharlanghn — +50 ft. Garl Glittergold Burrow 20 ft. Gruumsh Burrow 20 ft. Heironeous — +40 ft. Hextor — +40 ft. Kord Climb 30 ft. Kurtulmak Burrow 20 ft. Lolth Climb 30 ft. Moradin Burrow 20 ft. Nerull Fly 50 ft. (average) Obad-Hai — +40 ft. Olidammara Climb 30 ft. Pelor Fly 50 ft. (average) St. Cuthbert — +40 ft. Tiamat Fly 60 ft. (poor) Vecna Fly 40 ft. (perfect) Wee Jas Burrow 20 ft. Yondalla Climb 30 ft. Your assumption of a new movement mode, if any, imposes certain physical changes on you. For instance, if footsteps of the divine grants you fl ight, you grow wings; if it grants you a burrow speed, you grow heavy digging claws; and so forth. A “—” entry indicates that you gain no new movement type, but your base speed increases by the amount indicated. At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. Doing so adds an additional +10 feet to your speed per round remaining in the spell’s duration. However, this effect lasts for only a single round, after which the spell ends. FOREST CHILD Transmutation Level: Druid 8 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One wooden duplicate Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No The tree trunk bulges, then spits forth a humanoid form made of wood. Its features shift, creaking and cracking, until they resemble your own. You draw forth a humanoid figure from the wood of a tree that is at least one size category larger than yourself. The figure is your size and clearly made of wood, but it resembles you suffi ciently that anyone who knows you can recognize your features in its face. The fi gure can emerge from the tree you touch, or from any tree of the same type within the spell’s range. Thereafter, if you and the forest child separate by more than the maximum range of the spell, or if you lose line of effect to it, it vanishes instantly and the spell ends. A forest child mimics your actions, including speech, unless you direct it to act differently as a move action. You can see through its eyes and hear through its ears as if you were standing in its location, and you can switch from using its senses to using your own, or back again, as a free action anytime during your turn. While you are using its senses, your own body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the forest child instead of from you. It cannot, however, cast any spells on itself. Spells cast through the forest child function normally in all respects except for the point of origin. A forest child has a number of hit points equal to your character level. If you use it to attack physically, you take a –4 penalty on attack rolls, and it deals damage equal to your unarmed damage. As a standard action, you can change places with your duplicate. (Although the spell itself is a transmutation, this usage is a conjuration [teleportation] effect.) Making use of this option reduces the remaining duration of the spell by 5 rounds. If you have fewer than 5 rounds of duration left, you cannot invoke this ability. If you cast this spell along with both forest eyes and forest voice (see below), the duration of forest child doubles, and its range quadruples. Material Component: A small hardwood replica of yourself, which costs 10 gp to create. FOREST EYES Divination (Scrying) Level: Druid 3 Components: V, S, DF Casting Time: 1 minute Range: Unlimited Target: Two plants of the same type, one of which must be in physical contact with you Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No The moment your hand contacts the rough wood, your vision swims, blurs, and resolves into a different image. Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind. You immediately see the surroundings of the destination plant, regardless of the distance separating the two. You see the area as though you were standing in the exact spot where the destination plant stands. You cannot move your fi eld of vision from that spot, but you can rotate it in all directions to observe the area around the destination plant. Unlike other scrying spells, forest eyes does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally dark, you can see in a 10-foot radius around the plant at the center of the spell’s effect. 620_95564_Ch3.indd 121 2/21/07 10:59:12 AM

122CHAPTER 3 NEW SPELLS Both plants must be alive to allow use of this spell. You can either select a particular destination plant that is already familiar to you, or designate a direction and distance and let forest eyes fi nd the appropriate type of plant nearest to the desired location. FOREST VOICE Transmutation (Language-Dependent) Level: Druid 3 Components: V, S, DF Casting Time: 1 minute Range: Unlimited Target: Two plants of the same kind, one of which must be in physical contact with you Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No You touch the leaves and speak, and your comrade answers you through the plant. Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind. You can then carry on a conversation with anyone who is within 10 feet of the destination plant. Your conversation is as clear as it would be if you stood within 10 feet of one another. The plants cannot, however, transmit magical sonic effects. Both plants must be alive to allow use of this spell. You can either select a particular destination plant that is already familiar to you, or designate direction and distance and let the forest voice fi nd the appropriate type of plant nearest to the desired location. HEALING CIRCLE Conjuration (Healing) Level: Cleric 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged A circle of warm comfort emanates from you, enveloping those who enter in positive energy. By casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds. The spell has five charges when cast. Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage. A creature must be conscious to draw a charge from the healing circle. The spell effect delivered by each charge functions as if you had personally cast the associated spell. Thus, the fi rst charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on. ICONIC MANIFESTATION Transmutation [Chaotic, Evil, Good, or Lawful] Level: Druid 4 Components: V, S, DF Casting Time: 1 swift action Range: Personal Target: You Duration: 10 minutes/level, then 1 minute/level (D); see text Your mind opens to an awareness of a new, spiritual world beyond the natural realm. Its energies fl ow into you even as the spirits of the beasts and the trees always have. The descriptor of this spell matches the non-neutral component of your own alignment. For instance, if you are lawful neutral, you cast iconic manifestation as a lawful spell. If you are neutral, you cannot cast it at all. Once you cast the spell, you have up to 10 minutes per caster level to invoke its power before it is spent. At any point during this period, you can choose to spend one daily use of your wild shape ability to take on aspects of your non-neutral alignment. You temporarily acquire the celestial template (MM 31) if you are good, the fi endish template (MM 107) if you are evil, the anarchic template (Manual of the Planes 198) if you are chaotic, or the axiomatic template (Manual of the Planes 197) if you are lawful. (If your campaign does not use Manual of the Planes, you can approximate the axiomatic template by using the celestial template, and substituting lawful for good and chaotic for evil. You can approximate the anarchic template by using the fi endish template and making the same substitution.) Once invoked, this transformation lasts 1 minute per caster level. You can still use your wild shape ability to take on other forms without negating this spell. Note: Adding a template “on the fl y” can dramatically slow game-play. If you anticipate using this spell, write down the relevant adjustments—both to your normal form and to any animal, plant, or elemental forms you regularly assume—before play begins. IMPEDE Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 1 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will partial Spell Resistance: Yes Your will clamps down on the subject’s mind, making the slightest movement a strenuous effort. This spell locks the subject in place. An affected creature is capable of taking actions, such as attacking or casting spells, but it cannot step from its current square (or squares, if it occupies more than one). The subject also takes a –1 penalty on melee attack rolls and a –2 penalty on Refl ex saves while so rooted. 620_95564_Ch3.indd 122 2/21/07 10:59:13 AM

123NEW SPELLS CHAPTER 3 If the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately. If it fails the initial save, it can attempt a new Will save every round thereafter. Once the subject succeeds on one of these secondary saves, it can move, but its base speed is reduced by 10 feet (to a minimum of 5 feet) for the duration of the spell. If the subject has multiple modes of movement, each is reduced accordingly. If the subject is already under an effect that curtails its ability to move (such as slow or hold person), it also takes a –4 penalty to Dexterity for the duration of this spell, even if the other effect ends before this one does. INTERFAITH BLESSING Enchantment (Compulsion) [Mind-Affecting] Level: Adept 2, cleric 2, druid 2, shugenja 2 Components: V, S, DF Casting Time: 1 round Range: 20 ft. Area: 20-ft.-radius burst centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You feel your deity speaking through you to other gods, filling the space around you with diverse divine energies that strengthen your ally. When you cast interfaith blessing, every creature within range is individually blessed by its own deity for the duration of the spell. The specifi c blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received. Deity Blessing Bahamut, St. Cuthbert, +1 on attack rolls and saves or Yondalla Boccob, Corellon +1 on attack rolls and skill checks Larethian, Vecna, or Wee Jas Ehlonna, Obad-Hai, +1 on attack rolls and to AC or the general worship of nature Erythnul, Gruumsh, or Lolth +2 on damage rolls Fharlanghn, Moradin, or Pelor +2 to AC Garl Glittergold, Roll 1d8 to determine blessing; Olidammara, or no deity a result of 6 is player’s choice Heironeous, Hextor, or Nerull +2 on attack rolls Kord, Kurtulmak, +1 on attack rolls and damage rolls or Tiamat LIGHT OF COURAGE Abjuration [Good] Level: Cleric 6 Components: V, S, DF Casting Time: 1 swift action Range: Touch Target: Holy symbol touched Duration: 1 round/level, or until discharged Saving Throw: Will half Spell Resistance: No Your holy symbol is wreathed in a wrathful, iridescent glow that causes undead creatures to wither before its celestial light. You temporarily infuse your holy symbol with divine power. If you make a turning check before the duration expires, each undead creature that you target takes 1d8 points of damage per two caster levels you possess (maximum 10d8) in addition to effects of the turning (if any). The turning check need not succeed to trigger this effect. LIGHT OF FAITH Abjuration [Good] Level: Cleric 2 Components: V, S, DF Casting Time: 1 swift action Range: Touch Target: Holy symbol touched Duration: 1 round/level, or until discharged Saving Throw: None Spell Resistance: No A warm, comforting glow surrounds your holy symbol, renewing your faith and causing the wicked monsters before you to recoil in fear. This spell grants you a sacred (if you are good or neutral) or profane (if you are evil) bonus equal to one-half your divine caster level (maximum +5) on your next turning check. LIGHT OF PURITY Abjuration [Good] Level: Cleric 4 Components: V, S, DF Casting Time: 1 swift action Range: Touch Target: Holy symbol touched Duration: 1 round/level, or until discharged Saving Throw: None Spell Resistance: No Your holy symbol gleams with a bright, white light that seems to cleanse the air around you of the foul stench emanating from your undead enemies. A cleric’s holy symbol erupts with power bestowed by the light of courage spell Illus. by W. England 620_95564_Ch3.indd 123 2/21/07 10:59:14 AM

124CHAPTER 3 NEW SPELLS When you cast this spell on your holy symbol, your turning damage increases by 1d6 per four divine caster levels you possess (maximum +5d6) on your next successful turning check. LIGHT OF WISDOM Abjuration [Good] Level: Cleric 3 Components: V, S, DF Casting Time: 1 swift action Range: Touch Target: Holy symbol touched Duration: 1 round/level, or until discharged Saving Throw: None Spell Resistance: No A cool, blue radiance pours forth from your extended holy symbol, increasing your power against the foul scourge of the undead. When you cast light of wisdom upon your holy symbol, your effective turning level increases by 1 per three caster levels. These bonus levels apply only for the purpose of determining the most powerful undead that your turning check can affect and whether or not the undead you turn are destroyed outright. The increase has no bearing on the amount of turning damage you deal with a successful turn attempt. LORE OF THE GODS Divination Level: Cleric 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level or until discharged Your mind opens to the secrets of the cosmos and briefl y touches the omniscience of the gods. You gain a +5 insight bonus on all Knowledge checks. At any point before the duration expires, you can make a check with a Knowledge skill in which you have no ranks, or retry a Knowledge check you have previously failed. The +5 insight bonus still applies in both of those cases, but utilizing this option reduces the spell’s remaining duration to 1 minute/level. If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5—even if you did not choose that domain. MARK OF SIN Enchantment [Mind-Affecting] Level: Cleric 5 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Creature touched Duration: 1 round/level or permanent; see text Saving Throw: Will partial Spell Resistance: Yes You bring forth the subject’s inner sins and crimes, causing them to manifest in its appearance and aura. Your successful touch attack leaves a mystical mark upon the subject. After a number of rounds equal to your divine caster level, the subject is entitled to a Will save. Success ends the spell at that point, but failure renders the mark of sin permanent. Though the mark is invisible, all living creatures can sense its presence and are repulsed by it. Thus, they begin their initial interactions with the subject one step nearer to a hostile attitude than they normally would, unless they already know the subject personally. Furthermore, the subject takes a –10 circ*mstance penalty on all Diplomacy checks designed to change the attitudes of others. (See Diplomacy, PH 71.) In addition, the subject takes a –4 penalty to a specifi c ability score based on your deity, as given in the table for the divine retribution spell (page 119). This penalty cannot be removed in any way as long as the mark of sin remains. If you do not worship a deity, you must choose one whose alignment is within one step of your own when you cast this spell for the fi rst time. This choice is for the purpose of this effect only, and you cannot subsequently change it unless your alignment shifts in such a way that your previous choice is no longer applicable. A mark of sin cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than that of the mark of sin. MASTER CAVALIER Transmutation Level: Blackguard 2, cleric 2, paladin 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) When you utter the final words of this spell, your muscles and equilibrium shift dramatically, making you feel more at home in the saddle than you do on your own feet. Upon casting this spell, you gain a +10 bonus on all Ride checks. If you have special mount or similar class ability, your bonus on Ride checks increases to +20 while you are mounted on your special mount. If you cast master cavalier along with phantom charge (see below) and war-mount (page 129), the three spells have a synergistic effect. By shunting a tiny amount of its physical form into the plane from which it normally comes, your mount gains the ability to walk on liquids or even on empty air. This adjustment grants it a fl y speed equal to its normal land-based movement rate, with average maneuverability. This effect lasts until either master cavalier or war-mount expires. METAL FANG Transmutation Level: Druid 2, ranger 2 Components: V, S 620_95564_Ch3.indd 124 2/21/07 10:59:17 AM

