Page i
Introduction
world’s core and heat everything back up. About 80,000 people live on the slopes and foothills of the Steaming Mountain.
Permafrost is a world covered in ice and snow, a world of deadly beauty and harsh lives. It is a story of a planet’s last hope for survival, and of the people fighting to rescue it.
Credits
Writing, Layout: Colin Fredericks Total Lack of Artwork: Colin’s Bank Account Thanks to: Andrew Tatro
Setting and Backstory Twenty years ago there was a major planar accident, an epiclevel screwup of such magnitude that it pushed the prime material plane out of its place in the cosmos. Ever since then the world has been getting colder and colder. After two solid years of winter, the people in the north started moving south. They went a little farther each time, hoping it would all just stop so they could live their lives. Five years ago the northerners finally traveled so far south that they ran into the people who had been moving north. The whole world is in the worst ice age you can imagine — the equator’s frozen and the poles are wide-open portals to the paraelemental plane of Ice. If not for magic, everyone would be dead. There are only a quarter million people left alive. There are three major outposts in this world still capable of supporting life. First is the Steaming Mountain, where the Magma Mages live. This active volcano is one of the few places that’s still warm enough to grow crops on a regular basis, as the ground itself produces enough heat. The mages and their protectors, the Core Seekers, are looking for a way to tap into the warmth left in the
Next is Crystalhome, a vast domed city made of magical crystal. The wizard Laccia created this whole place on her own before traveling to the outer planes to look for help. That was six years ago. Crystalhome is run by the Adepts, a band of monks who’ve had to put their training on hold to deal with this town showing up on their doorstep. Crystalhome is about thirty miles away from the Steaming Mountain. The Planar Initiates, disciples of Laccia, make their home here as well, using the crystal to peer into the multiverse, seeking an answer. Crystalhome has about 150,000 inhabitants. Last is the Great Dark, the vast system of catacombs beneath the world where the cold has not yet penetrated. The core seekers delve into these underground vaults and tombs, but they do not make it their home. That right belongs to the Naga Cultists, who draw their power from allegiance to the great snake-people, and to the Servants of Death, who solemnly watch over those buried here. Both of these groups have been seen above-ground in recent years, and their influence is growing as the Great Dark’s population increases. There are only 20,000 humans and demihumans there, but the population of monstrous humanoids is much larger. In the snowy wilderness, one can find few survivors. Those who refuse to move to the Mountain, Crystalhome, or the Dark eventually succumb to the blistering cold. Only three kinds of people can be found here: the Knights of the Snows, whose fey goddess protects them from the cold; the Iceborn Raiders, who steal from others to survive; and the Mad Hermits who survived when others perished, and have paid the price in their sanity.
Page 1
There is one thin ray of hope. Last year some people seemed to fall deathly ill, eventually entering glowing cocoons and emerging hale and healthy, with unexpected powers and different personalities. Most of them were young, none more than twenty years old. Each had a message: they were archons, sent by the gods of the Upper Planes to be reborn in living flesh, to help the people of this world. Some take this as an indication that Laccia succeeded in her quest, but others point out that the cold is still growing.
Character Creation For the most part, you can follow the normal procedures for character creation as described in the core rules. Generate stats, pick a race and class, pick skills and feats and so forth. Most humanoid races in this world are the result of magical experimentation with humans. Elves come from fey blood, orcs were the result of an epic curse against an entire kingdom, dwarves came from people who wanted to be stronger and did something about it, and halflings were the result of a seriously disturbed wizard’s perverted desire for children who never grew up. Gnomes are the exception; they’re actually a different species entirely. Most people don’t know this, though it’s recorded (often in allegorical form) in the various races’ religious texts. None of the usual core classes are used in Permafrost. The ten classes mentioned above are all there is (though the old NPC classes are available as well if you’re a masochist). To help those who are more used to the traditional classes, here’s a quick version of each one:
* Core Seeker (CSe): A ranger-like class familiar with the underground. Has trapfinding. * Crystalhome Adept (CAd): Take a monk, strip out some combat abilities, and add a few crystal-themed powers. This is a socially-oriented class. * Iceborn Raider (IbR): A rogue-like class with powers related to invisibility. Has sneak attack, but not trapfinding. * Knight of the Snows (KoS): The closest thing the setting has to a paladin, with the ability to create cold-oriented weapons and armor out of snow. * Mad Hermit (MdH): Front-line warriors with the rage ability, and minor perks from their insanity. Essentially replaces the barbarian class. * Magma Mage (MaM): Blow. Things. Up. If you want to play artillery, this is where it’s at. Replaces the sorcerer. * Naga Cultist (NaC): A social class. Where rogues got sneak attack, these guys get poison and an entrancing gaze. If you want to play an assassin-type, this is for you. * Planar Initiate (PlI): A psion-derived class that really screws with outsiders. Good choice for the know-it-alls, as they get an ability similar to bardic knowledge. Not much in the damage department. * Reborn Archon (RbA): The only people with serious healing powers, with a few archon-like abilities. Not particularly combat-oriented, and does not turn undead. * Servant of death (SoD): Necromancers who can turn into the undead and have a powerful unliving ally; actually a very druid-like class.
Page 2
If you want a front-liner, play a core seeker, knight of snows, or mad hermit. Social and sneaky characters include crystalhome adepts, iceborn raiders, and naga cultists. Artillery and support comes from the magma mages, planar initiates, reborn archons, and servants of death, though the servants can occasionally hold their own in combat. Certain prestige classes will be forever unavailable in this setting unless you intend to do some major conversion. However, most of the core prestige classes fit without any alteration.
Questions and Answers Q: Will you be writing any more in this setting? A: Almost certainly not. You are welcome to do so yourself; note that the entire text of this book is Open Gaming Content, and you can do whatever you like with it, including writing expansions and making money off them. In fact, you could include this entire document in something you make under the OGL. Q: What can I do in Permafrost besides “save the world?” A: See page 41 for forty different plot ideas. Q: Why all the new core classes? A: I didn’t feel like having them as prestige classes. This way I could include more of the nifty abilities I thought up. Plus I think it really hammers home the feel of the world: people work together to survive, and will train almost anyone who comes to them because it’s just that important. On other worlds these organizations might be considered prestigious groups, but here they give you the basic training you need to deal with the cold. They can’t afford to be picky.
Q: It’s only been 20 years; can’t I play some old guy (or young elf) with old class levels? A: Short version: ask your GM. Long version: due to the planar disjunction clerics and druids will not be receiving any divine power (spells and turning), and there’s no one left to train most of the other classes, but it’s not inconceivable that a few other folks might be left. Q: How do people outside the cities survive? A: Poorly, and by the skin of their teeth. There is a 0th-level spell on the adept (NPC class) spell list that protects a single plant from the effects of ice and snow for a year, and this helps greatly. Many experienced commoners in this world multiclass into adept for this exact reason. And no, I’m not going to bother statting up a spell that’s nothing more than a plot device. Q: Who has Turn Undead? A: None of the basic classes in this setting have the Turn Undead class ability. This was intentional. Undead become more dangerous in this setting; outsiders become less so (thanks to the Planar Initiate’s banishment ability). Q: I hate psionics! A: That’s not a question. I, personally, love psionics, and I think they’re a good fit for the planar initiate. If you don’t have the rules for psionics, I highly recommend http://d20srd.org
Page 3
Core Seeker Headquartered with the magma mages at the Steaming Mountain, core seekers are an order of well-trained subterranean trackers and explorers. Alignment: Any.
Terrain Mastery: At 2nd level the core seeker gains a +1 insight bonus on attack and damage rolls against subterranean creatures – not creatures who simply happen to be underground, but those who live there habitually. This applies whether the core seeker is underground or not. Unlike the Horizon Walker ability of the same name, core seekers do not (yet) gain the Darkvision ability that normally comes with underground terrain mastery. Ore Hunter: Core seekers of 4th level or higher can name a particular mineral, precious metal, gemstone, or the like, and seek it out as if using the Locate Object spell. Unlike that spell, this ability is not blocked by lead.
Hit Dice: d8
Skills The core seeker’s class skills are: Balance, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (dungeoneering), Listen, Open Lock, Search, Spot, Survival, Swim, Tumble, and Use Rope.
Darkvision: At 5th level and higher, a core seeker gains darkvision 30’. If they already have darkvision, or gain it temporarily through a spell or other effect, its range is doubled. Trap Sense: As the 3rd level rogue ability of the same name. This bonus starts at +1 at 6th level, and increases by an additional point every four levels thereafter.
Skill points at 1st Level: (4 + Int modifier) x4 Skill points at additional levels: 4 + Int modifier
Class Features Weapon and Armor Proficiency: Core seekers are proficient with all simple and martial weapons, all armor, and all shields. Allegiance to the Depths: At 1st level a core seeker gains +2 to Charisma and Charisma-related skill checks when dealing with creatures who live underground. He also receives a +2 bonus on Survival checks made underground. Trapfinding: As the 1st level rogue ability of the same name.
Stonefriend: Starting at 7th level a core seeker receives a +4 bonus on all saving throws against spells, spell-like effects, and supernatural abilities involving stone, earth, or rock. Examples include petrification, the Earthquake spell, or an Earth Mephit’s breath weapon. They also receive DR 3/- against stone weapons and any creature made of earth or stone (stone or clay golems, xorn, earth elementals, gargoyles, etc.). None of these abilities apply against metal. Swift Tracker: As the 8th level ranger ability of the same name.
