Neva Kruchenski
Major Electrify Metal
Transmutation ( electricity )
Level: sor/wiz 5
Components: V, S,
Casting Time: 1 action
Range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster (max. 20 rounds)
Saving Throw: will negate
Spell Resistance: yes ( object )
This spell will electrify one metal object chosen by the caster. The object can not be more than 2000lbs. Initial damage is unavoidable, and will result in d6 per two levels of the caster, maximum damage is 5d6. On the following rounds of the spell's duration, victims ( those touching the affected metal object ) must make a Fort Save( DC 17 + caster level) to break free of the electrified object, failure of the save will result in another round of electrical damage. If a creature fails its save it can take no other actions in that round other than a 5 foot step.
Material components: cup of water and a piece of wood from a tree that has been struck by lightning.
Minor Electrify Metal
Transmutation ( electricity )
Level: sor/wiz 3
Components: V, S,
Casting Time: 1 action
Range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster (max. 20 rounds)
Saving Throw: will negate
Spell Resistance: yes ( object )
As Major Electrify Metal with the exception that all damage dealt with this spell is subdual damage only.
Blunderbus
Evocation/Transmutation
Level: sor/wiz 3
Components: v, s, m
Casting Time: 1 action
Range: close ( 25ft )
Effect: blast of tiny projectiles, cone 10ft wide
Duration: inst.
Saving Throw: ½
Spell Resistance: yes
A handful of gravel is transformed into a powerful projectile weapon. The caster throws the gravel towards the desired target, and mutters the word boom. The spell will begin with a thunderous crackle, then the handful of gravel will speed towards its target with great speed. Damage is d6 per caster level ( Maximum of 10d6 ) to all creatures in the area of effect, in addition to this, each creature must make a ref save ( DC 10 + caster level ) to avoid being knocked down and stunned for d4 rounds.
Material Components: handful of gravel, broken glass, or bits of metal, and a pinch of sulphur.
Aces High
Divination
Level: sor/wiz 3
Components: v, s, m
Casting Time: 1 full round
Range: touch
Target: 1 creature
Duration: 1 round/3 levels of caster
Saving Throw: none
Spell Resistance: no
The caster creates a dice pool for one creature for the duration of the spell, or until the pool is expended. The pool will have d4 + 2/casters level in pips to spend. These pips can be added to the following rolls for the duration of the spell, or until the pool is expended: damage rolls, saving throws, and to hit rolls. A maximum of 6 pips may be spent per round. the pips may be spread out amongst the three permitted rolls.
Material components: Ace from a deck of cards, pair of gold dice, and a clover.
Magnus Beinleichens Dull Blade
Transmutation
Level: sor/wiz 1
Components: v, s, m
Casting time: 1 action
Range: touch
Target: 1 edged weapon +1 every 3 levels of caster
Duration: 1 round/level of caster
Saving Throw: none
Spell resistance: yes
Caster enables edged weapons to do full damage to creatures unaffected by or receive lower damage from edged weapons.
| Material components: whetstone, and an edged weapon |
|
Ritterschreck
Evocation
Level: sor/wiz 9
Components: v, s
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Effects: destruction of 1 metal target
Duration: inst.
Saving Throw: Reflex save to negate
Spell Resistance: no
Developed by Olaf Der Ritterschreck, a powerful warmage that specialized in anti armor spells.
Ritterschreck simply detonates one metal target of the casters choosing. The target can weigh no more than 150lbs, and may be of any non magical metal. The spell begins as a streak of blue flame that originates from the casters left pinky finger. Once the object is struck, it will shatter, causing 1 point of damage per pound of the item struck, with an area of effect of 50ft. This spell will not affect contructs or outsiders.
Level: Sor/Wiz 3
Components: V,S
Casting Time: 1 action
Range: close ( 25ft +5ft/2 levels )
Effect: Wall 10ft x 10ft
Duration: 1 round per level
Saving Throw: na
Spell Resistance: No
| Black Wall is a 10 x 10ft shimmering, black barrier that obscures vision on one side and allows for clear vision on its opposite side. The dark side of the wall is always opposite of the caster, while the side facing the caster is clear. Those on the clear side of the wall may fire through it without penalty due to obscured vision. Those firing missile weapons through the dark side of the wall will do so as if firing blind. The wall does not provide a physical barrier, and may be passed through on either side without hindrance. |
|
Der Gross Wazoo
Evocation
Level: Wiz/Sorc 9
Components: V, S, M
Casting Time: 1 full round
Range: 300ft
Target: 50ft area
Duration: Inst
Saving Throw: yes ( Ref. save for 1/2 damage )
Spell Resistance: yes ( negated )
With the upward swing of a clenched fist, and a frown, the caster mumbles the trigger for the Big Wazoo. The spell is a blast of bluish energy that inflicts 10d10 points of damage to all within it's area of effect. All creatures and objects in the area of effect take the spells damage.
Magnus Jager's Hunt
Illusion (Phantasm )
Level: 8
Components: V, S, M
Casting Time: 1 action
Range: Medium ( 100ft = 10ft/level )
Target: 1 creature
Duration: 1 hour/ 2 levels of caster
Saving Throw: See below
Spell Resistance: Yes
The caster creates a pack of 4-12 shadowy, vicious phantasmal mastiffs to hunt down a target creature chosen by the caster. The caster must have sight of the target when casting the spell, or the spell is lost. The phantasmal pack will relentlessly hunt the target creature through any terrain and in any climate until they or the target are destroyed, or the spell ends.
Only the target creature will be able to hear, see, and even smell the pack. A successful Wil save by the target will negate the spell and the pack will disolve into nothingness.
Failure to save will result in damage by the phantasmal hunters. Each mastiff makes a touch attack roll using the casters BAB, doing 1 point of bite damage per mastiff. Mastiff AC is 12, and a Wil save is permitted by the target, each time one of the hounds is hit. If the save is successful, the struck hounds dissolves.
Until the spell's duration is reached, the hounds will follow the fleeing target creature, always being right behind it. Flying creatures, and creatures that have access to transportation spells will be able to avoid the pack, thus negating the spell. Constructs, undead, and outsiders are not affected by the spell. The mastiffs will also be immune to any spells cast upon them by the target creature.