125NEW SPELLS CHAPTER 3 Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject’s natural weapons take on a gleaming, metallic sheen. You temporarily transform one of the subject’s natural weapons into either cold iron or silvered, thereby allowing it to bypass the appropriate form of damage reduction. The affected natural weapon also counts as magical for the purpose of overcoming damage reduction, though it gains no enhancement bonuses on attack or damage rolls. You can cast the spell twice on the same weapon to make it function as both cold iron and silvered. MORAL FAÇADE Abjuration Level: Bard 3, cleric 4, paladin 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: 24 hours Saving Throw: Will negates (object) Spell Resistance: Yes (object) With an uttered incantation and a motion of your hand, you surround your target with a haze that prevents others from discerning its true nature. By casting this spell, you cloak the target in an effect that gives a false alignment reading to all divination spells. At the time of casting, you must designate the alignment that you wish the spell to reveal. PHANTOM CHARGE Conjuration (Teleportation) Level: Blackguard 4, paladin 4 Components: V, S Casting Time: 1 swift action Range: Personal and touch Target: You and your special mount or fi endish companion Duration: Instantaneous You and your mount utter a fi erce call as one. The beating of its hooves grows almost deafening, and the world around you begins to shimmer. If you cast this spell while mounted on your special mount or mount-sized fiendish companion, you tap into the energies normally released only when you summon or dismiss that creature, creating a short-range teleportation effect. Between a single pair of steps, you and your mount can teleport directly forward once, moving up to 5 feet per two caster levels. Many paladins use this Bolstered by master cavalier, phantom charge, and war-mount, Alhandra and her steed have little trouble reaching their startled foes Illus. by M. Coimbra 620_95564_Ch3.indd 125 2/21/07 10:59:18 AM

126CHAPTER 3 NEW SPELLS spell to attack over rough terrain that would normally prevent a charge. Because this spell can be cast while your mount is moving, the creature can move part of its speed both before and after the spell takes effect. If you cast this spell in conjunction with master cavalier (page 124) and war-mount (page 129), the three spells have a synergistic effect. See the master cavalier spell description for details. PROFANE ITEM Transmutation [Evil] Level: Cleric 4, blackguard 4 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Object touched Duration: Permanent until discharged Saving Throw: Will negates (object) Spell Resistance: Yes (object) Negative forces fl ow through your hands and into the object you hold, fi lling it with a darkly glowing power that gleams for a moment, then subsides. You imbue a touched object with latent negative energy. If the item thereafter touches or is touched by an animal or plant of any alignment, or by an outsider or shapechanger of good alignment, the negative energy discharges with a loud snap, dealing 1d4 points of negative energy damage per caster level (maximum 10d4) to that creature. If the creature discharging the item is an animal or plant, it must save against fear or fl ee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time. If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses. Profane item counters and dispels sacred item (see below). RAVENOUS DARKNESS Necromancy [Darkness] Level: Cleric 7 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 minute/level (D) Saving Throw: None or Fortitude negates; see text Spell Resistance: No or yes; see text Tendrils of shadow leap from the object you’ve touched, then swiftly form into an all-encompassing wave. The spreading night seems to blot out both light and life. The object touched sheds darkness as a deeper darkness spell (PH 217). In addition, every living creature within the area of the resulting darkness (a 60-foot radius) takes 1d6 points of negative energy damage per round. Any creature under the infl uence of an ongoing negative energy effect (such as negative levels or necromantic-based ability damage) instead takes 2d6 points of damage per round. This effect ends for a given creature if it moves out of the area of darkness but resumes should it reenter. A successful Fortitude save negates the damage, but the affected creature must repeat the save every round, whether it succeeds or fails. If a creature has spell resistance, the spell must overcome it to deal damage. Any undead creature within the darkness instead gains fast healing 1. Ravenous darkness counters and dispels any light spell of equal or lower level. REJUVENATING LIGHT Conjuration (Healing) [Light] Level: Cleric 7 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 minute/level (D) Saving Throw: None or Fortitude negates; see text Spell Resistance: No or yes; see text A soft, comforting glow emanates from the object you’ve touched, fi lling the entire area with light and warmth. Though seemingly gentle, the light pierces the shadows like the rays of the sun. The object touched sheds light as a daylight spell (PH 216). In addition, every living creature within the area of bright light (a 60-foot radius) gains fast healing 1. This effect ends for a given creature if it moves out of the area of light but resumes should it reenter. Any undead creature within the area of light takes 1d6 points of positive energy damage per round. An undead creature that is particularly vulnerable to sunlight (such as a vampire) instead takes 2d6 points of damage per round. A successful Fortitude save negates this damage, but the affected creature must repeat the save every round, whether it succeeds or fails. If the undead creature has spell resistance, the spell must overcome it to deal damage. Rejuvenating light counters and dispels any darkness spell of equal or lower level. SACRED ITEM Transmutation [Good] Level: Cleric 4, paladin 4 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Object touched Duration: Permanent until discharged Saving Throw: Will negates Spell Resistance: Yes (object) Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, then subsides. You imbue a touched object with latent positive energy. If the item thereafter touches or is touched by an undead 620_95564_Ch3.indd 126 2/21/07 10:59:23 AM

127NEW SPELLS CHAPTER 3 creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a flash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature. If the creature discharging the item is undead, it must save against fear or fl ee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time. If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses. Sacred item counters and dispels profane item (see above). SEED OF LIFE Conjuration (Healing) Level: Cleric 4, druid 5, paladin 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (maximum 30 rounds) or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The energy of life fl ows through you, warming your hand—and indeed your very soul. But instead of swiftly infusing that life into others to heal their wounds, you feed it slowly and gradually into your ally. You implant a tiny seed of positive energy into the subject’s soul. This seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigorSC. At any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action. When this option is exercised, roll a number of d4s equal to one-half the spell’s remaining duration, rounded down (for example, 5d4 if the spell has 11 rounds remaining). The result is the number of hit points of damage instantly healed. Using this option ends the spell immediately. SOUL WARD Abjuration Level: Cleric 2, druid 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your comrade’s thoughts and feelings meld with yours, each bolstering the other, through the touch of your hand. This spell functions like body ward (page 117), except that you choose one of the three mental abilities—Intelligence, Wisdom, or Charisma—rather than a physical ability to be affected. SPIRITUAL ADVISOR Divination Level: Cleric 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level When you chant the fi nal words of your incantation, a soft, comforting voice seems to whisper in your ear, “What knowledge may I impart to you?” Spiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity. This advisor manifests as a barely shimmering orb that floats above one of your shoulders. When it speaks, only you can hear its counsel. As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge. This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect. You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell. SPIRITUAL GUARDIAN Evocation [Force] Level: Cleric 6 Components: V, S, DF Casting Time: 1 standard action Range: 5 ft. Effect: A phantasmal knight Duration: 1 minute/level or 1 round/level; see text Saving Throw: None Spell Resistance: No The sound of hoofbeats begins in the distance and draws swiftly nearer. As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side. The holy symbol of your deity is emblazoned across his tabard and shield. By casting this spell, you create a translucent knight made of force. It remains within 5 feet of you at all times, constantly matching your speed and mode of travel—even if you are mounted or magically accelerated. Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 defl ection bonus to Armor Class. As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifi er to the roll. The attack deals 1d8 points of force damage +1 extra point per three caster levels (maximum +10). At any point before the spell expires, you can turn the knight loose and order it to fight on its own. It then moves 620_95564_Ch3.indd 127 2/21/07 10:59:25 AM

128CHAPTER 3 NEW SPELLS at a speed of 60 feet to attack any foe you designate. It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action. If its opponent falls, the knight waits for your direction. Once you have turned the knight loose, you lose the defl ection bonus to Armor Class that it provided, and you cannot regain it. Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis. SUBDUE AURA Abjuration Level: Cleric 3, paladin 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: 10 minutes/ level Saving Throw: Will negates (object) Spell Resistance: Yes (object) The normally formidable aura that marks you as a servant of a higher power recedes, leaving few traces of your allegiance visible to creatures that can see such marks. This spell masks the target’s aura, making it appear less powerful than it really is. For every two caster levels, the target of a subdue aura spell appears to have 1 fewer Hit Die than it really does. If the target has no aura, the spell has no effect. SUBSTITUTE DOMAIN Transmutation Level: Cleric 2 Components: V, S, DF Casting Time: 10 minutes Range: Personal Target: You Duration: 1 day/level (D) The power of your deity courses through you, replacing what you once knew with different ideas and abilities. Upon casting substitute domain, you can swap one of your current domains for another that your deity offers. You gain the granted power of the new domain, as well as access to any of its spells that you can cast—though you must still prepare the spells normally. While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access. For example, Saera, a cleric of Pelor, normally has access to the Strength and Sun domains. She casts substitute domain on herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants— namely Healing. While she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain. SUMMON HOLY SYMBOL Conjuration (Summoning) Level: Cleric 0, paladin 1 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: Small wooden holy symbol Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You whisper a prayer to your deity, and his symbol appears in your hand. You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one. The conjured holy symbol is made of wood and is neither magical nor particularly valuable. SURGE OF FORTUNE Transmutation Level: Cleric 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged Spiritual guardian calls a holy knight, ready to serve Illus. by E. Deschamps 620_95564_Ch3.indd 128 2/21/07 10:59:26 AM

129NEW SPELLS CHAPTER 3 The power of your deity fl ows through you, guiding your movements and honing your instincts. Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class. At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power. (If you use it for an attack roll, you must still roll to confi rm the critical hit normally.) Using this option instantly ends the spell. TOUCH OF RESTORATION Conjuration (Healing) Level: Paladin 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute When you pray for the power to restore that which your friend has lost, a beam of sun breaks through the clouds and bathes your hands in golden light. Casting touch of restoration lets you use your lay on hands ability to cure ability damage. While this spell is active, you can cure 1 point of ability damage per caster level by laying on hands, and you can split these points among different creatures if desired. For every point of ability damage you cure in this manner, you must subtract 1 from your effective level when determining how many hit points of damage you can heal with your standard lay on hands ability for the remainder of the day. TURN ANATHEMA Enchantment (Compulsion) [Mind Affecting and Chaotic, Evil, Good, or Lawful] Level: Blackguard 2, cleric 2, paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level When you clutch your holy symbol, it pulses briefl y with divine power, then grows oddly cold beneath your fi ngers. Choose one non-neutral aspect of your own alignment— chaotic, evil, good, or lawful. If you are neutral, you must choose an alignment component for this spell when you fi rst cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable. The spell takes on the descriptor of the selected alignment component. Upon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead. For instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons. You could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype. This spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn. You can use as many of your daily turn/rebuke attempts as you wish in this way for the duration of the spell. WAR-MOUNT Transmutation Level: Blackguard 3, paladin 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Special mount or fi endish companion touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) At your touch, your mount’s fl anks ripple, and its eyes blaze with newfound energy. You render the natural attacks of your mount or fi endish companion magical with a touch. The creature gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons for the duration of the spell. They are treated as both magic and good-aligned (paladin) or evilaligned (blackguard) weapons for the purpose of overcoming damage reduction. If you cast this spell in conjunction with master cavalier (page 124) and phantom charge (page 125), the three spells have a synergistic effect. See the master cavalier spell description for details. WEIGHT OF SIN Evocation [Chaotic, Evil, Good, or Lawful] Level: Cleric 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous, then 1 round/level or permanent; see text Saving Throw: Fortitude partial, then Will partial; see text Spell Resistance: Yes You use the raw power of your deity to reach into your target’s soul and pull forth its sins, leaving their horror exposed for all to see. You affect the target differently based on how its alignment compares to your own. If the target’s alignment is the same as yours, weight of sin has no effect. If the target’s alignment differs from yours but contains no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1 620_95564_Ch3.indd 129 2/21/07 10:59:31 AM