Page 4
Burrow: Starting at 11th level core seekers gain the ability to magically tunnel through solid stone, leaving a tunnel or not as they see fit. Every fifteen minutes of burrowing (or portion thereof) fatigues the core seeker, with fatigue becoming exhaustion and then unconsciousness as usual. At this speed, a core seeker can burrow 750 feet before becoming fatigued.
Find the Path: As the 6th level Cleric spell of the same name. Stonewalking: A core seeker of at least 17th level can step into a piece of stone at least as big as he is, stepping out of another up to a mile away. Each transport is a standard action. You must designate a distance and direction; you come out at the closest piece of stone to this location that does not put you in significant danger. This ability can be used up to three times per day.
The Core Seeker (d8) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
Spells per Day Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special Allegiance to the Depths, Trapfinding Terrain Mastery Ore Hunter Darkvision Trap Sense +1 Stonefriend Swift Tracker Trap Sense +2 Burrow 5’ Tremor Sense 30’ Trap Sense +3 Find the Path 1/day Stonewalking 3/day Trap Sense +4 Freedom 1/day
Page 5
1st — — — 0 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3
2nd — — — — — — — 0 0 1 1 1 1 1 1 2 2 2 3 3
3rd — — — — — — — — — — 0 1 1 1 1 1 2 2 3 3
4th — — — — — — — — — — — — — 0 1 1 1 1 2 3
Freedom: As the 9th level Wizard spell of the same name.
Spells Beginning at 4th level, a core seeker gains the ability to cast a small number of arcane spells, which are drawn from the spell list below. A core seeker must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a core seeker’s spell is 10 + the spell level + the core seeker’s Intelligence modifier. Like other spellcasters, a core seeker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The core seeker. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the core seeker gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The core seeker does not have access to any domain spells or granted powers, as a cleric does.
Core seekers learn to cast a specialized set of spells, a “bag of tricks” intended to help them survive the depths more effectively. Some of them have use in combat, while others are intended for stealth missions, deterring pursuit, or plain survival. Because the survival of the core seekers is considered essential to the magma magi, core seeker spellbooks come “preloaded” with every one of these spells. 1st: Alarm, Detect Animals or Plants, Detect Secret Doors, Detect Snares and Pits, Endure Elements, Feather Fall, Grease, Hold Portal, Light, Magic Mouth, Pass without Trace, Spider Climb 2nd: Arcane Lock, Invisibility, Locate Object, Misdirection, Obscure Object, Phantom Trap, Rope Trick, Shatter, Snare, Wind Wall 3rd: Clairaudience/Clairvoyance, Darkvision, Daylight, Neutralize Poison, Remove Disease, Tiny Hut 4th: Dispel Magic, Fire Trap, Freedom of Movement, Locate Creature, Nondetection, Scrying, Stone Shape
A core seeker prepares and casts spells the way a wizard does. A core seeker may prepare and cast any spell on the core seeker spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily studies. Through 3rd level, a core seeker has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Page 6
Crystalhome Adept
Skill points at 1st Level: (6 + Int modifier) x4 Skill points at additional levels: 6 + Int modifier
In the first year of the conjunction, the great wizard Laccia raised the city of Crystalhome in the great western mountains before heading towards the outer planes to seek assistance. Whether she will ever succeed or not, Crystalhome may still be her greatest achievement. This crystal of the domed city stays warm regardless of the chill outside, which led to its unfortunate but inevitable overcrowding.
Class Features Weapon and Armor Proficiency: Crystalhome adepts are proficient with all simple weapons and light armor, but no shields.
The Crystalhome Adept (d6)
The adepts of Crystalhome – former monks who lived on the mountainside – quickly learned to repair their city, care for those within, and keep the peace, lest their monastery be overrun. The majority of their martial skills have atrophied, replaced with political acumen. Alignment: any Lawful. These monks may be an order in transition, but they still require discipline and order from their novices. Hit Dice: d6
Skills The crystalhome adept’s class skills are: Appraise, Balance, Concentration, Craft, Diplomacy, Gather Information, Knowledge, Performance, Speak Language, and Use Magic Item
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Page 7
Fort
Ref
Will
Special
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Crystalhome Authority, Stone Hands Style Defensive Awareness Crystal Repair Mediation Training Crystal Sheath 1/day Crystalline Wall 3/day Evasion Mark of Justice 1/day Guardian Quest
Tongue of the Sun and the Moon Crystalize
Crystalhome Authority: Crystalhome adepts gain +2 to Charisma and Charisma-based skill checks when in the city of Crystalhome and acting in an official capacity. They also receive this bonus when dealing with officials from other major settlements. Stone Hands Style: Crystalhome adepts are always treated as if they were armed. They may attack with their hands and feet, dealing 1d6 nonlethal damage (1d4 for Small creatures). In addition, they do not trigger an attack of opportunity when tripping, sundering, grappling, bull rushing, or taking other similar maneuvers barehanded. Defensive Awareness: Crystalhome adepts of 2nd level or higher are trained to be especially aware of their surroundings during a fight. They gain their Wisdom modifier as a dodge bonus to AC, and on any Spot and Listen checks made during combat. Crystal Repair: Crystalhome adepts of 3rd level or higher can use the Make Whole spell on any crystalline object small enough to fit in its area of effect. They can also restore five hit points per round of contact to any larger crystalline object as a move action, as long as the object is not totally destroyed. There is no limit to the number of times per day this ability can be used. Mediation Training: Starting at 5th level crystalhome adepts are specially trained to remain calm at all times, showing emotions they want to portray rather than their true reactions and carefully probing the emotions of others. They can apply their Wisdom bonus as a competence bonus on any Charisma check or Charisma-based skill check.
Crystal Sheath: At 7th level and above, crystalhome adepts can coat themselves in crystal once per day, for one round per level. They must be holding or touching a nonmagical crystal object at the time. The buildings or walls of Crystalhome are the usual target, but the crystal can be as small as a thumb-sized piece of amethyst. While this ability lasts, the crystalhome adepts receives a +4 natural armor bonus to AC, as well as a +4 enhancement bonus to unarmed damage and a +2 bonus on Reflex and Fortitude saving throws as the crystal refracts magical energy away from the Adept. Their unarmed attacks are considered magical adamantine for the purposes of damage reduction. Crystalline Wall: Crystalhome adepts of 8th level or higher can create a wall of warm crystal three times per day, identical in effect to the Wall of Ice spell. Evasion: As the 2nd level monk ability of the same name. Mark of Justice: as the Cleric spell of the same name. Crystalhome adepts can only use this ability on those they know to have broken a law. Quest: As the Cleric spell of the same name. Crystalhome adepts can only use this ability on those they know to have broken a law. Guardian: At 13th level the crystalhome adepts receives a special gift from the elders of his order: a Shield Guardian made of pure amethyst crystal, especially attuned to serve and protect him. The amulet normally used to control Shield Guardians is unnecessary.
Page 8
Iceborn Raider
Tongue of the Sun and the Moon: As the 17th level Monk ability of the same name. Crystallize: As the Metacreativity psionic power of the same name. Usable with a touch attack, once per day. The Fortitude save is DC 10 + half the adept’s level + his or her Wisdom modifier, and even if the save is failed, the target is slowed. The power may be used again to reverse the effect, by the same Adept or another.
Iceborn raiders are those who have turned to assault and robbery to survive in this dark time. Their favorite targets are the caravans of food from the Steaming Mountain to Crystalhome, and the sleds loaded with supplies that go the other way. Their connection to the plane of Ice and their need for stealth have furnished them with a number of abilities that allow them to act covertly. Alignment: any Evil. The Raiders steal food and supplies from those who would die without it; no one can claim that what they do is good. Hit Dice: d8
Skills The iceborn raider’s class skills are: Appraise, Balance, Bluff, Disable Device, Disguise, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Move Silently, Ride, and Survival Skill points at 1st Level: (6 + Int modifier) x4 Skill points at additional levels: 6 + Int modifier
Class Features Weapon and Armor Proficiency: Iceborn raiders are proficient with all simple weapons, light and medium armor, and shields
Page 9
No Allegiance: An iceborn raider gains a +2 bonus on Will saves, but a –2 penalty on Charisma checks and Charisma-based skill checks against any non-raiders who know his true profession. Too many people have had their food and belongings stolen by the Iceborn to trust one of them. Use of the Disguise skill is recommended.
weapons (or 20 pieces of ammunition) transparent. For the next hour he receives a +2 circumstance bonus to hit any foe using vision to detect him. Unseen Attack: The iceborn raider can use his invisibility to unsettle foes and confuse them as to his true plan of attack. He spends two invisibility tokens and vanishes for a single second. The iceborn raider may use this ability to render an opponent flat-
Lightning Ambush: If allowed to act during a surprise round, an iceborn raider takes a full round worth of actions rather than just a standard action. The Iceborn Raider (d8) Sneak Attack: As the rogue ability of the same name. 1d6 at 2nd level, +1d6 more every four levels thereafter. Invisibility Pool: The iceborn raider receives a pool of Invisibility tokens equal to one per two class levels. This pool refills each morning. The iceborn raider may spend a single token from this pool as a standard action to turn invisible for to one minute per level. Starting at 7th level the iceborn raider may instead spend two tokens to turn himself invisible as a move action, or three tokens to do so as a quickened action. Other class abilities also spend tokens from this pool, but such expenditures do not necessarily turn the iceborn raider invisible. Access to a Ring of Invisibility or other constant-use invisibility item grants the iceborn raider an additional five tokens per day. Transparent Weapons: The iceborn raider spends an Invisibility token and takes a full round to make his
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Page 10
Fort
Ref
Will
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special No Allegiance, Lightning Ambush Sneak Attack +1d6 Invisibility Pool Transparent Weapons Sneak Attack +2d6 Unseen Attack Like Seeks Like Sneak Attack +3d6 Evasion Ethereal Step Sneak Attack +4d6 Eternal Invisibility Ethereal Jaunt Sneak Attack +5d6 Invisible Master
footed until his next action. Opponents are allowed Sense Motive or Listen check (DC = 10 + the raider’s class level + Dexterity modifier) to resist. Like Seeks Like: The iceborn raider has spent so much time invisible that he is attuned to the resonance of the unseen world. While invisible, the iceborn raider can see invisible and ethereal creatures as if using the See Invisible spell. Evasion: As the 2nd level Rogue ability of the same name. Use of this ability costs one Invisibility token. Ethereal Step: Take a move action to become ethereal until the end of your next round. Use of this ability costs two Invisibility tokens. Eternal Invisibility: The iceborn raider’s Invisibility power now has an unlimited duration. Turning invisible no longer costs the iceborn raider an Invisibility token. However, the costs for faster invisibility and other abilities remain the same. Ethereal Jaunt: As the 7th level Sorcerer spell of the same name. Activating this ability costs five invisibility tokens. Invisible Master: At 20th level an iceborn raider’s powers of stealth become so developed that practically nothing can prevent their use. He remains invisible even after attacking, and cannot be detected via hearing, tremorsense, scent, blindsense, or ay other natural sense. Only True Seeing and other suitable divinatory spells of 6th level or greater will reveal his location.