Arcane/Material Component(s): Wishbone encased in a diamond box of atleast 500 gp value, and a piece of the targets clothing or an item carried. The wishbone is consumed upon casting of the spell.
| The complete Al Qadim Spell list |
|
Evocation ( water )
Level: Sor/Wiz 4
Components: v,s,m
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Area: 40ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half + Fortitude special
Spell Resistance: Yes
The opposite of the commonly used fireball. Waterball is a burst of water that deals 1d8 points of impact damage per caster level ( maximum 10d8 ) to all creatures less than colossal in size, within the area of effect. The explosion creates great pressure, requiring all within the area of effect to make a fortitude save in addition to the reflex save for ½ damage. Those that fail the fortitude will be knocked down and stunned for d4 rounds ( creatures greater than large size, and less the colossal size, will only be stunned for 1 round ) Colossal creatures are immune to the knockdown effects of the waterball, unless they are a fire based creature. Fire based creatures will take double damage ( ½ if fortitude save is successful ). Water based creatures, such as water elementals, and some genie kind for example, are immune to the effects of this spell.
As with the fireball, the caster points a finger and determines the range and height at which the waterball will burst. A glowing, pea sized blue bead will streak from the casters finger towards the detonation point. If obstructed before reaching its designated point, the waterball will burst at the point of obstruction. The waterball can be aimed through narrow openings, and arrow slits, but a hit roll must be made to clear the opening. A failed to hit roll will result in early detonation.
| Material components: a glass of water and an empty, unbroken eggshell |
|
|
| Wall of Biting and Stinging Insects |
|
Creates a wall of insects that deals damage and poisons those within its confines.
Conjuration (summoning)
Level: Drd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft/level)
Area: One five foot cube per caster level.
Duration: 1 round per level of caster.
Saving Throw: Special, see text.
Spell Resistance: No.
|
| This spell summons a swarm of insects that forms a formidable defesive barrier. Creatures within the wall who take no other actions than fighting off the insects takes one point of damage per caster level on its turn. A creature within the wall that takes any action other than fighting off the insects, including entering or leaving the wall, takes 1d4 points of damage per level of the caster. Further, any creature damaged by the insects in the wall must make a fortitude save vs. the spell, or be poisoned. The primary and secondary effect of the poison is 1d4 Con damage. Any creature who dies within the confines of the wall will be consumed by the insects in 1d4 rounds. Spellcasting or concentrating on spells within the swarm is impossible. |
|
|
| The swarm cannot be fought off effectively with weapons, but fire and damaging area effects can force it to disperse. Each 5-foot cube can be dispersed by inflicting a total of 4 hit points per level of the caster to that area. The wall is stationary once summoned. |
|
| The material component for this spell is a handfull of powdered insects and a pinch of sugar. |
|
Pashem Hamad's Immolation
Near East Spell
Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: Inst.
Target: 1 creature
Components: V,S,M
Saving Throw:Yes
Spell Resistance: Yes
The caster causes one creature to burst into flames. The caster must have a clear line of sight to the target. Once the target is chosen, the caster mumbles the word " Hariq!! " ( pronounced Hareek, Which means burn ) and points at his intended target. A successful Fort save negates the spell.
Once ingnited, the creature will suffer d6 per caster level of damage, max 15d6 damage.
| The most troublesome effect of this spell is not the damage inflicted upon the creature, but possibly the damage that is inflicted upon any flamable items the creature may be carrying. Every flamable item on the creature will suffer damage as well. |
|
| Material component is a wooden doll coated in alchemist's fire. It is consumed upon casting. |
|
Martyr's Glory
Near East Spell
Universal
Level: Sor/Wiz 7
Components: V,S,M
Casting time: 1 action
Range: medium ( 100ft + 10ft level )
Area: 30ft
duration: 1 round/level
saving Throw: Negates
Spell resistance: Yes
The caster rings a small silver bell with a small silver tuning fork, while chanting " Arsun Dim Dim A lan'te " three times. The spell will temporarily negate the EFFECTS of all physical damage received for the duration of the spell, for all within the area of effect. Hitpoint loss is still recorded, but the damage suffered will not take effect until the end of the spells duration. At the end of the spells duration, all creatures affected by the spell that have 0 or less hp must save vs massive damage. Fort save DC + casters level. Failure to save results in immediate death ( -10 hp ). Success means that healing spells and items may be used to restore lost hp. It also means that the recipient will be stabilized at -9 hp, no matter how far into the negatives the recipient may have been.
An unfortunate side effect of the spell, perhaps from a dash of negative energy from somewhere, healing spells and items will not benefit the " martyrs " for the duration of the spell.
This spell will not affect constructs, outsiders, undead, or inanimate objects.
Prosperity Domain
Deities: Jauhar, Jisan
Granted Power: Appraising, Bluff, and Sense Motive are class skills for you. You may cast Prosperity spells at +1 cast level.
Domain Spells:
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Divine Favor: You gain attack, damage bonus, +1 / three levels. |
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Create Food and Water: Feeds three humans (or one horse) / level. |
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Minor Creation: Creates one cloth or wood object. |
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Major Creation: As minor creation, plus stone and metal. |
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Fabricate: Transforms raw materials into finished items. |
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Heroes' Feast: Food for one creature/level cures and blesses. |
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Sequester: Subject is invisible to sight and scrying. |
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Limited Wish: Alters reality - within spell limits. |
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Miracle: Requests a deity's intercession. |
Beauty Domain
Deities: Selan
Granted Power: You add your Charisma modifier to the DC of any spells you cast in the Enchantment school. Once per day per cleric level, you may cast the Arcane spell Daze.
Domain Spells:
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Charm Person: Makes one person your friend. |
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Enthrall: Captivates all within 100 ft. + 10 ft./level |
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Suggestion: Compels subject to follow stated course of action. |
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Lesser Geas: Commands subjects of 7 HD or less. |
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Charm Monster: Makes monster believe it is your ally. |
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Geas/Quest: As lesser geas, plus it affects any creature. |
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Mass Suggestion: As suggestion, plus one/level subjects. |
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Mass Charm: As charm monster, but all within 30 ft. |
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Sympathy: Object or locations attracts certain creatures. |
Music Domain
Deities: Bala
Granted Power: Performance is a class skill for you. Your Music domain spells are always chanted or sung. Once per day you may use a "Bardic Music" effect of your choice.