130CHAPTER 3 NEW SPELLS point of damage per caster level (maximum 15) and has no secondary effect. If the target’s alignment has one aspect opposed to yours (such as law/chaos), but not both, the spell deals 1d4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table above). If the target’s alignment is diametrically opposed to yours (such as lawful good/chaotic evil), the spell deals 1d6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table below). If you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one “step” in severity. That is, if the spell caused a minor effect on the fi rst casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect. Minor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled. In all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any. The target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one. WOODEN BLIGHT Transmutation Level: Druid 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes The spirit of the trees manifests within your foe, slowing and transforming its body. You transform the subject’s body into wood from the inside out. Each round, the subject must make a new saving throw or take 1d4 points of Dexterity damage. Success halves the Dexterity damage from that round and ends the spell. A subject whose Dexterity is reduced to 0 or lower by this spell transforms, along with its gear, into a mindless, inert, wooden statue. A creature in this state is not actually dead, but it does not register as alive either when viewed with spells such as deathwatch. If the target already has Dexterity damage or a penalty to Dexterity, wooden blight is even more debilitating. Each round in which the subject takes Dexterity damage from this spell, its base movement rate is reduced by 5 feet for every point of Dexterity damage it takes (minimum speed 5 feet). Creatures of the plant type are immune to this spell. Material Component: A sliver of wood from a living tree. Opposed Alignments (Yours/ Minor Moderate Major Target’s) Effect Effect Effect Chaotic/ –1 on saving Confusion, Baleful lawful throws as the spell polymorph, as the spell Evil/ –1 to Armor Crushing Weakened, good Class despair, as symbol as the spell of weakness Good/ –1 on attack Exhausted, Blinded, evil rolls as ray of as power exhaustion word blind Lawful/ –1 on damage Slow, Flesh to chaotic rolls as the spell stone, as the spell Chaotic evil/ — Confusion, Weakened, lawful good as the spell as symbol of weakness Chaotic good/ — Exhausted, Baleful lawful evil as ray of polymorph, exhaustion as the spell Lawful evil/ — Crushing Flesh to chaotic good despair, stone, as as the spell the spell Lawful good/ — Slow, Blinded, chaotic evil as the spell as power word blind 620_95564_Ch3.indd 130 2/21/07 10:59:32 AM

oly relics, blessed artifacts, and weapons of righteous wrath regularly seem to fi nd their way into the hands of divine characters in search of glory. Every item described in this chapter has a particular divine fl avor, but many work just as well—if not better—when wielded by characters with no godly connections at all. POWER COMPONENTS By taking advantage of the symbolic links between deities and the mortal realm, a divine caster can use specific components to enhance the power of her spells. These components can be used even with spells that do not normally have material components, but they do not replace any other materials a spell might normally require. Like other material components, they disappear when used to cast a spell. COMPONENT PREPARATION Each of the power components described below must be specially prepared by methods not normally available to player characters. Simply burning a used scroll won’t produce ashes of power, for example. COMPONENT DESCRIPTIONS Many of the items detailed below are tied to specifi c religions or deities. If you are playing in a campaign that uses different deities (or no deities at all), simply adapt each item using the rules given throughout this text. The price given for each component is for a single application of the substance; using any smaller amount has no effect. Angel’s Blood: Those who manage to shed celestial blood often collect a few drops for sale to other, equally vile souls. When blended with specifi c poisons and used as a component in the casting of any spell that has the evil descriptor, angel’s blood increases the save DC by 1. Price: 85 gp. Ashes of Power: When a used scroll is burned and its ashes are mixed with holy water and mystical inks, the resulting paste houses an ember of true magic. When used as a component in the casting of dispel magic, greater dispel magic, or break enchantment, this powder allows the caster to make two dispel checks and choose the better result. Price: 1,750 gp. Aurial Sapphire: On rare occasions, the winds of the Elemental Plane of Air capture various particles whipping about in the emptiness and drive them together over the course of years. The result is a crystal marbled in various shades of blue. Called aurial sapphires, these gemstones are sometimes found on the Material Plane, usually at high altitudes where the winds blow most fi ercely. When an aurial sapphire is used as a component in the casting of any Air domain spell or spell that has the air descriptor, 131Illus. by D. Griffi th Illus. by D. Griffi th 620_95564_Ch4.indd 131 2/21/07 11:01:40 AM

132CHAPTER 4 DIVINE ITEMS the spell is affected as if by the Quicken Spell feat, but without any level increase. Price: 215 gp. Crypt Powder: During the long years in which a powerful necromancer lies decaying in his tomb, some of the magic that infused his bones seeps into the surrounding walls. If one of these stones is then shattered in a particular way, the resulting dust sometimes retains that power. When used as a component in the casting of any spell that targets either corpses or undead, this powder increases both the save DC and the caster level by 1. Price: 150 gp. Doppelganger Bile: This viscous fl uid aids in deceptive magic. When specially distilled and used as a component in the casting of any spell that grants invisibility or a bonus on Disguise checks, doppelganger bile doubles the duration of the effect. Price: 95 gp. Dragon Ruby: Gold dragons like to feast on pearls and gems. Occasionally, a few gems pass through such a dragon’s system undigested. If one of those gems is a ruby, it absorbs a bit of the creature’s fi ery nature and becomes a dragon ruby. When used as a component in the casting of any spell that has the fi re descriptor, a dragon ruby doubles that spell’s area. Price: 175 gp. Essence of Order: When various powdered herbs are mixed with the inner fluids of an inevitable, the resulting oily substance emits a potent vapor known as essence of order. Anyone breathing this vapor is cured of 1 point of mental ability damage caused by a poison or disease. A single dose is usable only once. When used as a component in the casting of any spell that has the law descriptor, essence of order increases the save DC by 1. Price: 300 gp. Feather of the Far Reaches: When coated in a thin layer of powdered mithral, the tailfeathers of an albatross or an arrowhawk gain a degree of magical power. If one of these so-called feathers of the far reaches is used as a component in the casting of any Travel domain spell, it either adds 10 feet to the speed (if the spell grants a new or improved mode of movement) or increases the effective caster level by 1. Price: 95 gp. Game of Fate: Long ago, someone discovered that a die carved from the shell of a large tortoise attracts the attention of the deities of luck. When used as a component in the casting of any spell that grants a bonus on attack rolls, damage rolls, saving throws, or checks, such a die—known as a game of fate—produces one of three effects: +1 caster level (01–45), double duration (46–90), or restoration of a spell as per a pearl of power (91–100). Price: 550 gp. Guardinal Feather: The feathers of a guardinal, when given freely, have protective properties. When one is used as a component in the casting of any spell that grants either energy resistance or a bonus to Armor Class, it increases the value of that protection by 2. Price: 600 gp. Hero’s Tears: Tears taken from a champion of good who weeps over a fallen comrade become a potent aid to virtuous casters when sanctifi ed with bless water. If these hero’s tears are used as a component in the casting of any spell that has the good descriptor, they increase the effective caster level by 2. Price: 675 gp. Horn of Gorgon: Gorgon horns soften when soaked in a particular kind of rare vinegar. If this horn of gorgon is then used as a component in the casting of any spell that enhances Strength—whether by an enhancement bonus, a size increase, or any other means—it adds 2 to the subject’s Strength, on top of the spell’s normal effects. Price: 575 gp. Kiss of Discord: An herb known by sages as lusiri blossom, kiss of discord has dull red leaves that vaguely resemble lips. When ingested, it causes hallucinations (1d3 hours, Fort DC 13 negates, treat as confusion). If used as a component in the casting of any spell that has the chaos descriptor, it increases the effective caster level by 2. Price: 310 gp. Obaddis Leaf: A rare variety of holly, this plant retains some of the magic that passes through it when it is used as a divine focus by a druid. If it is then used as a component in the casting of a Plant domain spell or any spell that specifi - cally targets plants, it doubles both the area and the duration. Price: 130 gp. Pearl of the Waves: A pearl of the waves results when an oyster forms a pearl around the tiniest fragment of a magic item, such as a sliver of a magic blade or wood from a broken staff. If this pearl is used as a component in the casting of any Water domain spell or a spell that has the water descriptor, the spell is affected as if by the Quicken Spell feat, but without any change in spell slot. Price: 225 gp. Scholar’s Dreams: Some say that ivy growing on the gravestone of a truly learned sage feeds upon the knowledge of the deceased. When used as a component in the casting of any Knowledge domain spell, this ivy—known as scholar’s dreams—doubles both the range and the duration. Price: 175 gp. Soil of Stone: Taken from beneath the palaces of the dao (genies of Elemental Earth), this powdered stone retains traces of both that plane and its masters. If this so-called soil of stone is used as a component in the casting of any Earth domain spell or a spell that has the earth descriptor, it doubles the duration. Price: 65 gp. Sunfl ower of Pelor: For reasons unfathomable to sages, large sunfl owers often grow in the soil where an undead creature has been reduced to ash by a cleric’s turn undead ability. The petals of these sunfl owers of Pelor, if properly treated with various unguents, grant power to sun-related spells. When used as a component in the casting of any Sun domain spell or a spell that has the light descriptor, these petals double its area. Price: 100 gp. Talon of Ehlonna: When an animal dies while under the effect of a magic fang or greater magic fang spell, one of its claws or teeth sometimes retains a spark of that magic. This so-called talon of Ehlonna resists decay and gains a goldbronze luster over time. When used as a component in the casting of any Animal domain spell or a spell that specifi cally targets animals, the talon increases the effective caster level by 2. Price: 370 gp. True Warrior’s Blade: A weapon wielded by a deity’s champion, then broken in combat, can be consecrated with holy water and unguents to become a true warrior’s blade. When used as a component in the casting of any divine spell that deals hit point damage, this blade increases the damage dealt by 2 points per spell level. Price: 650 gp. 620_95564_Ch4.indd 132 2/21/07 11:01:43 AM

133CHAPTER 4 ITEMS DIVINE Twilight Green: A distant relative of belladonna, this herb is a deadly poison (ingestion, DC 14 Fortitude negates, primary and secondary damage 1d4 Constitution). When used as a component in the casting of any spell that deals negative energy damage, however, twilight green increases that damage by 1 point per spell level. Price: 250 gp. Unicorn Horn: If a horn taken from a unicorn that has died of natural causes is used as a component in the casting of any touch spell that has the healing descriptor, it transforms the spell into a ray with a 30-foot range. Price: 190 gp. SPECIAL HOLY SYMBOLS Clerics, paladins, and most other divine spellcasters require some sort of holy symbol, both for their spellcasting and to use some of their other divine abilities. Two types of holy symbols—wooden and silver—are described in the Player’s Handbook. Neither is more effective than the other. In truth, many different types of holy symbols exist. Each incorporates the symbol of the deity in some way, but the styles and materials used can vary widely. Symbols of the same god might not be exact duplicates—in fact, different sects of a religion might focus on separate aspects of the same deity, and their symbols might refl ect that difference. And fi nally, divine casters who don’t follow a particular religion tend to have symbols of their own. This section provides examples of a few unique holy symbols. Each draws upon a different core D&D deity for inspiration but can be adapted to similar deities in other campaign worlds. COMMON ELEMENTS OF HOLY SYMBOLS Each of the following holy symbols has a unique description and its own special enhancements. However, all have the following elements in common. • Each symbol is made of materials worth at least 100 gp. Even those made of natural materials go through a refi ning process that makes them inherently valuable. • Each symbol is durable, with hardness 5 and 10 hit points. • Each symbol is made to fi t in one hand, regardless of the size of that hand. Its power lies not in its size, but in its connection to the divine. • To wield a holy symbol, the user must hold it in one hand and brandish it openly. Although some holy symbols can be worn, the wielder must always touch his symbol with at least one hand and display it prominently to use it as a focus for spellcasting, turning checks, and other related uses. Only the use of a metamagic feat such as Still Spell allows a caster to forgo this motion. • Each special symbol costs 350 gp. That price covers all material costs, plus any blessings or rituals needed to consecrate it. This cost also represents the fact that each symbol is of masterwork quality. WHO CAN USE HOLY SYMBOLS Typically, only clerics and paladins (and a few other divine casters) need to use holy symbols in spellcasting and other similar actions. However, any spellcaster can gain benefi ts from using these special holy symbols, assuming that she can cast spells of the appropriate type (see below). Not all symbols work equally well for all spellcasters. Each symbol represents a character’s devotion, beliefs, and worship, so both divine and arcane casters can use these symbols as foci for their spells. Even a spell that doesn’t normally require a focus can be improved by the use of these symbols. The following rules apply to such use. Alignment: To gain the benefi ts associated with a special holy symbol, you must be of a compatible alignment—that is, you cannot have an alignment component in opposition to either component of the deity associated with the symbol. For example, Kord is a chaotic good deity, so you could not use his holy symbol for spellcasting if you were either lawful or evil. (The alignment of clerics and other divine casters must be within one step of the deity they worship, as specifi ed in the Player’s Handbook.) Worship: Although nondivine characters might not pay as much homage to deities as divine casters do, anyone wishing to gain the benefits of using a special holy symbol as a focus must offer up at least a little religious respect. Work with your DM to decide what sort of roleplaying is required for your character to be considered a worshiper of a particular deity. Exclusivity: Most spellcasters pay homage to only one deity at a time, but some—especially nondivine casters— pay homage to an entire pantheon, or perhaps a subset of deities. But even if your game uses a pantheistic approach, you still need to pick an individual deity to use one of the special holy symbols in this section. And furthermore, once you select a particular special holy symbol, you can’t swap it for another without abandoning the first deity entirely. If you do want to make such a switch, the DM should work out the roleplaying ramifications of changing faiths with you. HOLY SYMBOL DESCRIPTIONS Each entry includes a brief physical description of the holy symbol, followed by its benefi ts. Blood-Face of Erythnul: This rust-colored talisman depicts a face cackling with evil laughter. Swaths of bloodred highlight the open, grinning mouth and the brow ridge, giving the face a wild, almost demonic look. When used as a focus for illusion spells or spells with the chaotic designator, a blood-face of Erythnul increases the save DC by 1. Barbs of Hextor: The shape of this dark-colored, metallic talisman is that of a mailed fi st grasping barbed arrows. When used to cast Evil domain spells or spells that have the evil descriptor, this symbol increases your effective caster level by 1. Bolt of Heironeous: Cast in the shape of a hand grasping a lightning bolt, this holy symbol is usually made of silver, gold, or a combination of both. When used to cast Good domain spells or spells that have the good descriptor, this symbol increases your effective caster level by 1. Devastation of Nerull: This symbol is either carved from bone or made from the skeleton of a Diminutive creature, and it always appears to be decaying. Worshipers 620_95564_Ch4.indd 133 2/21/07 11:01:44 AM