Knight of the Snows The Knights of the Snows are descended from the Order of Polaris, a group of warriors who stayed in the frozen north to protect the last people who remained behind. Many had assumed they died in the cold, but three years ago they returned from the north, with stories of a fae goddess of the northern snows who protects them. Alignment: any Lawful. The knight of the snows is sworn to a sacred order of protectors. Though many swear to gain power, those who break their oaths are ejected from the order. Only those who keep their word are allowed to remain. Hit Dice: d10
Skills The knight of the snow’s class skills are: Balance, Craft, Escape Artist, Handle Animal, Intimidate, Jump, Listen, Profession, Ride, Spot, and Survival Skill points at 1st Level: (2 + Int modifier) x4 Skill points at additional levels: 2 + Int modifier
Class Features Weapon and Armor Proficiency: Knights of the snows are proficient with all simple and martial weapons, all armor, and all shields.
Page 11
Allegiance to Ice: At 1st level a knight of the snows gains +2 to Charisma and Charisma-related skill checks when dealing with creatures of the Cold subtype. He gains Cold Resistance 5 and general immunity to the effects of cold weather. Touch of Frost: The knight of the snows may cast the spell Ray of Frost at will, though the range is reduced to touch.
Iceblade: At 2nd level a knight of the snows can sculpt snow or ice into any medium-sized martial weapon, taking one minute, once per day. The blade lasts until the knight of the snows fails a saving throw against any fire- or heat-oriented spell. If the knight of the snows already has a magical weapon, this ability instead coats that blade with ice, giving it the Frost special ability. This improvement likewise fails in the face of fire.
The Knight of the Snows (d10) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Spells per Day Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special Allegiance to Ice, Touch of Frost Iceblade 1/day Icewalker Frozen Armor 1/day Improved Girding 2/day Polar Shelter Quenching Blow Diamond Girding 3/day Frozen Palace Snow Devils Eternal Snow
Sheath of Everlasting Ice
Page 12
1st — — — 0 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3
2nd — — — — — — — 0 0 1 1 1 1 1 1 2 2 2 3 3
3rd — — — — — — — — — — 0 1 1 1 1 1 2 2 3 3
4th — — — — — — — — — — — — — 0 1 1 1 1 2 3
Icewalker: At 4th level a knight of the snows need not make Balance checks to walk or run normally on ice and snow. Snowy areas up to hip-deep are considered normal terrain, and the knight of the snows is untrackable on snow or ice. Frozen Armor: At 5th level a knight of the snows can sculpt snow or ice into any light or medium armor, taking one minute, once per day. The armor lasts until the knight of the snows fails a saving throw against any fire- or heat-oriented spell. If the knight of the snows already has a magical suit of armor, this ability instead coats that armor with ice, giving it Cold Resistance. This improvement likewise fails in the face of fire. Improved Girding: At 7th level the knight of the snows may use the Iceblade and Frozen Armor abilities one more per day. In addition, Iceblade now creates +1 Frost weapons, or upgrades existing magical weapons to Freezing Burst. Frozen Armor now creates +1 Cold Resistance armor, or upgrades existing magical armor to Greater Cold Resistance. Polar Shelter: At 8th level the knight of the snows may call a structure forth from ice and snow. Resembling a house made of blocks of ice, this building has all the qualities of one created with the Secure Shelter, with the exception that it is insulated against nonmagical cold weather and provides Cold Resistance 5 to those within. This ability takes ten minutes to use, and houses one person per class level. The polar shelter spontaneously melts one hour after sunrise. Quenching Blow: At 10th level a knight of the snows with an iceblade drawn may cast Quench as a standard action, once per round. He must touch the edge of the fire, and make a caster
level check as normal for any magical fires (remember that his caster level is half his character level). He can also use this ability with a readied action to counter a fire-based spell, or with a touch attack to damage an elemental (fire) creature. These uses destroy the power of the iceblade, returning it to its natural state (plain old snow, or an enchanted weapon, depending on the particular use of the ability). Diamond Girding: At 11th level the knight of the snows may use the Iceblade and Frozen Armor abilities once more per day. In addition, the enhancement bonus of items created with these abilities increases to +3, and magical objects improved by these abilities improve their existing enhancement bonus by +1. Frozen Palace: At 13th level the knight of the snows improves on his polar shelter. The structure is immense, up to three ten-foot cubes per class level, and is capable of housing three times as many people. Its walls are as strong as a foot of hewn masonry (hardness 8, 90 HP, break DC 35), making it almost impervious to assault. It is otherwise identical to the polar shelter. Snow Devils: At 15th level a knight of the snows wearing frozen armor can split pieces of it from him, forming them into deadly servants. For each point he sacrifices from his armor bonus to AC (not the enhancement bonus), he is served by one greater Cold Elemental. Use the statistics for a greater Air Elemental, with the Air subtype altered to Cold and all other abilities intact. The elementals follow his commands to the best of their ability. The elementals disappear after 10 minutes per character level, but the armor remains damaged until it is recreated.
Page 13
Eternal Snow: At 17th level the Iceblade and Frozen Armor abilities of the knight of the snows are no longer subject to destruction by fire, magical or otherwise. Sheath of Everlasting Ice: At 20th level, the knight of the snows can imprison an enemy forever in ice, once per month. This ability functions as the 9th level Sorcerer spell Imprisonment, with the exception that the target is encased in an opaque block of ice rather than imprisoned beneath the earth. No natural or non-epic magical fire can melt this ice.
Spells Beginning at 4th level, a knight of the snows gains the ability to cast a small number of divine spells, which are drawn from the spell list below. A knight of the snows must choose and prepare her spells in advance. To prepare or cast a spell, a knight of the snows must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight of the snows’s spell is 10 + the spell level + the knight of the snows’s Charisma modifier. Like other spellcasters, a knight of the snows can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Knight of the Snows. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The knight of the snows indicates that the knight of the snows gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The knight of the snows
does not have access to any domain spells or granted powers, as a cleric does. A knight of the snows prepares and casts spells the way a paladin does. A knight of the snows may prepare and cast any spell on the knight of the snows spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a knight of the snows has no caster level. At 4th level and higher, her caster level is one-half her knight of the snows level. Knights of the snows obtain their spells by worshipping the Snowflake Queen, a benevolent faerie goddess whose domain has expanded from the uttermost north to cover almost the entire northern hemisphere. While she is not very powerful as goddesses go, she is still capable of giving some aid to those who are faithful to her. Those who are unfaithful will find her aid withdrawn, along with their spells and other class features. 1st: Chill Touch, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Feather Fall, Light, Ray of Frost 2nd: Chill Metal, Continual Flame, Darkvision, Detect Thoughts, Levitate, Resist Energy 3rd: Dispel Magic, Protection from Energy, Quench, Sleet Storm, Water Walk, Wind Wall 4th: Cone of Cold, Fire Shield, Freedom of Movement, Ice Storm, Wall of Ice
Page 14
Mad Hermit
Allegiance to Madness: The mad hermit is quite familiar with insanity. He gains a +2 on Charisma checks and Charismabased skill checks made against any insane humanoid, and a +2 to any skill check relating to Aberrations (such as intimidating one or understanding its approach to existence). Unfortunately, you also
When a man’s family is starves to death around him, what happens to him? When he comes back from a search for firewood and finds his house and children crushed by frost giants, can his mind survive? Mad hermits are those poor individuals who have been alone in the cold, taunted by ice spirits and the remains of their past until they have nothing left. Many of them are dangerous, for they have nothing left to lose — not even The Mad Hermit (d10) Level Base Attack Fort their minds. Alignment: any Chaotic. Mad hermits are quite insane, barely falling into the already vague categories used to describe mental instability. They retain their previous morality, but have little care for laws and restrictions. Hit Dice: d10
Skills The mad hermit’s class skills are: Balance, Handle Animal, Hide, Intimidate, Jump, Profession, Sense Motive, Spot, Survival Skill points at 1st Level: (2 + Int modifier) x4 Skill points at additional levels: 2 + Int modifier
Class Features Weapon and Armor Proficiency: Mad hermits are proficient with all simple weapons and with light armor, but not shields.