Domain Spells:
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Ghost Sound: Figment sounds. |
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Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. |
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Sculpt Sound: Creates new sounds or changes existing ones. |
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Emotion: Arouses strong emotion in subject. |
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Shout: Deafens all within cone and deals 2d6 damage. |
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Power Word, Stun: Stuns creature with up to 150 hp. |
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Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects. |
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Power Word, Blind: Blinds up to 200 hp worth of creatures. |
| Power Word, Kill: Kills one tough subject or many weak ones. |
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| Granted Power - You may cut yourself while casting a domain power, each time you do this take one point of damage per spell level and the duration of the spell is doubled as per extend spell metamagic feat. |
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| Granted Power - Once per day you can target one creture and know exactly what it wants most in the world. |
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| Granted Power - Darkvision |
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| Granted Power - Immunity to Disease, in addition you may add your Spellcaster level to any save vs. Magical Disease. |
|
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| Granted Power - Your Charisma is considered one point higher per level for Bluff and Diplomacy Checks involving humans/humanoids. |
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| Granted Power - Once per day can use the power Excruciate as a spell like ability. After a successful touch attack, the target is tunned (as per stunning blow) by excruciating pain. The creature may make a fort save each round to act normally (DC = 10 +cleric level +wis bonus) |
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| 2. Inflict Moderate Wounds |
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| 3. Inflict Serious Wounds |
|
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| 4. Inflict Critical Wounds |
|
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| Granted Power: +2 bonus on saving throws against fear. (This stacks with other bonuses vs. fear.) |
|
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| Granted Power: You cast shadow spells at +1 caster level. |
|
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| 8 Greater Shadow Conjuration |
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| 9 Greater Shadow Evocation |
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Near Eastern
Prestige Classes
Core Classes
Rogues
Fighters & Barbarians
Wizards
Clerics
The prophet is a character who has an abnormal link to his or her deity. They have received the notice of their deity and are granted with powers that allow them to contact their God and pray for assistance.
Clerics and some druids usually become prophets due to their divine magic and the powers that are granted to them from their deities, becoming a prophet just strengthens the bond even more.
Hit Dice: d8
Requirements:
To qualify to become a Prophet, a character must fulfill the following criteria.
Knowledge (Religion): 6 ranks
Spellcasting: Must be able to Cast level 3 divine spells
Special: Can not be previously multi-classed, Prophets must be a pure Druid or Cleric, and they must have done such a great deed as to catch their deities attention and receive a vision from their deity. (DM's discretion is used here to decide the type of deed that the Cleric/Druid has done). For multi-classing, a cleric and druid may be multiclassed and still become a Prophet, any other combination is not allowed.
Class Skills:
The Prophets Class Skills and key abilities for each are, Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), Ride (Dex), and Knowledge (arcana) (Int).
Skill Points at Each Level: 4 + Int. Modifier
Class Features:
Spells: A Prophet receives the same spells a druid or cleric might receive. They do not stray from their original path, they just become more aware of their deity.
Divine Insight: Starting at level 1, a Prophet may make a Divine Insight roll (DC 10) on a successful roll a Prophet may ask his or her deity for a hint about a current endeavor they are undertaking, this hint may be a vague, simple answer to an elaborate answer in detail (depending on what they got on the DC). They may do this once per day at level 1, 2 times a day at level 4, 3 times a day at level 8, and 4 times a day at level 10. (This works similar to the Commune spell (page 186 of Players Guide, though it is altered somewhat, look at the spell for a general idea).
Divine Intervention: Starting at level 2, a Prophet may call upon their deity for more than just a flash of insight, they may ask their deity to intervene with a situation and allow them to score an automatic 20 on any dice roll, but only 1 time per day. This automatic 20 counts as a natural 20, and therefore if used for a hit counts as an automatic critical. Other uses are for a skill or DC check where they receive an automatic, natural 20, then add their modifiers. This can be used 1 time per day at level 1, 2 times a day at level 5, 3 times a day at level 8, and 4 times a day at level 10.
Divine Power: Starting at level 4 Prophets can use Divine Power (same as spell). Granting the Prophet divine power from his or her deity. This ability can be used 1 time a week at level 4, 2 times a week at level 6, 3 times a week at level 8, and 4 times a week at level 10. Calling upon the divine power of their deity, this allows the prophet to imbue their self with strength and skill in combat. This gives the Prophet the base attack bonus of a fighter equal to their level and a strength bonus which raises their strength to 18, if its not already that, and finally it imbues the Prophet with 1 temporary hit point per level.
Prophetic Reputation (and Extended Prophetic Reputation): At level 6 the prophet gains a reputation among those that worship his or her deity. This reputation grants the Prophet +4 to all social rolls involving devout followers of his or her deity, and a +2 social rolls to those who respect the deity. At level 9 Prophets gain an extended reputation which grants them a +8 to all social rolls involving devout believers of their deity and a +6 social bonus to all who respect their deity in one way or another, this only effects the social rolls.
Divine Body: At level 10, a prophet is so tuned in with his deity that he or she takes on certain characteristics of that deity. For example, if the deity is a god of war, then the Prophet will receive combat bonuses, for a list of bonuses, its best to talk to the DM, they can come up with the bonuses based on the Deity the Prophet worships.
The Prophet
Hakima
And so the old man continued his tale, "I have come," my herdsman said, "to tell you some news which I think you will like to hear. I have a daughter who can see things that we cannot. Yesterday, when I was leading back the calf which you refused to sacrifice, I noticed that she smiled, and then directly afterwards began to cry. I asked her why she did so."
"Father," she answered, "this calf is the son of our master. I smile with joy at seeing him still alive, and I weep to think
of his mother, who was sacrificed yesterday as a cow. These changes have been wrought by our master's wife, who hated the mother and son."
"At these words, of truth," continued the old man, "I leave you to imagine my astonishment. I went immediately with the herdsman to speak with his daughter myself. First of all I went to the stable to see my son, and he replied in his dumb way to all my caresses. When the herdsman's daughter came I asked her if she could change my son back to his proper shape."
"Yes, I can," she replied, "on two conditions. One is that you will give him to me for a husband, and the other is that you will let me punish the woman who changed him into a calf."
"To the first condition," I answered, "I agree with all my heart, and I will give you an ample dowry. To the second I also agree, I only beg you to spare her life."
"That I will do," she replied; "I will treat her as she treated your son
" - from the Thousand and One Nights.
Adventures: Hakimas are the "keepers of the home fires, the protectors of the family, and the unifier of tribes."