134CHAPTER 4 DIVINE ITEMS of Nerull typically either grow lichen on it, or whet it with a small amount of acid. As a result, it usually carries a mildly unpleasant odor. When used to cast a spell from the necromancy school or the Death domain, or when brandished to rebuke or command (not turn or destroy) unintelligent undead, this symbol increases your effective caster level by 1. Ehlonna’s Brooch: Worn by worshipers of the goddess of the woodlands, this emerald carving of a unicorn rampant sometimes seems to blend into the wearer’s garb. When grasped and used as a focus for a spell, it exudes a faint green glow. When Ehlonna’s brooch is used as a focus for a summon animal or summon monster spell, each creature summoned gains +1 hit point per Hit Die. Fharlanghn’s Badge: This symbol is almost always made to look like a worn, weathered piece of wood bearing a crude carving of a sunset. In actuality, a Fharlanghn’s badge is almost always made from materials that have traveled a long way, such as driftwood, or the planks of a settler’s wagon. When brandished during the casting of any spell that increases a creature’s speed (or even one that imparts a new mode of movement, such as fl y), Fharlanghn’s badge increases the target’s speed by an additional 5 feet. This item has no effect on spells that magically transport a character from one place to another (such as teleport or dimension door). Obad-Hai’s Green Man: Always made from living wood and green leaves, this symbol remains fresh as long as you remain alive and pay homage to the nature god. Only upon close inspection can nonworshipers see the face hidden amid the leaves. When used to cast spells from the Animal or Plant domain, Obad-Hai’s green man increases your caster level by 2. In addition, you gain a +1 bonus on turn or rebuke checks made against plant creatures while brandishing it. Mirror of Olidammara: This symbol looks like a plain silver hand mirror, but anyone who looks into the glass sees a theatrical mask with half the face dark and smiling and the other half white and scowling. This image is not magical in nature— the glass is not a mirror, and the mask is simply embedded in the backing. When held forth during the casting of Luck domain spells or spells that have the chaotic descriptor, the mirror of Olidammara increases your effective caster level by 1. Moradin’s Forge: Usually made of a heavy metal (lead, adamantine, or even gold) and painted fl at black, this talisman comes in two parts—a model hammer and a tiny anvil. Most crafters attach the two parts with a thin but strong and fl exible wire, so that the hammer can be struck against the anvil during casting. Doing so isn’t strictly necessary, but many worshipers of the Soul Forger feel the action is appropriate. When used to cast Earth domain spells or spells that have the earth descriptor, Moradin’s forge increases the save DC by 1. In addition, it increases your effective caster level by 1 when used to turn or rebuke air creatures (as the Earth domain granted power). Nugget of Garl Glittergold: This small symbol looks like a chunk of unrefined gold ore—because it is. Blessed by gnome priests, it is even more precious than its materials suggest. When used to cast Trickery domain or illusion spells, a nugget of Garl Glittergold increases your effective caster level by 1. Ruby Skull of Wee Jas: This stylized symbol carved from ruby resembles a skull stretched and twisted by magic. Its empty eye sockets stare unceasingly at the viewer. When used as a focus for Death domain or necromancy spells, a ruby skull of Wee Jas increases your effective caster level by 1. In addition, when used to rebuke or command (not turn or destroy) undead, it grants a +1 bonus on your turning damage rolls. Silver Badge of Larethian: This moon-sliver symbol is always silver in color and often decorated with etched or embossed images of leaves, berries, and nuts. Worshipers of the Protector keep these items highly polished so that they shine brightly in moonlight. When displayed while casting Protection domain or abjuration spells, a silver badge of Larethian increases your effective caster level by 1. Stone Socket of Gruumsh: Orcs and other worshipers of Gruumsh sometimes carve these holy symbols out of stone, making them look like empty eye sockets. During the consecration rituals, they pour blood (usually taken from the eyes of their sacrifi cial victims) into the hole to stain the stone permanently. When used to cast War domain spells or spells that have the evil descriptor, a stone socket of Gruumsh grants a bonus equal to +1 per damage die on damage rolls made for the spells. However, this bonus cannot increase a spell’s damage beyond its normal limit. So if used with spiritual weapon, which normally deals damage equal to 1d8 points +1 point/ three caster levels, the stone socket of Gruumsh grants a +1 bonus on the damage roll. However, that bonus cannot bring the damage above 8 points for a 1st-level caster, or above 13 points (1d8+5 maximum) for a 15th-level caster. Sun Disk of Pelor: Worshipers of Pelor believe they can feel the sun’s warmth through their golden, sun-shaped talismans. One surface of each sun disk of Pelor is emblazoned with a stern but somehow comforting face, and the holy disks do shine in both sun and torchlight. When used to cast Sun domain or conjuration (healing) spells, a sun disk of Pelor grants a +1 bonus on healing (or Special holy symbols confer bonuses to their wielders’ actions Illus. by E. Widermann 620_95564_Ch4.indd 134 2/21/07 11:01:45 AM

135CHAPTER 4 ITEMS DIVINE damage) rolls made for the spells. However, this bonus cannot increase a spell’s healing or damage beyond its normal limit. So if used with cure moderate wounds, which normally heals damage equal to 2d8 points +1 point/caster level, a sun disk of Pelor grants a +1 bonus on the roll. However, that bonus cannot bring the healing above 19 points (2d8+3 maximum) for a 3rd-level caster, or above 21 points (2d8+5 maximum) for a 5th-level caster. Talisman of Boccob: Usually worn on the chest, this pale yellow symbol depicts a stylized eye that appears to glow with an inner light. You must touch it with at least one hand to gain its benefi t. When used to cast Knowledge domain or divination spells, a talisman of Boccob grants you a +1 bonus on caster level checks and on any follow-up Spellcraft checks necessary to complete the spell (such as those required for detect magic). Vanguard of Kord: This small, round, convex disk is decorated like a tribal war shield, with black weapons crossed on a blood-red background. The disk almost always shows signs of wear and hard use. When used to cast Luck domain or transmutation spells, a vanguard of Kord increases your effective caster level by 1. Vecna’s Hand and Eye: The typical worshiper of Vecna keeps her holy symbol hidden until it is time to cast spells. The talisman of the God of Secrets looks like a dark hand grasping a large, bloodshot eye. Alternatively, sometimes the hand’s fingers are outstretched, and the eye is embedded in the palm. Either way, the disquieting symbol represents both the deity and the artifacts that bear his name. When used to cast any spell from the Knowledge or Magic domain, Vecna’s hand and eye increases your effective caster level and the save DCs by 1. War Cross of St. Cuthbert: This symbol appears to be a wheel with four equal-length spokes and a gemstone at the hub. To brandish it, you must grasp the symbol by its center, holding the gemstone out. When used to cast any mind-affecting spell or to turn (not rebuke) undead, a war cross of St. Cuthbert increases your effective divine caster level by 1. Yondalla’s Cornucopia: Sometimes this symbol depicts a cornucopia emblazoned on a green background, but more often than not, it is an actual miniature cornucopia filled with carved wooden fruit. When used to cast Law domain spells, spells that have the good descriptor, or spells that create food or water (such as create food and water or heroes’ feast), a cornucopia of Yondalla increases your effective caster level by 1. Magic Items The following items should add to the excitement and depth of any campaign, either as treasures sought by the PCs, or as weapons wielded against them by villains. ARMOR AND SHIELDS While not exactly “armor of god,” these items protect those who serve their deities and provide them with the benefi t of divine power. ARMOR OF THE BEAST Price (Item Level): 26,175 gp (16th) Body Slot: Body Caster Level: 10th Aura: Moderate (DC 20); transmutation Activation: — Weight: 20 lb. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs DOMAIN-FOCUSED HOLY SYMBOLS As an alternative to using holy symbols dedicated to specific deities, you can choose to modify existing symbols—or even create new ones—that embody the worship of an ideal. The following are two examples of nature-oriented holy symbols. Nature’s Sickle: This symbol resembles a small stone sickle cutting four stalks of wheat. The wheat looks fresh and real, even though it is carved of stone. When the symbol is in use, the wheat actually smells like grain and seems to shine in the sun. When used to cast any spell from the Earth, Plant, or Sun domain, a nature’s sickle increases your effective caster level by 1. Nature’s Children: This wood or stone carving depicts from three to more than a dozen local animals, depending on the fecundity of the region and the intricacy of the carving. Sometimes when you look at it, you catch a glimpse of movement out of the corner of your eye, though further inspection always shows the animals right where they were before. When used to cast spells from the Animal domain list or spells that aid, protect, speak with, or summon animals, this symbol increases your effective caster level by 1. Sample holy symbols of nature: nature’s children and nature’s sickle Illus. by E. Widermann 620_95564_Ch4.indd 135 2/21/07 11:01:50 AM