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Bonus +1
+2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
Page 15
Ref
Will
+2
+0
+2
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Special Allegiance to Madness, Scorn Sanity, Rage Invisible Friend Fists of Rage Growing Madness Crushing Grasp Rend 2d6 Damage Reduction 1/Greater Madness Damage Reduction 2/Indomitable Will Damage Reduction 3/-
Damage Reduction 4/Terrifying Rage Damage Reduction 5/-
receive a –2 penalty on Diplomacy and Charisma checks against sane humanoids. Scorn Sanity: They call them mad for a reason, you know. Pick one of the following mental conditions to apply to your character. You receive the Skill Focus feat for the listed skill. You suffer no other penalties for your madness; you would be called a “high-functioning” sufferer from your condition.
edge. The mad hermit gains the following abilities at the indicated levels. Save DCs, when appropriate, are 10 + half the hermit’s class level + his Charisma modifier.
Invisible Friend Table Level 2nd 5th
* Agoraphobia: Hide
8th 11th
* Amnesia: Bluff * Avoidant: Move Silently
14th 17th 20th
* Bipolar: Perform * Impulse Control: Intimidate
Benefit Voice in your head gives you +2 to Intimidate and Spot Voice countermands others’ orders; +2 on saves vs. enchantment/ charm Inflict the Confuse spell by talking to someone, once/day. Voice points out weak spots; reduce foe damage reduction by DR 5/magic Inflict Feeblemind spell by talking to someone, once/day Voice encourages pushing your limits; +2 on Fort Inflict the Insanity spell by talking to someone, once/day
* OCD: Heal * Panic Attacks: Jump * Paranoia: Sense Motive * Phobia/Mania: Knowledge (pick one appropriate to your mania or phobia) * Piblokto: Survival * Schizophrenia: Escape Artist Rage: As the 1st level barbarian ability of the same name. Gains additional uses per day of this ability at the same rate as a barbarian (4th level and ever 4 levels thereafter). Invisible Friend: Mad hermits of 2nd level or above are possessed by an ice spirit, which rides within their brains. As time goes on, the fiend aids him as it slowly pushes him farther over the
Fists of Rage: The mad hermit gains the Improved Unarmed Strike feat at 3rd level. His fists and bite deal 1d8 damage. He cannot choose to deal nonlethal damage with an unarmed strike. Growing Madness: At 4th level the mad hermit becomes more empowered by his insanity. Use the list below to find your new class feature. * Agoraphobia: Low-Light Vision * Amnesia: Still Mind, as the monk ability * Avoidant: Invisibility 1/day * Bipolar: May ignore Calm Emotions and similar effects. * Impulse Control: Sneak Attack +2d6 as the rogue ability * OCD: Purity of Body, as the monk ability
Page 16
* Panic Attacks: Evasion, as the rogue ability * Paranoia: Uncanny Dodge, as the barbarian ability
* Phobia/Mania: Favored Enemy (Must choose the same enemy as before; stacks)
* Phobia/Mania: Favored Enemy, as the ranger ability
* Piblokto: Cold resistance 20
* Piblokto: Endure Elements (cold only)
* Schizophrenia: See Invisible, always on
* Schizophrenia: Trap Sense +2, as the rogue ability Crushing Grasp: The mad hermit’s unarmed strike damage rises to 1d10, and he gains the benefit of the Improved Grapple feat. While in a grapple he may deal nonlethal damage if desired. Damage Reduction: Starting at 8th level the mad hermit receives damage reduction 1/-. The damage reduction increases by +1 for every three levels afterward (11th, 14th, etc.)
Indomitable Will: as the barbarian class feature of the same name Terrifying Rage: Those who see the rage of a mad hermit of 19th level or greater are sure to fear for their lives. Any enemies who can sense the mad hermit in any way must make a Will save (DC = 10 + half the hermit’s class level + his Charisma modifier) or become shaken for the duration of the rage.
Greater Madness: At 10th level the mad hermit becomes even less sane, falling deeper into madness. Use the list below to find your new class feature. * Agoraphobia: Burrow 5’ * Amnesia: Slippery Mind, as the rogue ability * Avoidant: Hide in Plain Sight, as the ranger ability * Bipolar: Ignore any Enchantment (Compulsion) effect of 5th level or lower * Impulse Control: Opportunist, as the rogue ability * OCD: Diamond Body, as the monk ability * Panic Attacks: Improved Evasion, as the monk ability * Paranoia: Improved Uncanny Dodge, as the barbarian ability
Page 17
Magma Mage Magma mages are individuals whose minds are attuned to the depths of the planet, to the warmth pushed away by the world’s unending conjunction with Ice. From their home on the Steaming Mountain they seek to call the paraplane of Magma closer to the prime material, to end the conjunction. Magma mages are often found delving into the Great Dark, and have a skill or two to help them out in these situations. Their protectors, the Core Seekers, make sure that the mages keep themselves fit and ready. Alignment: any Chaotic. The endless flows of the Core are not for the faint of heart or those with unbending minds. Hit Dice: d4
Allegiance to the Core: At 1st level a magma mage gains +2 to Charisma and Charisma-related skill checks when dealing with creatures of the Fire or Earth subtypes. He gains Fire Resistance 5 and general immunity to the effects of smoke inhalation. Summon Familiar: Magma Magi gain the assistance of a familiar in the same way a sorcerer of the same level would. They can choose any creature that lives underground, including bats, rats, snakes, or toads. Improved Familiar: At 5th level the magma mage gains the assistance of a creature from the Core: a Magma Mephit. The Mephit’s alignment matches the character’s, though it may tend more towards the chaotic. The mephit’s intelligence and natural armor increase as other familiars’ would, and it gains special abilities as normal. Invoke Signature: See page 35.
Skills The magma mage’s class skills are: Climb, Concentration, Craft, Diplomacy, Knowledge, Listen, Spellcraft, and Use Rope Skill points at 1st Level: (2 + Int modifier) x4 Skill points at additional levels: 2 + Int modifier
Class Features Weapon and Armor Proficiency: Magma mages are proficient with simple weapons and light armor, but not shields. They still suffer the standard arcane spell failure chances.
Magma Substitution: At 9th level any fire-based spell cast by the magma mage becomes an explosion of molten rock. Such spells deal half their damage as fire, and the rest as ordinary non-energy damage (the type dealt by weapons, falls, etc.). This damage is treated as magic and adamantine for the purposes of damage reduction. This ability cannot be “turned off ” as it is a permanent change to the way the magma mage uses magic. Deep Mage: At 13th level the magma mage becomes at home in the deep places of the world. Being closer to the core makes his spells easier to cast and more powerful. Save DCs for his spells increase by one when he is underground.
Page 18
Volcanic Vent: At 17th level the magma mage can use one eighth-level spell slot to create a tiny, permanent volcanic vent in the ground, producing about as much heat as a campfire. By burning more spell slots, the magma mage can make the volcano larger and more powerful. Three spell levels can be sacrificed to increase the damage dealt by the vent by 1d6. Four spell levels can be sacrificed to increase its radius by five feet. At the end of the
day, if more than seventy spell levels have been sacrificed to the volcano its damage and radius are permanently increased by 1d6 and five feet, to a maximum of 20d6 and one thousand feet.
The Magma Mage (d4) Level Base Attack Bonus 1st +0 2nd +1 3rd +1 4th +2 5th +2 6th +3 7th +3 8th +4 9th +4 10th +5 11th +5 12th +6/+1 13th +6/+1 14th +7/+2 15th +7/+2 16th +8/+3 17th +8/+3 18th +9/+4 19th +9/+4 20th +10/+5
Spells per Day
Fort
Ref
Will
Special
0
1st 2nd 3rd
4th
5th
6th
7th
8th
9th
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Allegiance to the Core, Summon Familiar
5 6 6 6 6 6 6 — — — — — — — — — — — — —
3 4 5 6 6 6 6 6 6 — — — — — — — — — — —
— — — — — — — 3 4 5 6 6 6 6 6 — — — — —
— — — — — — — — — 3 4 5 6 6 6 6 6 — — —
— — — — — — — — — — — 3 4 5 6 6 6 6 6 6
— — — — — — — — — — — — — 3 4 5 6 6 6 6
— — — — — — — — — — — — — — — 3 4 5 6 6
— — — — — — — — — — — — — — — — — 3 4 6
Improved Familiar
Invoke Signature Magma Substitution
Deep Mage
Volcanic Vent
Page 19
— — — 3 4 5 6 6 6 6 6 — — — — — — — — —
— — — — — 3 4 5 6 6 6 6 6 — — — — — — —
Spells A magma mage casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a magma mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magma mage’s spell is 10 + the spell level + the magma mage’s Intelligence modifier. Like other spellcasters, a magma mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table on this page. In addition, he receives bonus spells per day if he has a high Charisma score. A magma mage’s selection of spells is extremely limited. A magma mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new magma mage level, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a magma mage knows is not affected by his Intelligence score; the numbers on this table are fixed.) These new spells can be common spells chosen from the magma mage spell list, or they can be unusual spells that the magma mage has gained some understanding of by study. The magma mage can’t use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered magma mage level after that (6th, 8th, and so on), a magma mage can choose to learn a new spell in place of one he already knows. In effect, the magma mage “loses” the old spell in exchange for the
new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magma mage spell the magma mage can cast. A magma mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a magma mage need not prepare his spells in advance. He can cast any spell he knows at any time,
Magma Mage spells known Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Page 20
0 4 5 5 6 6 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
1st 2 2 3 3 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5
2nd — — — 1 2 2 3 3 4 4 5 5 5 5 5 5 5 5 5 5
3rd — — — — — 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4
4th — — — — — — — 1 2 2 3 3 4 4 4 4 4 4 4 4
5th — — — — — — — — — 1 2 2 3 3 4 4 4 4 4 4
6th — — — — — — — — — — — 1 2 2 3 3 3 3 3 3
7th — — — — — — — — — — — — — 1 2 2 3 3 3 3
8th — — — — — — — — — — — — — — — 1 2 2 3 3
9th — — — — — — — — — — — — — — — — — 1 2 3
assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Magma Mages learn spells dealing with fire and earth. They learn spells of force and movement to push the currents of the Core, pure magic to unweave the bindings others put on them, and conjurations to call aid from the Plane of Magma. The great majority of their spells are offensive.