They serve their visions, righting what they see to be wrong and bringing the truth out into the light. The Thousand and one Nights are filled with situations where one of these mysterious individuals just happened to be around.
| Table 3-1: The Hakima |
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 |
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| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
 |
 |
 |
 |
 |
 |
 |
 |
 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
 |
| 1 |
+0 |
+2 |
+0 |
+2 |
Detect Truth of Spoken Word |
3 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
 |
| 2 |
+1 |
+3 |
+0 |
+3 |
Detect True Station |
4 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
| 3 |
+2 |
+3 |
+1 |
+3 |
Reveal Concealed Objects |
4 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
| 4 |
+3 |
+4 |
+1 |
+4 |
 |
5 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
| 5 |
+3 |
+4 |
+1 |
+4 |
 |
5 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
| 6 |
+4 |
+5 |
+2 |
+5 |
Detect Illusions and Mirages |
5 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
| 7 |
+5 |
+5 |
+2 |
+5 |
 |
6 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
| 8 |
+6 |
+6 |
+2 |
+6 |
Detect Illusions of Genie Kind |
6 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
| 9 |
+6/+1 |
+6 |
+3 |
+6 |
 |
6 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
| 10 |
+7/+2 |
+7 |
+3 |
+7 |
 |
6 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
| 11 |
+8/+3 |
+7 |
+3 |
+7 |
Reveal Enchantments |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
| 12 |
+9/+4 |
+8 |
+4 |
+8 |
 |
6 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
| 13 |
+9/+4 |
+8 |
+4 |
+8 |
 |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
| 14 |
+10/+5 |
+9 |
+4 |
+9 |
 |
6 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
| 15 |
+11/+6 |
+9 |
+5 |
+9 |
Reveal Enchantments |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
| 16 |
+11/+6/+1 |
+10 |
+5 |
+10 |
 |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
| 17 |
+12/+7/+2 |
+10 |
+5 |
+10 |
 |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
| 18 |
+13/+8/+3 |
+11 |
+6 |
+11 |
True Sight |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
| 19 |
+14/+9/+4 |
+11 |
+6 |
+11 |
 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
| 20 |
+15/+10/+5 |
+12 |
+6 |
+12 |
 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
A good Hakima seeks to fight injustice, but an evil wise woman uses her knowledge of the future and her powers of perception for her own ends. She manipulates people using this information to further her own causes.
Hakimas might also receive visions directing their path, feeling them self pulled toward some particular place or action.
Characteristics: Hakimas are far more than meets the eye. These enigmatic individuals are the wise women of the desert; they are gifted with the extraordinary ability to cast part the veil of deception. They can perceive truth - in word and appearance - and they use this knowledge to their own ends.
Hakimas are also servants of the divine. They are gifted practitioners of divine magic, although not nearly as accomplished Clerics of the Faith, they use the spells wisely, mainly for protection.
Hakimas are not normally considered fighters, but they can take up arms if the need is present. Many a Hakima has surprised a would be invader by showing their skill at martial combat.
Alignment: Hakimas can be of any alignment, each usually quite unlike the other. Hakimas are generally neutral and good, tending to avoid the strict social order of most churches, but finding comfort in the stability of a tribe or a family. Because of the nature of their visions most Hakimas find themselves drawn to righting wrongs, although an evil Hakima can be as dangerous the desert sun.
Religion: Hakimas pay homage to the gods but rarely worship one of them. Most serve their visions and feel a very strong tie to the mystical elements of the land of fate. Some Hakima believe that their powers come directly from the great gods (even one in particular) and feel that they must use their gift to further this cause. Whatever the Hakimas outlook on religion, most clerics of the faith (with the possible exception of Pragmatists) don't regard them as true practitioners of the faith.
Background: One cannot choose to become a Hakima, one is merely called, and for some reason only women feel this call within their heart. The powers of wise women begin to manifest at an early age and most of these young girls don't think it is very strange. Only with maturity do these women realize the special nature of their gift, and do they develop their unique outlook on its use.
game rule information
Hakimas have the following game statistics:
Abilities: Wisdom determines how powerful a spell a Hakima can cast, how many spells the Hakima can cast per day, and how hard those spells are to resist. To cast a spell a Hakima must have a Wisdom score of 10 + the spells level. A Hakima gets bonus spells based on wisdom. The Difficulty Class of a saving throw against a Hakima's spell is 10 + the spell's level + the Hakima's wisdom modifier. Since a Hakima wears light or medium Armor, a high Dexterity improves her defensive abilities.
Alignment: Any
Other Requirements: Hakimas must be female.
Hit Die: d8
Class skills
The Hakima's class skills (and the ability modifier for those skills) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Heal (Wis), Intuit Direction (Wis), Knowledge (Arcana) (Int), Knowledge (Genie Lore) (Int), Profession (Wis), Scry (Int, exclusive skill), Search (Int), Sense Motive (Wis), and Spot (Wis). See Chapter 4 of the PHB for most descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class features
Spells: A Hakima casts divine spells according to Table 3-1: The Hakima. A Hakima may prepare and cast any spell listed on the Hakima spell list (this appears in Chapter 7: Spells and Spellcasters. The Difficulty Class for a saving throw against a Hakima's spell is 10 + the spell's level + the Hakima's wisdom modifier.
Hakima's do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they mediate or pray for their spells, much like a cleric does. Each Hakima must choose a time at which she must spend an hour a day in quiet contemplation to regain her daily allotment of spells.
Spontaneous Casting: Much like the clerical power described in the Player's Handbook, Hakima can "lose a spell that they have memorized in order to cast a divination spell of that level or lower. This ability comes as a result of Hakima close bond with the fabric that separates truth and untruth; they can convert divine energy into an act of divination at any time.
Bonus Languages: A Hakima's list of bonus languages includes Aquan, Auran, Ignan, and Terran, in addition to the bonus languages available to the character because of his her race. These are the languages of genies and other elemental creatures.
Scroll Use: Because they focus in other areas, Hakimas lack abilities common to most divine spellcasters. Hakimas may never take the Scribe Scroll feat.
The following abilities come as a result of the wise women's extraordinary perception. They all require a wise women to make a special perceive truth check with a bonus equal to her level + her Wisdom modifier. This ability comes from a wise woman's perception and intuition. A successful skill check indicates that the ability has succeeded.
Detect Truth of Spoken Word: This extraordinary ability is fully described in Arabian Adventures, the DC of perceive truth checks for this ability is 10.
Detect True Station: This extraordinary ability is fully described in Arabian Adventures the DC of perceive truth checks for this ability is 10.
Reveal Concealed Objects: This extraordinary ability is fully described in Arabian Adventures the DC of perceive truth checks for this ability is 15.
Detect Illusions and Mirages: This extraordinary ability is fully described in Arabian Adventures, until reaching 8th level it does not affect illusions of Genie Kind. The DC of perceive truth checks for this ability is 20.
Detect Illusions of Genie Kind: This extraordinary ability allows wise women to detect illusions of Genie Kind with no penalty, as described in Arabian Adventures. The DC of perceive truth checks for this ability is 25.
Reveal Enchantments: This extraordinary ability is fully described in Arabian Adventures, until reaching 15th level it does not affect enchantments of Genie Kind. The DC of perceive truth checks for this ability is 25
Reveal Enchantments of Genie Kind: This extraordinary ability allows wise women to reveal enchantments of Genie Kind with no penalty, as described in Arabian Adventures. The DC of perceive truth checks for this ability is 30.
True Sight: The Hakima's perception has advance to the point that the Hakima functions as though continually affected by the divine spell true seeing. This is an extraordinary ability.