136CHAPTER 4 DIVINE ITEMS This suit of studded leather armor is held together with bits of bone and scale rather than metal rivets. The breastpiece is engraved with an abstract image resembling a tree, whose branches cross over the armor’s shoulders. If you have the wild shape class feature, this suit of +1 wild studded leather armor grants you one additional use of that ability per day. (It does not, however, grant that ability if you do not already possess it.) This extra use stacks with the one provided by a druid’s vestment (DMG 268). Armor of the beast is part of a set known collectively as the trappings of the beast, which also includes the ring of the beast (page 141) and the mantle of the beast (page 140). When you wear all three of these items, you gain a +5 competence bonus on wild empathy checks. In addition, you are treated as one level higher than you are for the purpose of using wild shape. (For instance, an 11th-level druid clad in the trappings of the beast could assume the form of a plant creature.) Prerequisites: Craft Magic Arms and Armor, wild shape ability. Cost to Create: 13,000 gp (plus 175 gp for masterwork studded leather); 1,040 XP, 26 days. BASTION OF RIGHTEOUS WAR Price (Item Level): 18,170 gp (14th) Body Slot: — (held) Caster Level: 7th Aura: Moderate (DC 18); evocation Activation: — and immediate Weight: 15 lb. The border of this chevron-shaped shield is emblazoned with symbols of warfare. When it is carried, the image of a deity’s holy symbol forms in the center. This +1 heavy steel shield functions best in the hands of a cleric or paladin. If an enemy scores a critical threat against you, you can expend a turn or rebuke undead attempt as an immediate action to negate the critical threat. You must make this decision before your opponent rolls to confi rm the critical threat, and you still take the normal damage from the attack. The cost (in turn/rebuke attempts) to activate the bastion of righteous war increases by 1 for every additional multiple of damage (beyond ×2) that would normally be dealt by the attack’s critical hit. For example, negating a critical threat from a heavy pick (which deals four times normal damage on a critical hit) would cost three turn/rebuke undead attempts, rather than one. The bastion of righteous war is part of a set known collectively as the regalia of righteous war, which also includes the blade of righteous war (see below) and the helm of righteous war (page 139). When you hold this blade while wearing the other items in the set, you can spend a turn/rebuke undead attempt as an immediate action to make an attack of opportunity with the blade against any foe that successfully strikes an ally in melee combat, even if you have already made one against that opponent that round. (You must threaten the foe in order to make this attack of opportunity.) The holy symbol pictured on the shield always matches the deity worshiped by the wearer (if any). Cost to Create: 9,000 gp (plus 170 gp for masterwork heavy steel shield), 720 XP, 18 days. Prerequisites: Craft Magic Arms and Armor, divine power, magic vestment, turn or rebuke undead. BULWARK OF THE LIVING Price (Item Level): 10,157 gp (12th level) Body Slot: — (held) Caster Level: 7th Aura: Moderate (DC 18); necromancy Activation: — and standard (command) Weight: 10 lb. This heavy wooden shield is perfectly spherical and rimmed in mithral. The sun disk of Pelor is emblazoned across its surface. A good-aligned character who bears this +1 blinding heavy wooden shield can expend a 4th-level or higher divine spell as a standard action to cast death ward (PH 217) on himself. Cost to Create: 5,000 gp (plus 157 gp for masterwork heavy wooden shield), 400 XP, 10 days. Prerequisites: Craft Magic Arms and Armor, death ward, searing light, good alignment. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs A NOTE ON FORMAT The magic items described here use the format introduced in Magic Item Compendium. Aspects of that format that might not be self-explanatory are described below. Price (Item Level): This entry gives the price of the item in gold pieces and the item level. Item level is a guideline for the DM to estimate the level at which a character can reasonably attain the item. It is unrelated to caster level. Body Slot: This entry identifies the place on the body where the item is worn. For items not worn in a body slot, — (held) designates an item held in the hands and — designates items that need only be carried on your person. Aura: This entry gives information that can be obtained with a detect magic spell. It lists the strength of the item’s aura, the DC of the Spellcraft check required to determine the school of magic, and the school of magic associated with the aura. Activation: The kind of action required to activate the item is given here, followed by a description of what a character does during the activation. For example, a “swift (command)” item requires a swift action to activate and requires the activator to speak a command word. An entry of “—“ means the effect is continuous and requires no activation. New Categories: In Magic Item Compendium, items were categorized differently from those in the Dungeon Master’s Guiide, based on their function or the way they are employed. Items that are worn on the body, including rings, are now classified as clothing. Items that are held or carried, except for those designed for use as weapons, are considered tools. 620_95564_Ch4.indd 136 2/21/07 11:01:55 AM

137CHAPTER 4 ITEMS DIVINE WEAPONS Even the most religious cleric or merciful paladin needs to battle evil actively from time to time. The following weapons should aid in such endeavors. BLADE OF RIGHTEOUS WAR Price (Item Level): 12,315 gp (13th) Body Slot: — (held) Caster Level: 7th Aura: Moderate (DC 18); evocation Activation: — or free; see text Weight: 4 lb. A blood groove runs down the center of this weapon’s blade. Set into the pommel is a blood-red ruby, and within its crimson depths fl oats a deity’s holy symbol. This +1 longsword is favored by paladins and certain clerics. Any time you roll a critical threat with the blade of righteous war, you can sacrifice a turn/rebuke undead attempt as a free action to gain a +4 bonus on the roll made to confirm the critical threat. You must make this decision before making the confirmation roll. The blade of righteous war is part of a set known collectively as the regalia of righteous war, which also includes the helm of righteous war (page 139) and the bastion of righteous war (see above). When you use all three together, you gain an additional benefi t as noted in the description of the bastion of righteous war. The holy symbol pictured in the weapon’s pommel always matches the deity worshiped by the holder (if any). Cost to Create: 6,000 gp (plus 315 gp for masterwork longsword), 480 XP, 12 days. Prerequisites: Craft Magic Arms and Armor, divine power, turn or rebuke undead. BOW OF ELVENKIND Price (Item Level): 14,700 gp (14th) Body Slot: — (held) Caster Level: 12th Aura: Moderate (DC 21); transmutation Activation: — Weight: 3 lb. Gleaming white wood and horn have been lovingly shaped into a massive, recurved longbow. The string shimmers like silver, and the bow hums when drawn, as if the wood had been tuned for musical purposes. This +1 composite longbow (+0 Str bonus) automatically adjusts its pull to match the Strength of any elf who wields it. In the hands of a cleric of Corellon Larethian, a bow of elvenkind gains the seeking weapon property (DMG 225), and any critical hit with an arrow fi red from the bow renders the target shaken for 5 rounds (a mind-affecting fear effect; Will DC 14 negates). Furthermore, any elf or cleric of Corellon Larethian who uses the bow with arrows from the quiver of elvenkind (page 144) gains the benefi t of the Far Shot feat. Cost to Create: 7,000 gp (plus 700 gp for masterwork composite longbow), 560 XP, 14 days. Prerequisites: Craft Magic Arms and Armor, doom, true seeing, doom, elf. SPEAR OF THE WILD Price (Item Level): 24,302 gp (15th) Body Slot: — (held) Caster Level: 12th Aura: Strong (DC 21); transmutation Activation: — Weight: 6 lb. This spear has a head of gleaming iron and a shaft of dark, heavy wood. Ivy vines carved into the shaft provide a textured grip. In the hands of most wielders, this weapon is a simple +1 spear that also grants its wielder a +2 competence bonus on Knowledge (nature) and Survival checks. If you are a druid, a ranger, or a cleric with the Animal domain, the spear of the wild automatically casts baleful polymorph on any creature upon which it scores a critical hit. A successful Fortitude save (DC 15 + your Wis modifi er) negates this effect. This effect functions three times per day. Cost to Create: 12,000 gp (plus 302 gp for masterwork spear), 960 XP, 24 days. Prerequisites: Craft Magic Arms and Armor, baleful polymorph, Knowledge (nature) 10 ranks, Survival 10 ranks. STAFF OF THE VAGABOND Price (Item Level): 3,600 gp (8th) Body Slot: — (held) Caster Level: 9th Aura: Moderate (DC 19); transmutation Activation: — Weight: 2 lb. The armor of the beast and the spear of the wild are potent items for those who venerate nature Illus. by E. Widermann 620_95564_Ch4.indd 137 2/21/07 11:01:56 AM

138CHAPTER 4 DIVINE ITEMS This battered, weatherbeaten stick looks far too fl imsy and brittle to be usable as a quarterstaff—or even as a walking stick. This masterwork/master work quarterstaff becomes a +1/+1 quarter staff as long as you are carrying no other weapons. (Natural weapons or unarmed attacks don’t count, but weapons you carry in a bag of holding or other container do.) The staff of the vagabond is part of a set known collectively as the garb of the vagabond, which also includes the cloak of the vagabond, the robe of the vagabond, and the sandals of the vagabond. When you wield the staff of the vagabond while wearing any two of the other items, each end gains the merciful property (DMG 225). When you wield it while wearing all three of the other items, each end also gains the ki focus property (DMG 225) Cost to Create: 1,500 gp (plus 600 gp for masterwork/master work quarterstaff), 120 XP, 3 days. Prerequisites: Craft Magic Arms and Armor, cure light wounds, monk. CLOTHING Worn by heroes and villains alike, these items are essential for any who need an extra bit of power. BOOTS OF THE WANDERER Price (Item Level): 1,500 gp (5th) Body Slot: Feet Caster Level: 3rd Aura: Faint (DC 16); conjuration Activation: — Weight: 1 lb. These rugged, brown leather boots appear faded as though from years of use. The soles are scuffed but still quite solid. While wearing boots of the wanderer, you automatically succeed on any Constitution checks required for running or making a forced march If you are a worshiper of Fharlanghn (or any deity that offers access to the Travel domain), you also gain a +5-foot enhancement bonus to your land speed while wearing the boots. Cost to Create: 750 gp, 60 XP, 2 days. Prerequisites: Craft Wondrous Item, lesser restoration, longstrider, worshiper of Fharlanghn. BRACERS OF DIVINE LUCK Price (Item Level): 8,000 gp (11th) Body Slot: Arms Caster Level: 9th Aura: Moderate (DC 19); abjuration Activation: — Weight: 2 lb. These leather bracers are a deep burgundy color. Close examination reveals that the left bracer is stitched in patterns of seven, while the right is stitched in patterns of eleven. When you cast a divine spell while wearing these bracers, you gain a +1 luck bonus on attack rolls, saving throws, or AC (chosen at the time you cast the spell). This bonus lasts until the start of your next turn. If you worship Olidammara (or any other deity that offers access to the Luck domain), the bonus instead applies to your attack rolls, saving throws, and Armor Class simultaneously. Cost to Create: 4,000 gp, 320 XP, 8 days. Prerequisites: Craft Wondrous Item, worshiper of Olidammara. CLOAK OF THE DRAGON Price (Item Level): 6,000 gp (10th) Body Slot: Shoulders Caster Level: 10th Aura: Moderate (DC 20); transmutation Activation: — and standard Weight: 1 lb. This cloak consists of layers of tiny scales affi xed to a thin leather backing. Ten varieties of this item exist, each corresponding in hue to one of the fi ve chromatic or the fi ve metallic dragons. While you wear the cloak, you gain a +1 enhancement bonus to your natural armor bonus. If you worship Bahamut or Tiamat (or any other draconic deity), you may activate the cloak of the dragon once per day to grow a pair of draconic wings that grants you a fly speed (equal to your land speed) for 10 minutes. While this effect is active, you may use a breath weapon (as if you were a half-dragon matching the hue of your cloak; see MM 146) once. Cost to Create: 3,000 gp, 240 XP, 6 days. Prerequisites: Craft Wondrous Item, polymorph, worshiper of a draconic deity. For a worshiper of Bahamut, a gold cloak of the dragon offers an opportunity to become part dragon himself Illus. by W. England 620_95564_Ch4.indd 138 2/21/07 11:02:01 AM

139CHAPTER 4 ITEMS DIVINE CLOAK OF THE VAGABOND Price (Item Level): 9,000 gp (12th) Body Slot: Shoulders Caster Level: 11th Aura: Moderate (DC 20); abjuration Activation: — Weight: 1/2 lb. This torn and tattered cloak is spattered with mud and looks to have been poorly made. Its original fabric was a particularly nauseating shade of yellow. While wearing the cloak of the vagabond, you gain resistance 5 to cold and fi re. This cloak is part of a set known collectively as the garb of the vagabond, which also includes the robe of the vagabond, the sandals of the vagabond, and the staff of the vagabond. When you wear a cloak of the vagabond while using any two of the other items, it also grants you resistance 5 to electricity. When you use all four set items together, the staff of the vagabond gains an extra benefi t (see page 137). Cost to Create: 4,500 gp, 360 XP, 9 days. Prerequisites: Craft Wondrous Item, resist energy. CREST OF VALOR Price (Item Level): 2,000 gp (6th) Body Slot: Head Caster Level: 7th Aura: Moderate (DC 18); enchantment Activation: — Weight: — Designed to fi t atop any helm, this crest is actually a small golden statuette of a griffon. Behind it trails a long, blood-red plume that could well be visible even across a fi eld of battle. While wearing a crest of valor, you gain a +2 morale bonus on melee weapon damage rolls while your current hit point total is equal to or less than one-half of your full normal hit points. The crest of valor is part of a set known collectively as the raiment of valor, which also includes the periapt of valor (page 140) and the tabard of valor (page 142). When wearing all three of these items, all allies within 10 feet of you (including yourself) gain a +4 bonus on saves against fear effects. Cost to Create: 1,000 gp, 80 XP, 2 days. Prerequisites: Craft Wondrous Item, prayer, remove fear. GAUNTLETS OF WAR Price (Item Level): 4,000 gp (8th) Body Slot: Hands Caster Level: 3rd Aura: Moderate (DC 16); transmutation Activation: — Weight: 4 lb. These simple metal gauntlets are the type that normally comes with a suit of full plate armor, though they are abnormally well polished. Symbols of war are etched deeply across the back of each. While you wear gauntlets of war, you gain a +1 bonus on melee weapon damage. If you worship any deity that grants access to the War domain, this bonus increases to +3 with that deity’s favored weapon. Cost to Create: 2,000 gp, 160 XP, 4 days. Prerequisites: Craft Wondrous Item, bull’s strength, access to the War domain. HELM OF RIGHTEOUS WAR Price (Item Level): 5,000 gp (9th) Body Slot: Head Caster Level: 9th Aura: Moderate (DC 19); evocation Activation: — and swift; see text Weight: 3 lb. This heavy helm covers the entire head and face. When it is worn, the image of a deity’s holy symbol forms around the eye-slits. The helm of righteous war grants you a +2 insight bonus on initiative checks and Spot checks. As a swift action, you can sacrifice one daily turn or rebuke undead attempt; this pinpoints the current locations of all enemies within 10 feet of you (even if invisible). You also become immune to being flanked until the start of your next turn. This ability can be activated five times per day. The helm of righteous war is part of a set known collectively as regalia of righteous war, which also includes the bastion of righteous war (page 136) and the blade of righteous war (page 137). When you use all three together, you gain additional abilities as noted in the description of the bastion of righteous war. The holy symbol pictured on the helm always matches the deity worshiped by the wearer (if any). Cost to Create: 2,500 gp, 200 XP, 5 days. Prerequisites: Craft Wondrous Item, true seeing, turn or rebuke undead. LANCER’S SPURS Price (Item Level): 12,000 gp (13th) Body Slot: Feet Caster Level: 7th Aura: Moderate (DC 18); transmutation Activation: — Weight: 1/2 lb. These silver spurs gleam brightly in the ambient light. The points on the wheels are slightly jagged, like the lightning bolts of Heironeous. Lancer’s spurs always come in pairs, and they do not function if attached to magic footwear, since the two kinds of items occupy the same body slot. While you wear these spurs, any mount you ride gains a +1 enhancement bonus on attack rolls and damage rolls with its natural weapons. If you are a paladin or other character with a special mount, and you ride that mount while wearing lancer’s spurs, the enhancement bonus increases to +2, and the mount’s natural weapons are treated as either good- or evil-aligned 620_95564_Ch4.indd 139 2/21/07 11:02:05 AM