7th: Banishment, Delayed Blast Fireball, Grasping Hand, Greater Teleport, Phase Door, Plane Shift, Statue, Summon Monster VII 8th: Clenched Fist, Dimensional Lock, Earthquake, Fire Storm, Horrid Wilting, Incendiary Cloud, Iron Body, Maze, Repel Metal or Stone, Summon Monster VIII, Sunburst, Telekinetic Sphere, Temporal Stasis 9th: Crushing Hand, Etherealness, Freedom, Gate, Implosion, Imprisonment, Mage’s Disjunction, Meteor Swarm
0th: Dancing Lights, Detect Magic, Flare, Light, Mage Hand 1st: Detect Secret Doors, Endure Elements, Faerie Fire, Flaming Hands, Hold Portal, Magic Stone, Obscuring Mist, Sleep, Summon Monster I 2nd: Arcane Lock, Continual Flame, Darkvision, Find Traps, Fire Trap, Flaming Sphere, Fog Cloud, Heat Metal, Knock, Locate Object, Magic Mouth, Resist Energy, Pyrotechnics, Scorching Ray, Soften Earth and Stone, Summon Monster II 3rd: Daylight, Deep Slumber, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Protection from Energy, Stinking Cloud, Stone Shape, Summon Monster III 4th: Dimension Door, Fire Shield, Fire Trap, Lesser Globe of Invulnerability, Locate Creature, Resilient Sphere, Spike Stones, Stoneskin, Summon Monster IV, Wall of Fire 5th: Cloudkill, Dismissal, Flame Strike, Passwall, Permanency, Summon Monster V, Symbol of Sleep, Telekinesis, Teleport, Transmute Rock/Mud, Wall of Stone, 6th: Acid Fog, Disintegrate, Find the Path, Flesh to Stone, Forceful Hand, Globe of Invulnerability, Greater Dispel Magic, Move Earth, Stone to Flesh, Summon Monster VI, Wall of Iron, Word of Recall
Page 21
Naga Cultist
serpentine creatures, including nagas, dragons, couatl, salamanders, and (should they be able to talk to them) actual snakes.
When the cold came, the animals who could do so went underground. With the snakes went the Naga, the powerful and magical snake-beings who once ruled the equatorial regions. Some say they still rule, behind the scenes, and their cultists carry their will into the world above. Alignment: Any. As there are many kinds of Naga, there are many who follow them. Hit Dice: d8
Skills The naga cultist’s class skills are: Bluff, Climb, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (arcana), Listen, Move Silently, Perform (oratory), Profession, Sense Motive, Sleight of Hand, Spot, Survival, Tumble, Use Rope Skill points at 1st Level: (6 + Int modifier) x4 Skill points at additional levels: 6 + Int modifier
Class Features Weapon and Armor Proficiency: Naga cultists are proficient with all simple and martial weapons, all light and medium armor, but no shields Serpent Affinity: Naga cultists gain +2 on Charisma checks and Charisma-based skill checks made against any
Poison Use: As per the 1st level assassin class ability of the same name. Bewitching Gaze: While not as strong as the gaze of a true naga, the naga cultist’s eyes carry a strange attraction to those who
The Naga Cultist (d8) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Page 22
Fort
Ref
Will
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special Serpent Affinity, Poison Use Bewitching Gaze Sting (1d2)
Sting (1d6)
Sting (1d6) Captivating Gaze Sting (1d8)
Sting (1d10)
Sting (2d6) Aberrant Form
stare into them. Any characters who meets the gaze of a naga cultist – basically anyone conversing with him – have their attitude towards him and his allies improved by one step. This ability allows a saving throw for those the naga cultist has shown ill will towards in the past, with Will DC 10 + half the cultist’s class level + his Charisma modifier. Those actively hostile towards the naga cultist need not save; they are unaffected. Sting: Naga cultists of 4th level or greater gain a concealed stinger in their hands, which allows them to deliver a venomous blow with a barehanded strike (not a touch attack). The Fortitude DC for these poisons is 10 + half level + Con bonus. The poisons deal ability damage of a type determined by the cultist’s alignment: Lawful cultists deal Dexterity damage, Neutral cultists deal Constitution damage, and Chaotic clerics deal Strength damage. This magical poison cannot reduce a character’s attributes below 1. The amount of ability damage dealt is listed on table above. Naga cultist poison is magical; the have no “poison glands” to milk and cannot create more than they need. Captivating Gaze: Starting at 11th level, the naga cultist’s Bewitching Gaze works even on those actively hostile to him, such as opponents engaging him in combat. Those he has borne ill will are still not affected, including individuals he has attacked.
Planar Initiate While most people are concentrating on living their lives as best they can under the fall of snow, the planar initiates seek a solution in the most distant reaches of the multiverse. They see their rivals, the magma mages, as part of a two-pronged attempt to find a solution outside the prime material. Despite their usually cloistered nature, planar initiates often feel a great deal of wanderlust, and many eventually are compelled to visit the distant worlds they have observed. Alignment: Any. Planar initiates reflect all the variety of the outer planes. The only thing that is necessary is a drive for knowledge. Hit Dice: d4
Skills The planar initiate’s class skills are: Concentration, Craft, Decipher Script, Gather Information, Heal, Knowledge (any), Search, Speak Language, Spellcraft, Survival, and Use Magic Device
Aberrant Form: At 20th level a naga cultist’s creature type changes to Aberration. He is no longer subject to spells that affect only humanoids. His will save gains an inherent bonus of +4, he acquires darkvision to a range of sixty feet, and he becomes immune to poisons of all types, including his own.
Skill points at 1st Level: (4 + Int modifier) x4 Skill points at additional levels: 4 + Int modifier
Class Features Weapon and Armor Proficiency: Planar initiates are proficient with all simple weapons, but not with any armor or shields.
Page 23
Allegiance to the Stars: Planar initiates study the outer planes in depth, including their culture. They receive +2 on Charisma and Charisma-based skill checks against creatures from the outer planes (but not against elementals, genies, and other inner-planar creatures). Banish Outsiders: As per undead, but instead banishes or destroys outsiders of any alignment. Those so banished cannot leave their home plane for a full minute. Usable a number of times per day equal to 3 + Cha modifier. Planar initiates cannot use this ability while in the inner planes, nor can they banish a creature from its home plane. Astral Scribe: Years ago the mightiest planar initiates forged a pact with a race of knowledge-hungry creatures native to the astral plane. After taking a full minute to summon one of these creatures the planar initiate can question it in detail about the world and its history. This works as the
the 1st level cleric ability to turn
Bardic Knowledge class ability, substituting levels of planar initiate for bard levels. Planar Native: A 7th level or higher planar initiate can take a full day to forge a strong magical connection to a particular plane. When on that plane, the planar initiate is treated as a native for all purposes, and does not suffer the penalties that those unfamiliar with the plane might suffer. Environmental problems still apply,
The Planar Initiate (d4) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5
Fort
Ref
Will
Special
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Allegiance to the Stars Banish Outsiders
Page 24
Astral Scribe
Planar Native
Planar Anchor
Power Points/Day 2 6 11 17 25 35 46 58 72 88 106 126 147 170 195 221 250 280 311 343
Powers Known 3 5 7 9 11 13 15 17 19 21 22 24 25 27 28 30 31 33 34 36
Maximum Power Level 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th
such as the howling winds of Pandemonium or the flames of the Elemental Plane of Fire. Planar Anchor: A 13th level or higher planar initiate can use his Banish Outsiders ability on a single creature to send it away from the plane he is currently on. He must make a “turning” check as usual. Success banishes the creature to a pocket dimension for one minute. The dimension is vacant of all but air, but the creature can use any of its equipment and/or abilities that do not require planar travel. When the minute is up, the creature returns to its previous location, or the closest available safe location (as per Dimension Door).
Powers Planar initiates have access to psionic powers. An initiate’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Planar Initiate. In addition, he receives bonus power points per day if he has a high Intelligence score. An initiate begins play knowing three 1st level powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the list below. A planar initiate can manifest any power that has a power point cost equal to or lower than his manifester level. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level. The number of times an initiate can manifest powers in a day is limited only by his daily power points.