Hakima Spell List
Zero Level: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Know Direction, Light, Purify Food and Drink, Read Magic, Virtue.
First Level: Comprehend Languages, Cure Light Wounds, Death Watch, Detect Animals or Plants, Detect Undead, Detect Snares and Pits, Divine Favor, Endure Elements, Invisibility to Animals, Invisibility to Undead, Magic Weapon, Obscuring Mist, Pass Without a Trace, Protection from Chaos/Evil/Good/Law.
Second Level: Aid, Augury, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Delay Poison, Find Traps, Gentle Repose, Remove Paralysis, Resist Elements, Shield of Faith, Undetectable Alignment, Zone of Truth.
Third Level: Bestow Curse, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Invisibility Purge, Locate Object, Magic Circle Against Chaos/Evil/Good/Law, Protection from Elements, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Speak with Plants, Water Walk.
Fourth Level: Air Walk, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Divination, Freedom of Movement, Greater Magic Weapon, Neutralize Poison, Restoration, Scrying, Sending, Spell Immunity, Status, Tongues.
Fifth Level: Atonement, Break Enchantment, Ethereal Jaunt, Flame Strike, Make of Justice, Raise Dead, Spell Resistance, True Seeing.
Sixth Level: Etherealness, Find the Path, Forbiddance, Geas/Quest, Greater Dispelling, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Word of Recall.
Seven Level: Control Weather, Greater Restoration, Greater Scrying, Refuge, Repulsion, Resurrection.
Eight Level: Anit-Magic Field, Discern Location, Fire Storm, Sunburst, Symbol.
Ninth Level: Astral Projection, Foresight, Gate, Miracle, Storm of Vengeance, True Resurrection.
Sha'irs
"Go down," said the magician; "at the foot of those steps you will find an open door leading into three large halls. Tuck up your gown and go through them without touching anything, or you will die instantly. These halls lead into a garden of fine fruit trees. Walk on till you come to a niche in a terrace where stands a lighted lamp. Pour out the oil it contains and bring it to me."
He drew a ring from his finger and gave it to Aladdin, bidding him prosper. Aladdin found everything as the magician had said, gathered some fruit off the trees, and, having got the lamp, arrived at the mouth of the cave. The magician cried out in a great hurry:
"Make haste and give me the lamp." This Aladdin refused to do until he was out of the cave. The magician flew into a terrible passion, and throwing some more powder on the fire, he said something, and the stone rolled back into its place.
The magician left Persia forever, for he was no uncle of Aladdin's, but a cunning magician who had read in his magic books of a wonderful lamp, which would make him the most powerful man in the world. Though he alone knew where to find it, he could only receive it from the hand of another. He had picked out the foolish Aladdin for this purpose, intending to get the lamp and kill him afterwards.
For two days Aladdin remained in the dark, crying and lamenting. At last he clasped his hands in prayer, and in so doing rubbed the ring, which the magician had forgotten to take from him. Immediately an enormous and frightful genie rose out of the earth, saying:
"What wouldst thou with me? I am the Slave of the Ring, and will obey thee in all things." - from the tale of Aladdin and the Wonderful Lamp.
Adventures: Sha'ir are legendary figures - free agents, unfettered by social requirement and position they live as they wish. These rare and mysterious figures make their own way in life, a luxury afforded to few.
Good Sha'ir seek to use their gifts to the betterment of the common folk and deal with the fickle wishes of the genies whom they summon. Evil Sha'ir are as a desert sand storm. They enslave genies and pursue their own selfish interests - no matter the cost.
Sha'irs are a precious commodity. Their power over genies is particularly useful. Indeed, even inexperienced Sha'ir often find themselves sought by powerful merchants and rulers.
Characteristics: Sha'irs acquire their magicks and enchantments through the workings of genies.
Accomplished sha'irs have genies at their very command, and they alone possess the secrets of geniekind. Sha'irs draw their magicks from the planes themselves, unburdened by such concepts as provinces and piety.
Alignment: A sha'irs magic powers come from the elemental planes and the genies that rule them. Because of this, a sha'irs alignment is as varied as the world or magic he or she seeks to rule. Sha'irs tend to have no real tendency toward any one alignment, although the alignment of a sha'ir usually influences what type of gen he or she summons.
Background: Many Sha'ir are drawn to the art as a result of some past encounter with genies, drawn to the power and allure that the genies wield. Sha'irs can (and do) teach their art, and some Sha'ir seek out powerful Sha'ir for guidance and instruction in the art. Sha'ir take apprentices much less frequently then other spellcasters, but once basic instruction is completed the Sha'ir requires little more; they perfect their art as they wish, each to his own.
Game rule information
Sha'ir have the following game statistics:
Abilities: Charisma determines how quickly a sha'irs gen can find a spell, the chance of the gen locating the spell, and how hard the spell is to resist. The Difficulty Class of a saving throw against a sha'ir's spell is 10 + the spell's level + the sha'ir charisma modifier. Charisma, Intelligence, and Wisdom are important for many of the sha'irs class skills.
Alignment: Any (though it must share at least one aspect of the gen familiar's alignment).
Hit Die: d4.
Class skills
The Sha'ir's Class Skills (and the key abilities for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Diplomacy (Cha), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int). See PHB Chapter 4: Skills for skill descriptions.
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class features
Spells: Sha'irs do not memorize and cast spells in the same way that elemental mages and saher do. Instead the Sha'ir uses his gen familiar to retrieve an arcane or divine spell from extra-planar sources. This power is described fully in Arabian Adventures.
Sha'irs may send their gen to look for any spell, Arcane or Divine, but the time it takes the gen to search and the DC for the gen to locate the spell very depending on the spell's type. Gen may only hold one spell at a time.
If the Sha'ir requests an Arcane spell that a Sorcerer of his level and Charisma could normally cast (according to PHB, Table 3-16), then the gen searches for 1d6 rounds plus 1 round per level of the spell.
If the sha'ir requests an Arcane spell that a Sorcerer of his level and Charisma could not normally cast, then the gen searches for 1d6 minutes plus one minute per level of the spell.