140CHAPTER 4 DIVINE ITEMS (as appropriate to your own alignment) for the purpose of overcoming damage reduction. If you are neutral, you must choose the alignment of the spurs when you wear them for the fi rst time, and you cannot thereafter change your mind unless your alignment changes in such a way as to render the initial choice unsuitable. Cost to Create: 6,000 gp, 480 XP, 12 days. Prerequisites: Craft Wondrous Item, war-mount*. MANTLE OF THE BEAST Price (Item Level): 18,000 gp (14th) Body Slot: Shoulders Caster Level: 10th Aura: Moderate (DC 20); transmutation Activation: — Weight: 2 lb. This heavy cloak is made of a rough, gray fur from some unidentifi - able creature. The mantle of the beast allows you to use your wild shape ability as a swift action. While wild shaped, your natural weapons gain a +1 enhancement bonus on attack and damage rolls. A mantle of the beast is part of a set known collectively as the trappings of the beast, which also includes the armor of the beast (page 135) and the ring of the beast (see below). When you wear all three items together, you gain additional abilities, as noted in the description of armor of the beast. Cost to Create: 9,000 gp, 720 XP, 18 days. Prerequisites: Craft Wondrous Item, greater magic fang, wild shape. PENDANT OF REDEMPTION Price (Item Level): 8,000 gp (11th) Body Slot: Throat Caster Level: 13th Aura: Strong (DC 21); divination Activation: — Weight: 1 lb. This silver pendant looks like an ordinary holy symbol of any lawful neutral, lawful good, or neutral good deity. If you are a worshiper of any lawful neutral, lawful good, or neutral good deity, the pendant of redemption refashions itself into the shape of your holy symbol when you don it, and it functions as a divine focus for your spellcasting. You also gain a +5 competence bonus on Diplomacy checks when communicating with any being that can still be redeemed (or is already redeemed) in the eyes of your god. When dealing with a creature that your deity finds unredeemable, the pendant instead grants you a +5 competence bonus on Intimidate checks. You are instinctively aware which skill will work best with a given being. If you’re a paladin, you can use the pendant to lead others toward repentance and forgiveness more effectively, if you so choose. While you wear the pendant of redemption, your detect evil ability does not reveal a creature’s evil aura but instead whether or not a being can be redeemed, and what a redeemable being must do to achieve full redemption in the eyes of your deity. Some beings might require multiple redemptive acts to make up for their past transgressions, but you know only the most pressing requirement at any given moment. In addition, the competence bonus on Diplomacy checks that the pendant normally grants rises to +10 while you are actively working to convince a creature to embark upon the redemptive action you have divined. If it completes such an act, you can then detect again to see whether any more penance is required. Though the insights you receive do not specifically tell you the details of the subject’s original transgression, you can often infer a great deal from the information you gain. For example, if you know that to atone for her sins, a certain person must “give the crown jewels back to the king,” you can be reasonably certain that her transgression involved the theft of the crown jewels. Even with less specific information, such as, “take up a nonviolent profession,” you can guess that the person’s profession involved violence. Cost to Create: 4,000 gp, 320 XP, 8 days. Prerequisites: Craft Wondrous Item, divination, legend lore, Diplomacy 10 ranks, Intimidate 5 ranks. PERIAPT OF VALOR Price (Item Level): 4,000 gp (8th) Body Slot: Throat Caster Level: 7th Aura: Moderate (DC 18); enchantment Activation: — Weight: — Hanging on a thin mithral chain is a tiny charm, on which is carved an odd combination of the holy symbols of Heironeous and Kord. While wearing a periapt of valor, you gain a +2 morale bonus on AC and saving throws while your current hit point total is equal to or less than one-half of your full normal hit points. The periapt of valor is part of a set known collectively as the raiment of valor. When you wear it along with a crest of pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs REDEMPTION In general, evil beings with “always” in their alignment descriptions cannot be redeemed, but any other—however unlikely the prospect—can be. Exceptions to this rule might exist in a given campaign or setting, and at the DM’s discretion. The process of redemption requires that the being make full recompense or atonement for each evil act, shift its alignment to within one step of your deity’s, and convert to the worship of your god. 620_95564_Ch4.indd 140 2/21/07 11:02:06 AM

141CHAPTER 4 ITEMS DIVINE valor (page 139) and a tabard of valor (page 142), you gain additional abilities as given in the description of the crest of valor. Cost to Create: 2,000 gp, 160 XP, 4 days. Prerequisites: Craft Wondrous Item, good hope or prayer, lesser restoration. RING OF THE BEAST Price (Item Level): 8,000 gp (11th) Body Slot: Rings Caster Level: 10th Aura: Moderate (DC 20); conjuration Activation: — Weight: — This tiny ring is carved of smooth wood, and engravings of ivy run along its length. Whenever you cast a summon nature’s ally spell (whether normally or spontaneously), you can treat it as though it were one level higher than it is. For instance, if you cast summon nature’s ally III (or sacrifice a 3rd-level druid spell to spontaneously cast it), you can treat it as if you had cast summon nature’s ally IV instead. However, you cannot use a ring of the beast to cast a summon nature’s ally spell of a level higher than you can normally cast (in the class that allows you to cast the summon nature’s ally spell). This ring continues to function even while you are using wild shape. The ring of the beast is part of a set collectively known as the trappings of the beast. When you wear it along with armor of the beast (page 135) and a mantle of the beast (see above), you gain additional abilities, as noted in the armor of the beast description. Cost to Create: 4,000 gp, 320 XP, 8 days. Prerequisites: Forge Ring, Heighten Spell, summon nature’s ally I, wild shape. ROBE OF THE VAGABOND Price (Item Level): 6,000 gp (10th) Body Slot: Torso Caster Level: 18th Aura: Strong (DC 24); evocation Activation: — Weight: 1 lb. This badly stained robe looks as if it was deliberately cut to be unfl attering on anyone. The fabric seems to be of poor quality and is dyed a questionable shade of brown-tinged green. While wearing the robe of the vagabond, you gain a +1 luck bonus to Armor Class and on all saving throws. This robe is part of a set known collectively as the garb of the vagabond, which also includes the cloak of the vagabond, the sandals of the vagabond, and the staff of the vagabond. Using three or more of these items together grants extra benefits, as described in the entries for the cloak of the vagabond and the staff of the vagabond. Cost to Create: 3,000 gp, 240 XP, 6 days. Prerequisites: Craft Wondrous Item, miracle. Clad in the raiment of valor, Mikolai Laziros of the Disciples of Legend leads his allies to victory Illus. by S. Belledin 620_95564_Ch4.indd 141 2/21/07 11:02:08 AM

142CHAPTER 4 DIVINE ITEMS SANDALS OF THE VAGABOND Price (Item Level): 4,000 gp (8th) Body Slot: Feet Caster Level: 11th Aura: Moderate (DC 20); divination Activation: — Weight: 1/2 lb. The soles of these of dust-covered sandals are worn nearly paper-thin in spots, and the cracking leather straps seem likely to crumble to dust at any moment. While wearing sandals of the vagabond, you gain a +2 luck bonus on initiative checks and immunity to exhaustion. You can still become fatigued normally, but any spell or effect that would cause you to become exhausted instead makes you merely fatigued. If you’re already fatigued, any effect that would cause you to become exhausted merely extends your fatigue for the number of rounds the exhaustion would have applied. These sandals are part of a set known collectively as the garb of the vagabond, which also includes the cloak of the vagabond, the robe of the vagabond, and the staff of the vagabond. Using three or more of these items together grants extra benefits, as described in the entries for cloak of the vagabond and staff of the vagabond. Cost to Create: 2,000 gp, 160 XP, 4 days. Prerequisites: Craft Wondrous Item, restoration. TABARD OF VALOR Price (Item Level): 16,000 gp (14th) Body Slot: Torso Caster Level: 7th Aura: Moderate (DC 18); enchantment Activation: — Weight: 3 lb. Emblazoned in blood-red hues across the chest of this gleaming white tabard is the lightning bolt symbol of Heironeous. Whenever your current hit point total is equal to or less than one-half of your full normal hit points, you gain the mettle ability: If you are affected by a spell that would normally have a reduced effect on a successful Fortitude or Will saving throw, it instead has no effect at all upon you if you save successfully. If you already have mettle from a class feature or some other source, you instead gain improved mettle, which halves the harmful effects of a spell on a failed Fortitude or Will save while still protecting you entirely on a successful save. The tabard of valor is part of a set known collectively as the raiment of valor, which also includes the crest of valor (page 139) and the periapt of valor (page 140). When you use a tabard with both of the other items, you gain additional abilities, as noted in the description of the crest of valor. Cost to Create: 8,000 gp, 640 XP, 16 days. Prerequisites: Craft Wondrous Item, good hope or prayer. TOOLS These items make useful additions to a character’s collection of implements. ASPERGILLUM OF PERPETUAL BENEDICTION Price (Item Level): 1,500 gp (5th) Body Slot: — (held) Caster Level: 3rd Aura: Faint (DC 16); transmutation Activation: Standard (manipulation) Weight: 1 lb. This small silver shaft has a hollow ball at one end. Tiny holes in the ball allow holy water to emerge from the font within. You can use this vessel to dispense small amounts of holy water. The reservoir holds a pint of holy water, even though it does not appear large enough to contain such a quantity. Every dawn, an aspergillum of perpetual benediction refills itself, ensuring you a nearly endless supply of holy water. Holy water dispensed from this item loses its blessing after 24 hours. Chaotic, evil, and lawful versions of the aspergillum exist as well, though they are far less common. Cost to Create: 750 gp, 60 XP, 2 days. Prerequisites: Craft Wondrous Item, bless water. BOOK OF ALL KNOWLEDGE Price (Item Level): 3,000 gp (7th) Body Slot: — (held) Caster Level: 5th Aura: Faint (DC 17); divination Activation: See text Weight: 8 lb. The garb of the vagabond: staff, cloak, robe, and sandals Illus. by W. England 620_95564_Ch4.indd 142 2/21/07 11:02:13 AM