An initiate simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against planar initiate powers is 10 + the power’s level + the initiate’s Intelligence modifier. Planar Initiates learn primarily those powers dealing with travel to other planes, and those that call forces from beyond. They also learn powers that involve divination, mental offense and defense, and some utility spells to assist or protect them in their travels. Most of their offensive powers are mental in nature. Magic and psionics in this setting are considered two aspects of the same force. Any ability that affects magic will affect psionics, and vice versa. 1st: Astral Construct, Astral Traveler, Burst, Call to Mind, Conceal Thoughts, Deceleration, Detect Psionics, Detect Teleportation, Ecto Protection, Empty Mind, Entangling Ectoplasm, Far Hand, Know Direction and Location, Missive, My Light, Precognition, Sense Link 2nd: Body Equilibrium, Clairvoyant Sense, Cloud Mind, Detect Hostile Intent, Dimension Swap, Energy Adaptation (specified), Identify, Knock, Levitate, Mass Missive, Object Reading, Sensitivity to Psychic Impressions, Thought Shield, Tongues 3rd: Astral Caravan, Danger Sense, Darkvision, Dismiss Ectoplasm, Dispel Psionics, Ectoplasmic Cocoon, Hustle, Mental Barrier, Mind Trap, Psionic Blast, Time Hop
Page 25
4th: Aura Sight, Correspond, Detect Remove Viewing, Dimension Door, Dismissal, Divination, Energy Adaptation, Fly, Freedom of Movement, Intellect Fortress, Mindwipe, Quintessence, Remote Viewing, Schism, Trace Teleport 5th: Adapt Body, Catapsi, Incarnate, Plane Shift, Power Resistance, Shatter Mind Blank, Teleport, Teleport Trigger, Tower of Iron Will, True Seeing 6th: Aura Alteration, Banishment, Cloud Mind (mass), Dispelling Buffer, Null Psionics Field, Overland Flight, Remove View Trap, Retrieve, Temporal Acceleration 7th: Divert Teleport, Dream Travel, Ethereal Jaunt, Mind Blank (personal), Reddopsi, Phase Door, Sequester 8th: Astral Seed, Bend Reality, Hypercognition, Mind Blank, Teleport (greater), Time Hop (mass) 9th: Apopsi, Etherealness, Genesis, Metafaculty, Microcosm, Reality Revision, Teleportation Circle, Time Regression
Reborn Archon Young men and women of all races and backgrounds have awoken to find themselves shining with the power of the upper planes. While the original soul is gone, and only scraps of its personality remain, the archon’s drive and power restore the body and give the person new purpose: to bring light and hope to the world. Reborn archons most often take the bodies of those who would otherwise have died, typically from diseases such as pneumonia. It is very rare for them to displace an existing soul, and in such cases those souls were often headed for the lower planes. Alignment: any Good. Reborn Archons are literally that; celestial messengers and warriors born to mortal women. Hit Dice: d6
Skills The reborn archon’s class skills are: Concentration, Diplomacy, Heal, Knowledge (any), Listen, Perform, Sense Motive, Spellcraft, Spot Skill points at 1st Level: (4 + Int modifier) x4 Skill points at additional levels: 4 + Int modifier
Class Features Weapon and Armor Proficiency: Reborn archons are proficient with all simple weapons, but not with any armor or shields. Page 26
Allegiance to Heaven: The reborn archon gains a +2 on Bluff, Diplomacy, Gather Information, Sense Motive, and any Charisma checks made when dealing with good-aligned outsiders. He gains the same bonus against non-good outsiders, but the Diplomacy bonus is replaced with a bonus to Intimidate. Creatures from the inner planes may or may not be subject to these modifiers, depending on their knowledge of the outer planes.
Augmented Healing: Starting at 4th level, any spell the reborn archon casts that restores hit point or ability damage now returns either an extra +1 ability point, or +1 hit point per caster level (up to double the spell’s normal maximum amount), as appropriate.
The Reborn Archon (d6) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5
Spells per Day
Fort
Ref
Will
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Allegiance to Heaven
3 4 4 5 5 5 — — — — — — — — — — — — — —
1 2 2 3 3 3 4 4 — — — — — — — — — — — —
— — 1 2 2 3 3 3 4 4 — — — — — — — — — —
— — — — 1 2 2 3 3 3 4 4 — — — — — — — —
— — — — — — 1 2 2 3 3 3 4 4 — — — — — —
— — — — — — — — 1 2 2 3 3 3 4 4 — — — —
— — — — — — — — — — 1 2 2 3 3 3 4 4 4 4
— — — — — — — — — — — — 1 2 2 3 3 3 4 4
— — — — — — — — — — — — — — 1 2 2 3 3 4
— — — — — — — — — — — — — — — — 1 2 3 4
Augmented Healing
Aura of Menace, Invoke Signature
Archon Immunities
Conduit to Beyond
Close to the Surface
Ascension
Page 27
Aura of Menace: While the Reborn Archon is a beacon of hope, archons themselves are fearsome warriors, and this becomes plain to those who anger them. Any hostile creature within 10 feet of an angry reborn archon of 7th level or higher must make a Will save, DC 10 + 1/2 level + Cha, or suffer a –2 penalty on attacks, saves, and armor class for 24 hours, or until they strike the reborn archon. Invoke Signature: See page 35. Archon Immunities: At 11th level and above, reborn archon are immune to electricity and petrification, and receive a +4 bonus on saves against poison. Conduit to Beyond: reborn archon of 14th level and higher can speak with the souls of those who passed on to the upper planes. This can function either as the Commune spell, or as the Speak with Dead spell. There is no cost for using this ability. The reborn archon may use the Speak with Dead ability no more than three times per day, with the usual limit of not contacting a particular person more than once per week. Use of the Commune prevents further use of this ability (either version) for one full week. Close to the Surface: It is obvious to all onlookers that the reborn archon’s body is merely a conduit for much greater celestial power. A 17th level reborn archon gains the Leadership feat, or if he already has it, gains a +4 bonus to his leadership score. He may gain celestials as followers, treating their level as their CR+1. Ascension: The reborn archon sheds his mortal form like a butterfly hatching from a chrysalis. His creature type becomes outsider. He receives DR 10/evil, fire and cold resistance 20, and
SR 5 + class level. Finally, his hit dice change to d8 from now on, and receives a bonus of +20 to his current hit point total.
Spells A reborn archon casts divine spells, which are drawn from the spell list below. A reborn archon must choose and prepare his spells in advance (see below). To prepare or cast a spell, a reborn archon must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reborn archon’s spell is 10 + the spell level + the reborn archon’s Wisdom modifier. Like other spellcasters, a reborn archon can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Reborn Archon. In addition, he receives bonus spells per day if he has a high Wisdom score. Reborn Archons pray for their spells at dawn each day, at which time he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a reborn archon can prepare spells. A reborn archon may prepare and cast any spell on the reborn archon spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A reborn archon can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast
Page 28
any spell that restores lost hit point damage, ability damage, or unwanted status effects (such as disease, level drain, or poison). Reborn Archons are capable spellcasters, but have access to a fairly narrow range of power. They are focused on healing, aiding and protecting others, and divination. They have some other-planar and light-based magic, but few to no direct offensive spells. 0th: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Resistance, Virtue 1st: Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith 2nd: Aid, Align Weapon (good only), Augury, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle’s Splendor, Gentle Repose, Lesser Restoration, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Status, 3rd: Create Food and Water, Cure Serious Wounds, Helping Hand, Locate Object, Magic Circle against Evil, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Water Walk 4th: Air Walk, Cure Critical Wounds, Death Ward, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poison, Restoration, Sending, Spell Immunity, Tongues 5th: Atonement, Awaken, Break Enchantment, Commune, Dispel Evil, Disrupting Weapon, Hallow, Mass Cure Light Wounds, Raise Dead, Righteous Might, Scrying, Spell Resistance, True Seeing
6th: Banishment, Find the Path, Heal, Heroes’ Feast, Mass (stat boost), Mass Cure Moderate Wounds, Planar Ally, Word of Recall 7th: Greater Restoration, Greater Scrying, Holy Word, Mass Cure Serious Wounds, Refuge, Regenerate, Resurrection, Sunbeam 8th: Antimagic Field, Discern Location, Greater Planar Ally, Holy Aura, Mass Cure Critical Wounds, Sunburst 9th: Mass Heal, Miracle, True Resurrection
Page 29
Servant of Death Before the great conjunction these people might merely have been gravekeepers or morticians. Now, with so much of the world dead or dying, the powers of death have grown substantially. A servant of death understands the difference between natural and unnatural death, knowing when both are necessary. He knows the secrets of the deep places in the world, and has heard rumors of the things buried in the vast subterranean catacombs. Alignment: Any neutral. Servants of Death are not allowed to bring their personal beliefs into their work, and those with the most extreme views end up in other professions before being initiated. Hit Dice: d6
Corpse Empathy: Because of their profession servants of death receive +2 on Charisma checks and Charisma-related skill checks when dealing with the undead. Undead Companion: Starting at 1st level, the servant of death obtains an undead assistant from the masters of his order. This companion starts as a 1 HD human skeleton, with an Intelligence score of 6. This creature speaks the servant’s languages. If this companion is destroyed, the servant of death may spend a day and 100 gp per level to reanimate its remains. As the servant’s class level increases, the companion becomes more powerful, as indicated on the table below. The “Might” bonus applies to the creature’s natural armor class, turn resistance, and bonus hit dice. This companion does not count against the usual limit on the hit dice of undead followers that can be controlled.
Servant of Death’s Undead Companion
Skills The servant of death’s class skills are: Appraise, Concentration, Craft, Decipher Script, Heal, Intimidate, Knowledge (religion), Listen, Profession, Spellcraft, Spot, and Use Rope Skill points at 1st Level: (4 + Int modifier) x4 Skill points at additional levels: 4 + Int modifier
Class Features Weapon and Armor Proficiency: Servants of death are proficient with all simple weapons, and all light armor, but not with any shields.