If the spell is not native to the Near East or is a Priest, Druid, Bard, Ranger, or Paladin spell, the gen searches for 1d6 hours plus one hour per level of the spell.
| Table 3-2: The Sha'ir |
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1 |
+0 |
+0 |
+0 |
+2 |
Summon Gen, Get Spells, Scribe Spells |
| 2 |
+1 |
+0 |
+0 |
+3 |
 |
| 3 |
+1 |
+1 |
+1 |
+3 |
Recognize work of Geniekind |
| 4 |
+2 |
+1 |
+1 |
+4 |
 |
| 5 |
+2 |
+1 |
+1 |
+4 |
Call upon Jann |
| 6 |
+3 |
+2 |
+2 |
+5 |
 |
| 7 |
+3 |
+2 |
+2 |
+5 |
Elemental Protection |
| 8 |
+4 |
+2 |
+2 |
+6 |
 |
| 9 |
+4 |
+3 |
+3 |
+6 |
Call upon Genie |
| 10 |
+5 |
+3 |
+3 |
+7 |
 |
| 11 |
+5 |
+3 |
+3 |
+7 |
Bind a Genie into Servitude |
| 12 |
+6/+1 |
+4 |
+4 |
+8 |
 |
| 13 |
+6/+1 |
+4 |
+4 |
+8 |
Create Genie Prison |
| 14 |
+7/+2 |
+4 |
+4 |
+9 |
 |
| 15 |
+7/+2 |
+5 |
+5 |
+9 |
Elemental Travel |
| 16 |
+8/+3 |
+5 |
+5 |
+10 |
 |
| 17 |
+8/+3 |
+5 |
+5 |
+10 |
 |
| 18 |
+9/+4 |
+6 |
+6 |
+11 |
Receive an Audience |
| 19 |
+9/+4 |
+6 |
+6 |
+11 |
 |
| 20 |
+10/+5 |
+6 |
+6 |
+12 |
 |
Table 3-3 shows the DC of a given spell search and factors that modify the spell search roll.
| Table 3-3: Spell Search |
| DC |
Spell Type |
| 10 |
General Knowledge (i.e. 2nd level or lower) Arcane spell |
| 12 |
Other sorcerer/wizard spell |
| 18 |
Divine, Cleric, Druid, Bard, Paladin, Ranger, or Outland spell |
 |
Modifiers to the Spell Search Roll |
 |
Each level of the Sha'ir: +1 |
 |
Each level of the spell being sought: -2 |
 |
Repeating a failed search of the same day: -2 (cumulative) |
 |
The Sha'ir's Charisma bonus |
The sha'ir can cast a spell in the same round that the gen returns with it as a movement equivalent action without provoking an attack of opportunity. Sha'ir may choose to "take ten" but this means the gen will be gone for the longest possible time (6 rounds/minutes/hours plus one per spell level). Sha'ir may not "take twenty" for spell search rolls.
Sha'irs who request divine spells have a chance of attracting the unwanted attention of the gods who grant such spells. There is a risk of ten percent per level of the divine spell that "divine retribution" will result from the attempt. This is fully described in "The Perils of Priest Spells" on page 99 of Arabian Adventures.
Bonus Languages: A Sha'ir's list of bonus languages includes Aquan, Auran, Ignan, and Terran, in addition to the bonus languages available to the character because of his her race. These are the languages of genies and other elemental creatures.
Summon Gen:
Recognize Genie Work: The sha'ir may add +1 to the roll for every level of sha'ir possessed. If the sha'ir has 5 or more ranks of Knowledge (Genie Lore), he receives a +2 bonus for checks made to recognize Genie Work. The DC for this skill varies with circumstances, see table 3-4.
| Table 3-4: Recognize Genie Work |
| DC |
Task |
| 20 |
Identify invisible, disguised, or polymorphed genies. |
| 20 |
Recognize items created by genies. |
| 25 |
Recognize items created by tasked genies. |
| 25 |
Recognize that a spell has been cast by a noble genie. |
| 30 |
Recognize that a spell has been cast by a genie. |
| 35 |
Recognize spells cast by a sha'ir. |
Call Upon the Jann: The DC to get a Jann's attention is 20. The sha'ir may add +1 to the roll for every level of sha'ir possessed.
Elemental Protection: As per Arabian Adventures, page 103.
Call a Genie: The DC to get a genie's attention is 20. The sha'ir may add +1 to the roll for every level of sha'ir possessed.*
Request a service: The genie may make a Will save vs. DC 30 with the roll modified as per Arabian Adventures, pages 104 and 105. Failure indicates that the genie is willing to perform the sha'ir's requested task.
Bind a Genie: To determine whether a genie accepts the sha'ir's offer of servitude, the genie may make a save vs. Will against a DC of 30. Failure indicates the genies' willingness to accept the sha'ir's offer.*
Create Genie Prison: The DC to create a Genie Prison is 20. The Sha'ir may add any Charisma bonus and a synergy bonus of +2 for a related craft or profession skill to the check.
Elemental Travel: The DC to travel to an elemental plane is 15. The sha'ir may add any charisma bonus to the check. Failure indicates bad timing and the sha'ir must wait ten minutes before attempting to travel again. The sha'ir can also bring along passengers of an amount equal to his or her experience level as a sha'ir, unwilling passengers are entitled to make a Will save with a DC equal to the level of the sha'ir. Further information regarding this ability is described in Arabian Adventures, page 109.
Receive an Audience: As per Arabian Adventures, pages 109 and 110.
* Optionally: The DC for this ability may be increased. Some DMs may feel that the greater genies are inherently more difficult to summon then Jann, and that some races in particular (Efreeti, for example) are even more difficult. DMs should adjust the DC as they see fit.
New Familiars
Gens are the elemental familiars of Sha'irs. When a Sha'ir attempts to summon a familiar the only type of familiar that he or she may summon is one of the four elemental Gens, described below. The Sha'ir chooses the elemental type of Gen and this is almost always the type of Gen that responds to Sha'ir calls. Other spellcasters have, on rare occasions, summoned Gens to serve as their familiars. Gens only retrieve spells for Sha'irs, however, and are almost always found in the company of a Sha'ir master.
| Table 7-1: Gen Familiars |
| Familiar |
Special |
Alignment Tendency |
| Djinnling |
Flying Creature |
Lawful Good |
| Efreetkin |
Produce Flame At Will |
Lawful Evil |
| Maridans |
Underwater Creature |
Chaotic Good |
| Daolanin |
Strong Attack (2d6) |
Chaotic Evil |
All Gens have the abilities ascribed to them on pages 100 - 101 in Arabian Adventures. The rules for advancement for familiars described in the Player's Handbook also apply for Gens. Gens have their Hit Dice, Hit Points, Saving Throws and Skills advance as described on page 51 of the Player's Handbook. The also receive the abilities described on Talbe 3-19: Familiar Special Abilities. Gens uniformly deal 1d6 points of damage per successful attack.
Gen are officially of Neutral alignment, but their actual alignment is a result of their masters alignment and the natural tendencies of their elemental type.
Sha'irs gain the Elemental Resistence applied against their Gen's elemental type whenever the Gen is within arm's reach.
The loss of a Sha'irs Gen results in the penalties described for the loss of a familiar in the Player's Handbook. Sha'irs, however, need not wait more than one day before summoning a new familiar.