143CHAPTER 4 ITEMS DIVINE The pages of this enormous tome are rough-edged and yellowed. Embossed on the worn, blue leather cover is the holy symbol of Boccob. A book of all knowledge is said to contain all the secrets of the world, but few mortals are capable of accessing all that information. Its pages are apparently infi nite; no matter how many you turn, more still remain unturned. Once per day, you can attempt a single Knowledge check (as if you were trained) with a +10 insight bonus after perusing the book for 2d4 hours. If you’re a worshiper of Boccob (or any deity that offers access to the Knowledge domain), the time required is only 1d4 hours. Cost to Create: 1,500 gp, 120 XP, 3 days. Prerequisites: Craft Wondrous Item, lore of the gods*, worshiper of Boccob. DOMAIN STAFF OF DEATH Price (Item Level): 36,000 gp (17th) Body Slot: — (held) Caster Level: 17th Aura: Strong (DC 23); necromancy Activation: As spell used Weight: 5 lb. This polished bone staff bears symbols at its head that represent the Death domain. A domain staff of death allows you to cast any of the following spells (each once per day) by expending a prepared divine spell or divine spell slot of the same level or higher. • cause fear (1st) • death knell (2nd) • animate dead (3rd) • death ward (4th) • slay living (5th) • create undead (6th) • destruction (7th) • create greater undead (8th) • wail of the banshee (9th) Cost to Create: 18,000 gp, 1,440 XP, 36 days. Prerequisites: Craft Staff, animate dead, cause fear, create greater undead, create undead, death knell, death ward, destruction, slay living, wail of the banshee. DOMAIN STAFF OF NOBILITY Price (Item Level): 36,000 gp (17th) Body Slot: — (held) Caster Level: 17th Aura: Strong (DC 23); conjuration Activation: As spell used Weight: 5 lb. This polished bone staff bears symbols at its head that represent the Nobility domain. A domain staff of nobility allows you to cast any of the following spells (each once per day) by expending a prepared divine spell or divine spell slot of the same level or higher. • divine favor (1st) • enthrall (2nd) pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs DOMAIN STAFFS A domain staff allows its wielder to use his own divine energy to generate magical effects. Each domain staff holds the nine spells associated with a particular cleric domain. By expending a prepared divine spell or divine spell slot, the wielder can “cast” a spell of the same level or lower from the runestaff’s list, as long as that spell also appears on the wielder’s divine class spell list (including his domain lists, if any). Treat the domain spell as a spell of its level in the domain, even if it appears on your spell list at a different level. The spell is treated exactly as if the wielder cast the spell himself, including caster level, save DC, and any other effects related to the spell. Each spell can be cast from a domain staff once per day. In order to use a domain staff, you must attune yourself to it as part of your preparation or readying of divine spells. You can’t attune yourself to more than one domain staff at a time; attuning yourself to a second domain staff breaks your previous attunement. Activating a domain staff (that is, casting a spell from it) is almost exactly like casting the spell yourself, including casting time and even provoking attacks of opportunity. You must supply any components or costs normally required by the spell cast from the domain staff, just as if you had cast it yourself. • If the spell has a verbal component, activating the domain staff requires you to perform that verbal component (and thus the spell can’t be cast if you’re incapable of speaking). • If the spell has a somatic component, you don’t need to have an extra hand free; simply manipulating the staff can meet the requirement. • If the spell has a material component or focus, you must supply it as part of the casting. For example, if a domain staff held stoneskin, you’d have to supply 250 gp of diamond dust each time you cast that spell from the domain staff. • If a spell has an XP component, you must pay that each time you use the domain staff to cast that spell. • If the spell has any other prerequisite that would normally prevent you from casting it (such as an alignment or racial restriction), you must meet the prerequisite in order to cast the spell from the domain staff. You can apply the effect of metamagic feats that you know to spells from a domain staff, but you must expend a spell whose level equals or exceeds the adjusted level of the affected spell. A small selection of domain staffs is presented here, and any other domain staff can easily be created. All domain staffs have the same price, item level, body slot, caster level, aura strength, activation, weight, and cost to create. The prerequisites include Craft Staff and access to all spells of the selected domain. 620_95564_Ch4.indd 143 2/21/07 11:02:18 AM

144CHAPTER 4 DIVINE ITEMS • magic vestment (3rd) • discern lies (4th) • command, greater (5th) • geas/quest (6th) • repulsion (7th) • demand (8th) • storm of vengeance (9th) Cost to Create: 18,000 gp, 1,440 XP, 36 days. Prerequisites: Craft Staff, demand, discern lies, divine favor, enthrall, geas/quest, greater command, magic vestment, repulsion, storm of vengeance. DOMAIN STAFF OF HEALING Price (Item Level): 36,000 gp (17th) Body Slot: — (held) Caster Level: 17th Aura: Strong (DC 23); conjuration Activation: As spell used Weight: 5 lb. This pale staff of ashwood bears symbols at its head that represent the Healing domain. A domain staff of healing allows you to cast any of the following spells (each once per day) by expending a prepared divine spell or divine spell slot of the same level or higher. • cure light wounds (1st) • cure moderate wounds (2nd) • cure serious wounds (3rd) • cure critical wounds (4th) • cure light wounds, mass (5th) • heal (6th) • regenerate (7th) • cure critical wounds, mass (8th) • heal, mass (9th) Cost to Create: 18,000 gp, 1,440 XP, 36 days. Prerequisites: Craft Staff, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, heal, mass cure critical wounds, mass cure light wounds, mass heal, regenerate. DOMAIN STAFF OF WAR Price (Item Level): 36,000 gp (17th) Body Slot: — (held) Caster Level: 17th Aura: Strong (DC 23); enchantment Activation: As spell used Weight: 5 lb. This fi re-hardened staff of oak bears symbols at its head that represent the War domain. A domain staff of war allows you to cast any of the following spells (each once per day) by expending a prepared divine spell or divine spell slot of the same level or higher. • magic weapon (1st) • spiritual weapon (2nd) • magic vestment (3rd) • divine power (4th) • fl ame strike (5th) • blade barrier (6th) • power word blind (7th) • power word stun (8th) • power word kill (9th) Cost to Create: 18,000 gp, 1,440 XP, 36 days. Prerequisites: Craft Staff, blade barrier, divine power, fl ame strike, magic weapon, magic vestment, power word blind, power word kill, power word stun, spiritual weapon. ICONIC GUARDIAN Price (Item Level): 3,300 gp (8th) Body Slot: — (held) Caster Level: 11th Aura: Moderate (DC 20); evocation Activation: Standard (thrown) Weight: — This simple, 2-inch-tall, marble icon resembles a noble knight in full plate. When you throw an iconic guardian to the ground beside you, it transforms into a spiritual guardian, as the spell. Once the duration of that effect ends, the icon crumbles to dust. Cost to Create: 1,650 gp, 132 XP, 4 days. Prerequisites: Craft Wondrous Item, spiritual guardian*. QUIVER OF ELVENKIND Price (Item Level): 8,000 gp (11th) Body Slot: — Caster Level: 12th Aura: Strong (DC 21); transmutation Activation: — Weight: 7 lb. Made of soft brown leather, this quiver has been expertly stitched with golden strands. A tiny image of an eye is etched into its strap. A quiver of elvenkind holds up to 50 arrows. Any nonmagical arrow drawn forth from the quiver functions as a +1 arrow (as long as it has been held in the quiver for at least the previous hour). This magic fades after 1 round. If you are an elf or a worshiper of Corellon Larethian, however, any nonmagical arrow drawn from the quiver functions instead as a +1 orc bane arrow, and on a critical hit permanently blinds any living target (Fortitude DC 14 negates). If you are an elf using this quiver in conjunction with a bow of elvenkind (page 137), you gain additional benefi ts as noted in the description of that item. Cost to Create: 4,000 gp, 320 XP, 8 days. Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, blindness, elf. 620_95564_Ch4.indd 144 2/21/07 11:02:19 AM

reat quests are a D&D hero’s bread and butter. A quest might start in the middle of the action, with villains leaping out to attack the PCs, who then chase them across the land. Or it could begin in the back of a tavern, with an offer whispered across a half-drained fl agon of ale. Some missions are altruistic in nature—save the kingdom, slay the evil overlord, rescue the princess. Others turn the battle against evil into a profi table venture—slay the dragon and take its hoard, or explore the ruins of ancient dwarf cities for fun and profi t. But the holy mission—the quest for the divine—is the one that really makes a hero feel like a hero. Even PCs who don’t cleave to a particular religion recognize the difference between a holy mission and a typical kick-in-the-door treasure hunt. The holy quest has long been a staple of fantasy storytelling. The “mission from god,” as it is often jokingly called, is very real to characters in the D&D world. Church elders and otherworldly messengers frequently make adventurers the agents of their work, and even deities sometimes reach down and touch mortal heroes, assigning them quests with a holy purpose. Because the D&D game offers such a wide variety of deities, not every holy mission is the same. Each has its own components and requirements, based on the nature of the deity or religion assigning the quest. A geas laid upon heroes of Pelor or Heironeous probably looks a lot like a holy mission from classic literature, but Olidammara and Wee Jas almost certainly have other criteria in mind when they tap their heroes for quests. This chapter begins by detailing the components of a holy quest and discusses how you can create adventures that are more than quick battles against monsters to gain treasure. Indeed, using the guidelines presented here, you should be able to turn almost any standard “kill the monster” adventure into a divine quest. CREATING DIVINE CRITERIA Each deity has different interests and a different “purpose” in the cosmos. Even if you aren’t using the D&D core pantheon, you can use this section to determine which elements of a quest are most important to the deity you have in mind, and which might help turn an adventure into a holy quest. The easiest way to begin is to look at your deity’s portfolio, domains, and alignment. Then examine each nonalignment domain in Table 5–1 (on the following page) for some adventure elements that might help you create a holy quest. NONALIGNMENT ELEMENTS Each nonalignment domain in Table 5–1 suggests elements you can create or identify in adventures to turn those missions into holy quests. Since each domain refl ects a different area of interest for a deity, each provides an isolated element for use. 145Illus. by D. Griffi th Illus. by D. Griffi th 620_95564_Ch5.indd 145 2/21/07 11:04:11 AM

146CHAPTER 5 DIVINE QUESTS AND SITES When creating a new quest for your characters, offer one or two opportunities for them to display characteristics that are important to the deity during their mission. You can use the nonalignment domains to suggest methods of achieving their goals, but the PCs should feel free to decide how to accomplish these quests based on their own interpretation of their deities’ will. It’s up to you as DM to determine how well, or how poorly, the PCs accomplish their mission in terms of pleasing the sponsor deity. ALIGNMENT ELEMENTS Alignment domains help define the nature of the quest. Indeed, without an alignment element, it might be diffi cult to tell which side of a given confl ict the deity—and the characters—should be on. Alignment elements can be tricky, though, since not all worshipers of a given deity have the same alignment. In fact, a PC might occasionally fi nd himself forced to choose between his alignment principles and his deity in a holy mission. Such a choice can make the quest even more interesting for everyone involved. Deities seldom assign holy quests that deviate in any way from their own alignment. However, alignment might be more or less important to the deity in question, based on the nature of the quest. SAMPLE HOLY QUESTS Though almost any adventure can be considered a holy mission if its goals align with the interests of a church or deity, a true holy quest should have a much stronger and more central religious connection. Such quests can be broad and world-shaking, with enough scope to drive an entire campaign, or they might be relatively unimportant except for ceremonial purposes. They might be specifi c to a particular deity, or they might attract the attention of multiple divinities. For all their differences, however, all holy quests can bring champions the favor—or the eternal ire—of their deities and their churches. The following sample quests demonstrate the breadth and diversity possible in the design of holy quests. THE ELEMENTAL WELLSPRINGS Scattered throughout the world, hidden from all but the greatest magic and the most learned sages, stand nexuses of elemental power. Each such place is devoted to one of the four elements (air, earth, fi re, or water) and provides a conduit from its associated elemental plane to the Material Plane. These sites are the linchpins that hold the Material Plane in the center of the Inner Planes and allow all four elements to hold equal sway. For several years, kingdoms and communities at the edges of the world’s great deserts have noticed a slow but steady infl ux of refugees from the wastes. These stragglers report that crop failures have become commonplace in the border communities, and their few fertile fi elds have dried up and been swept under by the encroaching sands. The edges of the desert are creeping forward at impossible speed, sometimes moving visibly between one night and the next. The conclusion is clear—the balance of elemental power in the world has shifted precariously to favor fi re. Led by fi ends and creatures of elemental fi re loyal to the Elemental Prince Imix, an army of monsters has located no fewer than half a dozen elemental wellsprings of water. Through a foul rite involving the fi ery sacrifi ce of sentient beings and creatures of water, three of those wells have been corrupted, and their conduits have been broken and reshaped to draw upon the Elemental Plane of Fire. Even now, the forces of Imix are marching on the remaining three wells. If they are not stopped and the corrupted wells restored, the world will grow ever hotter, and its creatures ever more subservient to fi re. Druids and clerics of Obad-Hai and Ehlonna are fully aware of the danger. They seek champions—preferably of their own churches, but any willing characters will do—to seek out the six wells, protect the remaining three, and fi nd some way of restoring the others. Table 5–1: Nonalignment Domains and Adventures Nonalignment Adventure Common Domain Theme Components Air Extraplanar, flight Avians, elementals, heights Animal Nature, wild Animals, magical beasts, wilderness Death Apocalypse, Death magic, the past tombs, undead Destruction Disaster, ruin Area spells, giants, population centers Earth Extraplanar, Burrowers, land-based elementals, Underdark locales Fire Extraplanar, Elementals, disrupting evocation magic, volcanoes Healing Rejuvenation, Communities, the future healing spells, humanoids Knowledge History, Divination, investigation intelligent creatures, libraries Luck Coincidence, Changing settings, nonlinear elaborate puzzles, discoveries fey Magic Discovery, magic Arcane/divine, magical foci, spell- casting creatures Plant Growth/regrowth, Forests, nature plant creatures Protection Defense, innocents, Abjuration, citadels, allies invading creatures Strength Might makes right, Dragons, fortresses, tests giants Sun Nature, revelation Extraplanar, revealing of secrets Travel Travel routes, Ambushes, new voyages lands, wandering monsters Trickery Cunning, deceits Clever traps, fey, puzzles War Battle, conflict Humanoids, orga- nized resistance, set battlefields Water Extraplanar, Elementals, water undersea creatures, waterways 620_95564_Ch5.indd 146 2/21/07 11:04:13 AM