SoD Level 1-2 3-5 6-8 9-11 12-14 15-17 18-20
Might +0 +2 +4 +6 +8 +10 +12
Str & Dex +0 +1 +2 +3 +4 +5 +6
Int 6 7 8 9 10 11 12
Special Share Spells, Turn Resistance Alignment Drift Energy Drain Incorporeal Spell Resistance Improved DR Despair
Share Spells: As a druid’s animal companion Turn Resistance: The companion gains +4 turn resistance Alignment Drift: The companion’s alignment changes to match the servant’s. Energy Drain: As the 18th level servant of death ability
Page 30
Incorporeal: The companion becomes permanently incorporeal Spell Resistance: The companion gains spell resistance equal to 5 plus the servant of death’s level. Improved DR: The companion’s damage reduction increases to 10/magic and bludgeoning. Despair: As the mummy ability of the same name. This ability never affects the servant of death, though it may affect his allies.
Aegis of Life: Servants of 2nd level or higher gain +4 on saving throws against any undead ability that allows a save, including level and ability drain. Silence of the Grave: Starting at 3rd level, when underground or in graveyard-like surroundings, the Servant of death cannot be tracked. He may choose to leave a trail if so desired.
The Servant of Death (d6) Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Fort Bonus +0 +2 +1 +3 +1 +3 +2 +4 +2 +4 +3 +5 +3 +5 +4 +6 +4 +6 +5 +7 +5 +7 +6/+1 +8 +6/+1 +8 +7/+2 +9 +7/+2 +9 +8/+3 +10 +8/+3 +10 +9/+4 +11 +9/+4 +11 +10/+5 +12
Spells per Day
Ref
Will
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Undead Companion, Corpse Empathy Aegis of Life Silence of the Grave
3 4 4 5 5 5 — — — — — — — — — — — — — —
1 2 2 3 3 3 4 4 — — — — — — — — — — — —
— — 1 2 2 3 3 3 4 4 — — — — — — — — — —
— — — — 1 2 2 3 3 3 4 4 — — — — — — — —
— — — — — — 1 2 2 3 3 3 4 4 — — — — — —
— — — — — — — — 1 2 2 3 3 3 4 4 — — — —
— — — — — — — — — — 1 2 2 3 3 3 4 4 4 4
— — — — — — — — — — — — 1 2 2 3 3 3 4 4
— — — — — — — — — — — — — — 1 2 2 3 3 4
— — — — — — — — — — — — — — — — 1 2 3 4
Aspect of Death 1/day Aspect of Death 2/day Aspect of Death 3/day, Invoke Signature Aspect of Death (incorporeal) Horde of the Undead Aspect of Death 4/day Aspect of Death (deathwalker) Aspect of Death (immunities) Stolen Face Aspect of Death 5/day Eternal Life Aspect of Death (despair) Aspect of Death (energy drain) Aspect of Death (more immunities)
Page 31
Aspect of Death: This complex and expanded ability is described below. Invoke Signature: See page 35. Horde of the Undead: At 9th level and higher a servant of death may have up to twice the normal amount of undead minions gained through Animate Dead and similar spells. Stolen Face: At 13th level a servant of death can choose to look like any particular dead humanoid, if given the chance to examine its corpse. Lasts until canceled; must reexamine corpse to reactivate. +20 to Disguise checks. Eternal Life: Starting at 15th level a servant of death continues to age normally, but does not die due to old age. She receives +1 to her Intelligence and Wisdom, but suffers -1 to her Constitution, Strength, and Dexterity (to a minimum of 3 in each) for every 20 years that pass.
Aspect of Death For one hour per day the servant of death can take on an unhealthy pallor, appearing more like one of the undead. He receives Darkvision 60’, +2 temporary hit points per level, and immunity to poison, sleep, paralysis, stunning, disease, and death effects. His Constitution score disappears (it is not zero; it simply does not exist), and his Charisma score is reduced by four points. He applies his Charisma modifier to Constitution checks, and has no attribute that modifies fortitude saves. He is treated as undead for the purpose of healing spells and most positive-energy effects. If successfully turned or rebuked, he becomes shaken for 1d4 rounds,
but suffers no other effect. He may activate this ability once per day, starting at 5th level, canceling it at will. At 6th, 7th, 10th, 14th, and 18th levels, and every four levels thereafter, the servant of death can use this ability one more time per day. He need not cancel the ability before reactivating it. At 8th level the servant of death becomes incorporeal when he uses his Aspect of Death ability. At 11th level the servant of death is recognized as an ally by other undead when using Aspect of Death. They treat him as one of their own kind, believing him to belong in their company. Intelligent undead may make a Will save (DC 12 + half his class level + his Charisma modifier) to shake free of this compulsion. At 12th level the servant of death becomes immune to critical hits, nonlethal damage, ability drain, energy drain, ability score damage, fatigue, and exhaustion while using Aspect of Death. At 16th level, the mere sight of a servant of death using this ability paralyzes his foes with fear. The viewer must succeed on a Will save, DC 10 + half level + Cha modifier, or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Servant of death despair ability for 24 hours. At 18th level the servant of death drains energy from those he touches while using the Aspect of Death ability. He inflicts one negative level per touch, up to a max of half his level. A successful Fortitude save, DC 10 + half level + Cha modifier, negates this.
Page 32
Each level so drained gives the servant 8 temporary hit points, which last for an hour. At 20th level, while using Aspect of Death, the servant of death becomes immune to all mind-affecting effects, and any effect that requires a Fortitude save, unless it also works on (incorporeal) objects or is harmless. In addition, at all times, a 20th level or higher SoD’s type becomes “undead.”
Spells A servant of death casts arcane spells which are drawn from the spell list below. She must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the servant must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the servant’s Intelligence modifier. Like other spellcasters, a servant of death can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Servant of Death. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a servant of death may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the servant of death decides which spells to prepare.
Servants of Death cast primarily those spells that deal with necromancy and the undead: creating them, healing them, removing the effects they have on others. However, it comes as a surprise to many that Servants of Death are capable of inspiring and protecting the living as well as the dead. They also have some familiarity with pure magic. 0th: Daze, Detect Magic, Detect Poison, Disrupt Undead, Inflict Minor Wounds, Light, Purify Food and Drink, Read Magic, Touch of Fatigue 1st: Bane, Cause Fear, Comprehend Languages, Deathwatch, Detect (Alignment), Detect Undead, Doom, Hide from Undead, Inflict Light Wounds, Protection from (Alignment), Ray of Enfeeblement, Remove Fear, Sanctuary, Sleep, Unseen Servant 2nd: Align Weapon, Augury, Calm Emotions, Command Undead, Consecrate, Darkness, Death Knell, Desecrate, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Locate Object, Remove Paralysis, Restoration (Lesser), Scare, Spectral Hand, Status, 3rd: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Daylight, Deeper Darkness, Dispel Magic, Explosive Runes, Gaseous Form, Glyph of Warding, Halt Undead, Illusory Script, Inflict Serious Wounds, Magic Circle against (Alignment), Prayer, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sepia Snake Sigil, Speak with Dead, Vampiric Touch 4th: Crushing Despair, Death Ward, Discern Lies, Dismissal, Divination, Enervation, Fear, Good Hope, Inflict Critical Wounds, Neutralize Poison, Poison, Restoration, Spell Immunity, Tongues 5th: Blight, Break Enchantment, Commune, Dispel (Alignment), Disrupting Weapon, Hallow, Inflict Light Wounds (Mass), Magic Jar, Mark of Justice, Permanency, Raise Dead, Scrying,
Page 33
Slay Living, Symbol of Sleep, True Seeing, Unhallow, Waves of Fatigue 6th: Antilife Shell, Create Undead, Circle of Death, Dispel Magic (Greater), Eyebite, Glyph of Warding (Greater), Guards and Wards, Harm, Inflict Moderate Wounds (Mass), Symbol of Fear, Undeath to Death 7th: Antimagic Field, Control Undead, Destruction, Finger of Death, Inflict Serious Wounds (Mass), Power Word Blind, Repulsion, Restoration (Greater), Resurrection, Scrying (Greater), Sequester, Symbol of Weakness, Waves of Exhaustion, Wish (Limited) 8th: Create Greater Undead, Clone, Create Greater Undead, Discern Location, Horrid Wilting, Inflict Critical Wounds (Mass), Mind Blank, Protection from Spells, Screen, Spell Immunity (Greater), Symbol of Death, Temporal Stasis 9th: Astral Projection, Energy Drain, Foresight, Mage’s Disjunction, Soul Bind, True Resurrection, Wail of the Banshee, Wish
Page 34
Other Game Mechanics
Existing monsters
Spell Loss, and its Rewards You may notice that the magma mage, reborn archon, and servant of death all lose access to low-level spells as they go on. This was done with the intention of simplifying these classes, making it so people don’t have to keep track of several dozen spells for high-level characters. If you absolutely need a lower-level spell, you can always use a higher-level slot to cast it. Spellcasters in this setting gain special benefits each time their class makes them lose access to a level of spells. First, they retain knowledge of all spells of that level that they already knew (allowing them to cast these spells with higher-level slots). Second, each time they lose a level of spells they may designate one spell from the lost level as a Signature spell. It must not have any expensive material components, any XP component, or a casting time of more than one round. Third, they gain the following class ability: Invoke Signature: You may cast any spell that you have designated as a Signature spell. This does not use up any of your daily spell slots, but is otherwise identical to normal spellcasting. You must wait five rounds before repeating a particular spell with the use of this ability.
Existing creatures with the cold subtype include the cryohydra, frost giant, frost worm, hoary hunter, shadow of the void, white and silver dragons, winterwight, winter wolf, and xixecal (several of which are epic creatures). The remorhaz is known for its presence in the tundra, and many constructs and fleshless undead monsters will also be able to survive the freezing temperatures. Many heavily-furred creatures (such as polar bears) might still be alive, as would anything that could survive underground. The overland challenge comes from the weather, while the monsters provide more danger for those underground.