Holy Slayer
Holy slayers are the ghosts of the deserts. They mete out justice and threats in a manner that intimidates and frightens most foreigners as well as many Zakharans. Also called assassins, these characters view an opposing army or nation as a great beast to be slaughtered, or at least confused by the severing of its head. Sometimes the mere warning that a holy slayer is nearby is enough to turn away those who seek to harm the assassin's people.
This prestige class represents more then just those who act as mindless servant for the order, unknowing of who they serve. True Holy Slayers are in the upper echelon of their fellowships, loyal servants to their faith.
For more information, please consult Arabian Adventures.
Hit Die: d6
requirements
To qualify to become a Holy Slayer, a character must fulfill all the following criteria.
Alignment: Lawful Neutral, Lawful Evil.
Move Silently: 8 ranks.
Hide: 8 ranks.
Disguise: 4 ranks.
Knowledge (Religion): 4 ranks.
Special: Prospective holy slayers must be chosen by the organization; they cannot simply seek it out. Characters who have a strong understanding of their faith and useful skills may attract the eye of such a powerful organization, and must take an oath of loyalty to join. Some Holy Slayer Fellowships have unique requirements. The Soft Whisper, for example, accepts only female recruits. Other organizations require more "binding" oaths. The Everlasting (detailed in Assassin Mountain) use an Oathbinder Genie to magically bind its followers.
class skills
The holy slayer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge; Religion (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at Each Level: 4 + Int Modifier.
class features
All of the following are class features of the holy slayer prestige class.
Weapon and Armor Proficiency: A holy slayer's weapon training focuses on those needed for their craft. Holy slayers are proficient in the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. They are also proficient in the "Sword of the Faith," a one handed weapon which serves as the trademark of their organization (a jambiya, for example). Holy slayers are proficient with light armor but not with shields. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble, and that carrying heavy gear imposes a check penalty on the swim check.
Sword of the Faith: The sword of the faith doesn't actually have to be a sword at all. Every holy slayer group has a weapon that serves as the trademark of the organization. These are the weapons holy slayers must use in holy slayings, often leaving them behind as a sign to the unfaithful. Because of their constant use of this weapon they receive additional bonuses when using it. Under the Base Attack Bonus for Holy Slayers the number in parenthesis is the bonus to attack they receive when using this weapon.
Fellowship Abilities: Each holy slayer fellowship can grant certain abilities to their members that others do not. These very from group to group and are generally gained at 1st, 4th, 7th, and 10th levels. Each groups fellowship abilities should be unique, and the DM and players are free to create their own. These abilities only function so long as the slayer is performing an official operation.
An example of abilities granted to one particular fellowship is outlined below. The Everlasting, holy slayers of Hajama, use their Oathbinder Genie ceremony to grant their members the following spell-like powers:
First Level: The slayer gains the supernatural ability to Change Face, gaining the ability to alter his appearance once a week by an act of sheer will.
Fourth Level: The slayer gains the supernatural ability to Hide in Plain Sight, functioning as though he were under the effects of an invisibility spell once per week.
Seventh Level: The slayer gains the supernatural ability to Evade Eyes, functioning as though under the effects of a blur spell once per week.
Tenth Level: The slayer gains the supernatural ability, Stealth of the Righteous. He functions as though he were under the affect of a Nondetection spell that he had cast.
Others groups may receive powers particular to their training; they need not be of magical origin. No matter what, holy slayers mental conditioning allows them to use these abilities only in the cause of the faith.
Indomitable Belief: Though some are certainly more so than others, holy slayers are fanatic by definition. One must be to assassinate for the cause. In the face of the unenlightened, offenders of the slayers faith (enlightened or not), and any time the slayer is performing an official mission, this strong belief manifests itself to help the slayer against certain effects. At 3rd level, holy slayers may apply their wisdom modifier to their Fortitude saving through and at 7th level their Reflex saving throw.
At 5th level, the holy slayer receives the rogue ability Slippery Mind, and at 9th level, the slayer make attempt three times, not one, to "snap out" of the charm. These attempts are always made the round following the last failed saving through (each time the slayer fails, he or she waits an additional round to try again, with three rerolls possible). Again, these abilities only take effect in the situations mentioned above.
Sneak Attack: This ability functions identically to the ability outlined for the Rogue class in the Player's Handbook. The extra damage increases by 1d6 every other level.
Death Attack: This ability functions identically to the ability outlined for the Assassin prestige class in the Dungeon Master's Guide. Holy slayers do not receive the option to paralyze victims of their Death Attack, instead holy slayers always use this ability to attempt to slay enemies of the faith.
Poison Use: Holy slayers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Although holy slayers are proficient in poison use, they are forbidden from using a poison that has fatal results; ingestive poison in particular is never used in a holy slaying.
The Call: Holy slayers always operate at the whim of the Grandfather (the leader of their organization). The Call is fully described in Arabian Adventures.
| Table 3-6: The Holy Slayer |
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+0 (+1) |
+0 |
+2 |
+0 |
Poison Use, Death Attack, Fellowship Ability |
| 2nd |
+1 (+2) |
+0 |
+3 |
+0 |
Sneak Attack (1d6) |
| 3rd |
+2 (+3) |
+1 |
+3 |
+1 |
Indomitable Belief (Fortitude) |
| 4th |
+3 (+4) |
+1 |
+4 |
+1 |
Sneak Attack (2d6), Fellowship Ability |
| 5th |
+3 (+5) |
+1 |
+4 |
+1 |
Slippery Mind (1) |
| 6th |
+4 (+6) |
+2 |
+5 |
+2 |
Sneak Attack (3d6) |
| 7th |
+5 (+7) |
+2 |
+5 |
+2 |
Indomitable Belief (Reflex), Fellowship Ability |
| 8th |
+6 (+8) |
+2 |
+6 |
+2 |
Sneak Attack (4d6) |
| 9th |
+6 (+9) |
+3 |
+6 |
+3 |
Slippery Mind (3) |
| 10th |
+7 (+10) |
+3 |
+7 |
+3 |
Sneak Attack (5d6), Fellowship Ability |
The Tinker
Expert based Core Class For the D20 System
Class Description:
The tinker is society's inventor. The tinker create solutions to problems via the construction of gadgets and constructs. The genius of the tinker can lead to devices that may help or hinder society, depending on the nature of the things he creates. Sometimes the best intentions can lead to terrifying results.
Hit Die: d6
Class Skills: Alchemy, Appraise, Concentration, Craft, Decipher Script, Disable Device, Gather Information, Knowledge, Profession, Use Magic Device
Skill Points at 1st level: ( 7 + int modifier x 4 )
Skill Points at Each Additional Level 7 + int modifier
Class features:
Weapon and Armor Proficiency. The tinker is proficient with all simple weapons and light armor, but not shields.