147CHAPTER 5 DIVINE QUESTS AND SITES Deities and Domains This holy quest is of world-altering import. Most deities— even evil ones—would prefer that the realm of mortals not be destroyed by famine, drought, heat, and fl ame. Followers of the nature gods are especially determined to see the natural order set right, but any deity wishing to preserve its mortal following has a stake in the outcome. The deities most likely to send their own champions into the fray are those whose areas of interest include the Animal, Fire, Healing, Plant, Protection, and Water domains. Animal: The animals of the world suffer as much as humanoids when the deserts expand and the fertile lands fade—perhaps even more, since they lack access to technological and magical means of survival. Not only should adherents of the Animal domain seek to protect these creatures, but they can also make use of their connection with the beasts to help locate the enemy and the elemental wellsprings. From the animals, they can fi nd out where the land fi rst began to die, and what areas the animals avoid for fear of the alien and deadly creatures that now dwell there. Those who commune with animals also have spies and scouts who can lead them where they must go. Fire: One might expect followers of fi re to support the spread of their element, and indeed some do. But others know from holy writ or personal experience that fi re out of control is to be feared rather than revered. Thus, they strive as hard as any to see the world put to rights, so that the power of the fl ame can once again be brought under their deities’ infl uence. Clerics of fi re can force the obedience of elementals, which might prove instrumental in the acquisition of information. Healing: The people who have suffered, and the land itself, must be healed. Beasts of fi re and fi ends of the Lower Planes are anathema to life, so those who revere healing must stop them. Deities that offer the Healing domain do not consider it suffi cient that their champions simply halt the destruction; they must fi nd a way to undo it. Plant: Plants as well as animals die when the desert spreads. Deities of plants and woodlands know that the encroachment of fire endangers not only the plants themselves, but ultimately every creature in the world that relies on any sort of food. Those who revere plants are willing to sacrifice animals or even people, if they must, if doing so could save this most basic building block of life and the environment. Protection: Followers of protective deities care less about the specifi cs of what is happening and more about the end result—people are suffering and dying. The threatened individuals and communities must be guarded at all costs. (This attitude does not extend to anyone who might be aiding the fi ends and fi re elementals in their activities.) Water: Perhaps the most devoted and militant of all who strive against the spreading deserts are the followers of the water deities. They see a danger not only to the world, but also to the gods themselves, if this primary element of their divine portfolios weakens and fades from the world. For these champions, saving lives and communities is of secondary importance to restoring the elemental wellsprings and returning the four elements to a state of balance. Some zealous followers might seek retribution in the process, hoping to raise the element of water to prominence over the others. Suggested Rewards For most characters, saving the world and gaining treasure from the potent enemies they face constitute sufficient reward. However, Obad-Hai, Ehlonna, and Yondalla have a direct stake in the completion of this mission. All three gods are grateful to have such devoted and potent servants on the Material Plane and are willing to take steps to keep them there. Any characters serving one of those deities who is slain in the course of a subsequent adventure is immediately subject to a reincarnate spell (PH 270), without the standard level loss or expensive material component. Each character can benefi t from this blessing only once. THE PANTHEISTIC TOURNAMENT Once per generation, a continentwide gathering occurs of the greatest athletes alive. Offi cially, this event is a sequence of sporting and athletic contests intended to honor the gods by showing them the greatest specimens the mortal races have to offer. Informally, it is a chance for nations to settle minor differences without resorting to war, for various sects and factions to make the public aware of their existence, for churches If they are not stopped, the beasts of fi re will continue to corrupt the elemental wellspring of water with foul sacrifi ces Illus. by E. Deschamps 620_95564_Ch5.indd 147 2/21/07 11:04:15 AM

148CHAPTER 5 DIVINE QUESTS AND SITES to convert others to their causes through shows of extreme ability, and for those who would gain immortality through fame and glory to pit themselves against the best of the best. Called the Pantheistic Tournament in honor of the pantheon to which it is dedicated, the event is a series of competitions and contests designed to test every skill imaginable. Featured events include team sports, gladiatorial sparring, obstacle courses, unarmed fi ghts against predators (or monsters), feats of strength, footraces, scavenger hunts, magical duels, and predesigned catacombs in which “professional” delvers can seek specifi c goals while defeating the various mechanical, monstrous, and puzzling obstacles within. Clerics are on hand to deliver healing at all times, and none of the contests deliberately ends in death, but injuries and fatalities are common. Indeed, those who triumph in their chosen arenas are truly champions in the eyes of the world. The upcoming Pantheistic Tournament has caught the attention of the Church of Kord. That anyone other than a follower of the Brawler might prove the greatest athlete in all the world is simply unacceptable. Thus, Kord has sent omens and dreams to his priests with an unmistakable message: Find champions among the faithful to participate in the games, and make sure to fi nd those who can win! Domains The requirements of this mission are simple enough for Kord’s chosen followers—they must enter and win those events for which they are best suited. Doing so requires that they succeed not only in the main events, but also in the many tryouts, tests, and eliminations beforehand. Chaos: Physical competition, even when bound by rules, is a disordered state of affairs. Kord’s champions must think on their feet, avoid becoming so mentally bound to one strategy that they cannot adapt, and take advantage of any weakness their rivals display. Good: Flexibility of thought does not equate to flexibility of morality. Taking advantage of a rival’s weakness is acceptable, but cheating is utterly anathema to the Brawler. His chosen champions must seek victory by every legitimate means. Luck: All games, no matter how diffi cult or how specifi c, contain an element of chance. While those who rely on luck at the expense of skill have little chance of victory, luck is often enough to push one skilled competitor to victory over another. Kord’s followers see no shame in taking advantage of a lucky break, and a victory won through chance is no less satisfying, as long as the competitor truly tried his hardest and did not rely entirely on luck. Strength: Arguably Kord’s primary domain, Strength is a must for any of his followers in the Pantheistic Tournament. Strategy and tactics are all well and good, but at the end of the day, Kord wants champions who have proven their physical superiority over the opposition. Suggested Rewards Should the champions of Kord prove victorious, each gains the same benefi t as if he had successfully activated a coliseum of Kord (page 153). This benefi t lasts for 1 month, and the champions also receive dreams hinting at where they might fi nd a true coliseum capable of granting the benefi t for a longer time. THE GHOSTLY LAIR The Church of Pelor is in an uproar. Months ago, a caravan of holy pilgrims bound for the Temple of the First Dawn (page 157) disappeared from a major highway. Tracks reveal that the caravan simply departed from the road for no apparent reason and wandered into the wilderness. No bodies or remains have been located. To make matters worse, the church from which the pilgrimage departed has recently been robbed. Witnesses report a ghostly procession of gray-robed travelers approaching and departing from the church, yet no signs of forced entry were found. Several holy icons and relics have vanished from the church, including a book of exalted deeds and a solid gold sun disk of Pelor (page 134) that is worth four times the standard value. As with the pilgrims, no trace of the missing relics has been found. The high priests of Pelor have sent word throughout the faithful, seeking champions to retrieve the relics and to locate and rescue the missing pilgrims. In fact, however, it is too late for those poor worshipers. They had the misfortune to travel a length of road that has been quietly haunted for generations. Perhaps a century ago, a much smaller band of travelers, also dedicated to Pelor, was set upon and consumed by ravening ghouls. The ghosts of several of those pilgrims remained near that spot, bound to the material world by pain and rage. When these ghosts spotted Pelor’s pilgrims passing through their domain, they decided to take revenge. Using their spells and other abilities, they lured the pilgrims off the road and slew them, then reanimated them as mindless undead. The ghosts then led the pilgrims back to the church. Using the dead travelers to distract witnesses, the spirits entered the church, manifested, and telekinetically stole the items. 620_95564_Ch5.indd 148 2/21/07 11:04:18 AM

149CHAPTER 5 DIVINE QUESTS AND SITES Now the ghosts wait in a nearby complex of caves with their newly animated zombie minions. They make no effort to hide the tracks of the zombies, because they want Pelor’s champions to come hunting. The ghosts and the zombies have, with a few exceptions, no set locations within the caves. They attack in the areas, and numbers, they think most tactically sound. Their precise numbers are left to the DM, in order to best challenge her particular party. Domains Although Pelor’s church and faithful are the victims here, his champions are best suited to thwarting this evil. Good: Evil spirits must be destroyed, undead laid to rest, stolen goods retrieved, and innocents safeguarded. Healing: It is too late to heal the pilgrims. The PCs can, however, offer some comfort to the locals by returning the remains of the pilgrims to their homes and laying them to rest. Strength: With undead, even those who might once have counted themselves among Pelor’s faithful, no compromise is possible. Either the ghosts or the champions must be overcome and destroyed. Sun: The characters must uncover a number of related secrets to learn who is responsible for these events, and to retrieve the stolen relics. Simply accomplishing one goal or the other is not suffi cient; every shadowy secret must be illuminated by the light of truth, and the undead must be neutralized. Keyed Locations 1. Cave Entrance 2. Darkmantle Cave 3. Ledge 4. Zombie Chamber 5. Treasure Cache 6. Sloping Passage Suggested Rewards No divine or supernatural reward results from success on this mission, but the local clerics of Pelor are positively inclined toward the heroes from this point forward. The champions can rely on healing, low-level spells, and the occasional minor magic item in support of future endeavors. If the PCs also return the icons, they might gain some magical or monetary rewards as well. ANCIENT TEMPLE In a distant land, far from the reaches of modern civilization, the earth cracked. Gaping chasms opened into nigh-limitless depths, and entire mountainsides plunged into the breach. When the fi rst explorers tentatively set foot into the region, they found an ancient step pyramid that had been unearthed from its burial within a mountainside. What few carvings had not been eroded away suggested that the ziggurat must have been a place of religious signifi cance to a race that was clearly inhuman. In the days that followed, priests and followers of Boccob, Vecna, Wee Jas, and other deities of both magic and knowledge began receiving the same unmistakable messages. Omens and commune spells all implied that this newly discovered ruin was a site of major importance to the faith. Hidden in the depths of the ziggurat are ancient mystic texts so potent—so revolutionary—that they could well change the mortal races’ understanding of magic. Every priesthood with an interest in magic and secrets has dispatched champions on a holy quest to locate and return with these ancient texts. Deities and Domains While the aforementioned deities have the most intense interest in this quest, any god who offers the domains of Death, Earth, Knowledge, Magic, or Trickery might dispatch followers. Death: Though the Death domain focuses largely on the literal cessation of life, it also encompasses lost elements of the past. Why was this temple abandoned in the fi rst place, and why were the secrets contained within it so thoroughly forgotten? Explorers focused on the Death domain seek to understand the death of ideas and cultures, as well as individuals. Earth: While the secrets unveiled have little to do with the element of earth directly, it was the ground itself that vomited them up. Can this be coincidence, or was some power of the stone or the mountains responsible for the quake? If so, surely it must have chosen this time to reveal its long-concealed trove for some reason. Who knows what ancient lore awaits in the bowels of this long-buried temple? Illus. by E. Deschamps 620_95564_Ch5.indd 149 2/21/07 11:04:21 AM


(ENG) D&D 3.5 Ed. - Complete Champion - A Player's Guide to Divine Heroes - Flip eBook Pages 101-150 (2024)
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