Template: Frozen Creature This inherited template can be applied to any creature except those with the Elemental (Fire) subtype. Creatures with the Cold subtype can have this template applied, but typically do not need it. Any items not listed below remain unchanged. Type: The creature gains the Cold subtype. A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Speed: Frozen creatures lose 10 feet from their land speed, to a minimum of 10 feet. All frozen creatures also gain a burrowing rate of 10 feet, which can only be used in ice. Snow, ice, and other cold-related hazards do not inhibit their movement in any way.
Page 35
Weather Problems
Armor Class: Improve the creature’s natural armor bonus by +2, due to a coating of frost and stiffening of the skin. Damage: Frozen creatures deal an extra 1d6 of cold energy damage on a successful attack. Special Attacks: Frozen creatures add a single special attack: Glacial Burst (Su): A frozen creature can extend its connection to the para-elemental plane of Cold as a move action, dealing one point of damage for each hit die it has to all creatures within a range of ten feet per hit die. It can only use this ability once per minute (10 rounds). A Fortitude save (DC = 10 + 1/2 hit dice + Constitution modifier) cuts the damage in half. Those who fail their save also suffer two points of Dexterity damage. This ability also freezes water and other liquids. Environment: Any arctic, with aquatic possible if the monster was previously aquatic. Challenge Rating: Add +1 to the creature’s normal CR.
In Permafrost the environment can be just as dangerous as any monster. Some worlds have magically-induced weather, but a hurricane during a conjunction with the elemental plane of cold is worse than anything most prime planes ever see. This section is primarily a repeat of information already available in the core rules, to keep you from having to flip back and forth on a regular basis. One piece of new content, on areas of conjunction with the paraplane of ice, can be found under “Cold Dangers.” Cold Dangers Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill at 5 ranks or higher receive a +2 bonus on this saving
Page 36
throw, and can apply this bonus to other characters as well with a DC 15 skill check. Characters wearing winter clothing only need check once per hour for cold and exposure damage.
with ice may run the risk of taking damage from severe cold (see above). Rain, Snow, Sleet, and Hail
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a Chill Metal spell. Those wearing winter clothing need only check once every ten minutes. They also must make a Fortitude save (DC 15) or take one point of Dexterity, Wisdom, and Constitution damage each night that they remain outside. Areas of conjunction with the Paraelemental Plane of Ice cause even greater problems, dealing 1d6 points of lethal cold damage per round of exposure (no save). Those wearing or in contact with metal are affected as by the Chill Metal spell. Those wearing winter clothing take damage only once every minute. They also must make a Fortitude save (DC 15) or take one point of Dexterity, Wisdom, and Constitution damage each hour. Ice Effects Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. Characters in prolonged contact
Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as a dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may produce ice. Rain Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Snow Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground. Heavy Snow Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does (see Fog, below). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts
Page 37
1d4x5 feet deep, especially in and around objects big enough to deflect the wind - a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm, below). Snow has the same effect on flames as moderate wind. Sleet Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground. Hail Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow. Winds The wind can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks. Light Wind A gentle breeze, having little or no game effect. Moderate Wind A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and on Listen checks. Severe Wind In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a -4 penalty. This is the velocity of wind produced by a gust of wind spell. Windstorm Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. Hurricane-Force Wind All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Tornado (CR 10) All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proxim-
Page 38
ity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.
Wind Effects Light Moderate Strong
Wind Speed 0-10 mph 11-20 mph 21-30 mph
Range —/— —/— -2/—
Severe
31-50 mph
-4/—
Windstorm
51-74 mph
X/-4
Hurricane
75-174 mph
X/-8
Tornado
175-300 mph
X/X
Size Any Any Tiny or smaller Small or larger Tiny Small Medium Large or larger Small or smaller Medium Large/Huge Garg./Colossal Mediumor smaller Large Huge Garg./Colossal Large or smaller Huge Carg./Colossal
Effect None None Knocked down None Blown away Knocked down Checked None Blown away Knocked down Checked None Blown away Knocked down Checked None Blown away Knocked down Checked
DC — — 10 — 15 15 15 — 18 18 18 — 20 20 20 — 30 30 30
Table Notes The Range column gives penalty to Normal / Seige weapons. Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6 x 5 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
Page 39
Design Notes Hi. My name is Colin, and I designed Permafrost. This is actually something I’ve had in mind since I was about 14 years old, back before 2nd Edition hit its stride. Let’s just say this setting has improved significantly since then. The atmosphere in Permafrost is intended to be somewhat oppressive. Things shouldn’t be so horrible that everyone has given up hope, but they should be bad enough that people are working very hard to improve things. This is a world of total ecological catastrophe, and even once things get fixed (assuming they do), there will still be a lot of work that needs to be done. One way I would try to create this feel (and you can feel free to use your own methods if you have a different idea) is to start the game off with a look at “everyday life.” Take a few minutes to talk about the farmers at the Steaming Mountain, and how they see the snow falling closer each month. Talk about the people who work in Icehome scraping the frost off the outside of the crystal dome, and how it creeps up just a little higher each week. Talk about how all these people look to the PCs for guidance and salvation, and how they have the dreams and hopes of their families in their eyes, and the PCs might understand a little better exactly what’s going on. Revisiting this every so often is important, but you don’t have to hammer it in every single session. Once people get the idea, the occasional reminder will be all they need. On the mechanical side of game design, I’ve tried to do a few interesting things in Permafrost. The first is to simplify casters some, so that they don’t increase in complexity much after about
7th level. Almost every d20 game ties the power level of the characters to the intricacy of their stats; anything that alleviates that complexity is a good thing in my book. Thus, casters start losing “unnecessary” low-level spells and keep just a few “signature” pieces. Another mechanical trick I wanted to try was the anti-druid servant of death. As one of my friends put it, “Yes! A ‘Turn Undead’ that actually makes you turn undead!” I’ve always wanted to have a necromancer-type class that wasn’t required to either a) be evil, or b) suck. Eventually I decided to write one myself. Some other things I just wanted to try out for myself. After seeing token use in another OGL game, I thought it might be a good fit for the iceborn raider. Seeing classes with multiple different “tracks” made me confident it would work with the mad hermit and naga cultist. A lot of this I owe to Monte Cook’s excellent games, which have a lot of innovation crammed into them for how close they are to the core rules.
Plot Seeds As always, a good GM can come up with a thousand different ways to make a campaign interesting. Here are forty suggestions from us to spark your inspiration for various different kinds of campaigns. Don’t take any of these as “canonical.” Just because something is listed here doesn’t mean it has to work in your campaign. Some of these could be things that other groups are doing, which aren’t bad ideas but ultimately won’t work. The PCs, of course, will eventually have the right method — if only they can pull it off.
Page 40
Things that Might Save The World 1. Finding out what happened to send the world towards the paraplane of ice in the first place, and reversing it. 2. Drawing the paraplane of magma closer. 3. Stoking up the inexhaustible heat of the Core until the ground itself grows warm. 4. Calling on the gods for aid (either the old ones, or an entirely new set that might care more about your world). 5. Fighting the masters of the paraplane of ice to convince them they don’t want to be near you. 6. A massive enchantment that lets everyone adapt to the cold. 7. Retreating into the Great Dark until the conjunction is over and the world returns to balance. 8. Traveling back in time to prevent the original mishap. 9. Defeating the Snowflake Queen, who is the real mastermind behind all of this. 10. Stealing a piece of the sun to warm the planet. Things to Do in Social Games 1. Keep the peace in the crowded halls of Crystalhome. 2. Settle a growing dispute that could leave Crystalhome without food and the Steaming Mountain without any tools. 3. Make peace with the denizens of the Great Dark. 4. Claim the overland world for the nagas. Alternatively, infiltrate the naga cults to prevent them from taking over. 5. Become the leader of the iceborn raiders. 6. Use your persuasive ways to seek aid in the outer planes. 7. Become the Snowflake Queen’s consort. 8. Seek out and cure mad hermits. 9. Control the Crystalhome/Mountain trade route. 10. Play a band of mad hermits who want to make everyone mad.
Other Plot Hooks and Questions 1. Perhaps victory is really impossible, and the only answer is an exodus to a new prime material plane. 2. Travel north. Find dead bodies. Go on resurrection spree. 3. Stop a mummy lord from animating all the bodies that froze. 4. Where is Laccia and what really happened to her? 5. Is this happening to just this prime material, or all of them? 6. What are the dragons up to during all this? 7. Can you tell who’s going to become a reborn archon? 8. Are the mad hermits’ ice spirits organized? Do they have a plan? Are they working with/against the Snowflake Queen? 9. Is there anyone who wants this conjunction to continue? 10. Why do the nagas care so much about what we do? And Now That You’ve “Won”... 1. Is the world headed towards a collision with the paraplane of magma now? 2. Are enough plants and animals left for the world to recover? 3. Is an invasion from the Great Dark imminent? 4. Who’s going to run the world now? 5. What will become of the knights of the snow? 6. Will the Steaming Mountain explode from all th extra heat the magma mages pumped into it? 7. Will the adepts go back to being just monks, or are they more interested in the social arena now? 8. Will the magma mages be overwhelmed with madness as the warmth makes them more powerful? 9. How can we prevent this from happening again? 10. How much does it cost to buy a tavern? Can I hire an old guy to sit in the corner, wear a beard, and send young adventurers on bogus quests? Man, would that be funny.
Page 41
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: a. “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; b. “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; c. “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; d. “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. e. “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; f. “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor g. “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. h. “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Permafrost, Copyright 2006, Valent Games. Author: Colin Fredericks
Page 42
Open Gaming Content Declaration: The entire text and design of this book is open gaming content.