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Wil Save |
Special |
| 1 |
+0 |
+0 |
+0 |
+2 |
Create Gadget, Repair item |
| 2 |
+1 |
+0 |
+0 |
+3 |
 |
| 3 |
+2 |
+1 |
+1 |
+3 |
Create Device |
| 4 |
+3 |
+1 |
+1 |
+4 |
 |
| 5 |
+3 |
+1 |
+1 |
+4 |
 |
| 6 |
+4 |
+2 |
+2 |
+5 |
 |
| 7 |
+5 |
+2 |
+2 |
+5 |
 |
| 8 |
+6/+1 |
+2 |
+2 |
+6 |
 |
| 9 |
+6/+1 |
+3 |
+3 |
+6 |
Create Major Device |
| 10 |
+7/+2 |
+3 |
+3 |
+7 |
Brew |
| 11 |
+8/+3 |
+3 |
+3 |
+7 |
 |
| 12 |
+9/+4 |
+4 |
+4 |
+8 |
Create Wondrous Device |
| 13 |
+9/+4 |
+4 |
+4 |
+8 |
 |
| 14 |
+10/+5 |
+4 |
+4 |
+9 |
 |
| 15 |
+11/+6/+1 |
+5 |
+5 |
+9 |
Skill Mastery |
| 16 |
+12/+7/+2 |
+5 |
+5 |
+10 |
 |
| 17 |
+12/+7/+2 |
+5 |
+5 |
+10 |
 |
| 18 |
+13/+8/+3 |
+6 |
+6 |
+11 |
 |
| 19 |
+14/+9/+4 |
+6 |
+6 |
+11 |
 |
| 20 |
+15/+10/+5 |
+6 |
+6 |
+12 |
Create Construct |
Create Gadget: The tinker may create a simple tool and or item, with up to one moving part for every three levels of experience attained. This gadget can be used to assist with a task, but is not a solution to a task. For example, the tinker could create a gadget that will aid in the opening of a stuck door. The gadget will provide a +2 aid bonus and an additional +1 bonus for every 3 levels of the tinker. Tools and material will be required to create the gadget.
To build the gadget, the tinker uses his craft skill
DC 10 + 2 per moving part
The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation.
Repair:
New Skill
Repair ( Int; Trained only )
The tinker has the ability to fix all sorts of mechanical devices. The tinker rolls a repair roll D20 + Int modifier + ranks in his repair skill against the DC s below. A set of Tinker Tools will add an additional +2 modifier to the roll.
Simple ( Broken wagon wheel ) DC 10
Moderate ( Winch system for a portcullis ) DC 15
Difficult ( Elevator/lift system with counterweights and gears ) DC 20
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Complex ( Dwarven siege machine ) DC 30 |
Impossible ( Magical/Mechanical construct ) DC 40
Create Device, Create Major Device, Create Wondrous Device: The tinker, with a suitable lab/workshop may begin to build mechanical devices that are more stable than temporary gadgets. The exact nature of the device depends on it's intended use, but it cannot produce magical effects.
The Tinker may create a mechanical device size category small/medium/large. the contraption may have 2/4/6 simple functions and 1/2/3 complex functions. the device will consume no less than 4,000/8,000/16,000 gol. to build and research. If it is a weapon, the item may only inflict up to 1d6 damage per simple function, and d10 per complex function.
To build the device, the tinker uses his craft skill
DC 10 + 2 per simple function, +5 per complex function
The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation.
Examples of Device Functions:
Minor functions: non mobility, storage, functions that assist with a minor task such as operating a lift ( elevator ), opening a door, printing, small hand operated water pumps, and even dispensing liquid for example.
Major functions: Weaponry, automation, heavy industrial work ( Drilling, crushing, cutting, and melting ).
Example Devices include printing presses, cotton gins, and even steam engines.
Brew: The tinker can brew non magical concoctions. Lubricants, adhesives, and even special corrosive substances. When brewing such said concoctions, the tinker may take 20 for the attempt. The tinker must perform this in a well stocked lab/workshop and may make one attempt a week using this ability. Failure means that the particular batch of whatever was being brewed was ruined, and the whole process has to be retried.
Skill Mastery: the tinker may choose one class skill, with the exception of alchemy, that he can choose to take 20 on, even if it is usually not permissible to take 20 on that skill.
Create Construct: The tinker may create a construct at the cost and the time required, provided that he has a lab/workshop, the materials, and assistants ( apprentices, and the appropriate spell casters for the project ).
Display Weapon Prowess [ General ]
You can display your weapon skill in a way that demoralizes your opponents.
Prerequisite: Proficient with weapon, base attack bonus +1 or higher
Benefit: With a weapon you are proficient in (that must be chosen when this feat is selected and may not be modified later), you may make a full-round action that displays your incredible skill with the weapon. This is not an attack, but rather a stunning display of your ability. Any opponents with a lower base attack bonus than you must make a Will save against a DC equal to 10 + your attack bonus with the weapon. If they fail, they will get a -2 morale penalty on all attacks against you for the rest of the encounter. (Repeated failures against this ability do not produce additional penalties.) If used against opponents with a base attack bonus equal to yours or better, this ability has no effect.
Special: Fighters may take this as one of their bonus feats.
Elemental Resistance [ Special ]
You are resistant to one of the four elements.
Prerequisite: Elemental Province (of the appropriate element)
Benefit: You gain a +2 on all saves against a given elemental province, and damage dealt by attacks of that element are reduced by 2 points (minimum of 1 point of damage). You can gain this feat multiple times; each time you take the feat, it applies to a new elemental province.
Special: Sha'irs gain this feat applied against their Gen's elemental type whenever the Gen is within arm's reach.
Evil Eye [ General ]
You can invoke the Evil Eye upon another, or remove its baleful effects.
Prerequisite: Spellcaster level 1st+
Benefit: Once per day, you may either remove the effects of the evil eye or call it to fall upon another. You may only do one or the other. If you choose to remove the evil eye's attentions, you must roll d20 + your Wisdom modifier against a DC of 15. You may not remove the evil eye from yourself.
To attract the evil eye to someone, the DC is an opposed roll against the target's d20 + Wisdom modifier. If the target is truly deserving of the evil eye, you gain a +4 situation bonus; if the target is innocent he receives the +4 situation bonus. (There may be cases in which the situation bonus applies to neither side.) The person losing the opposed roll is inflicted with the evil eye.
Servant of Fate [ General ]
You have devoted your life to following the ways of enlightenment, and Fate looks favorably upon you.
Prerequisite: Enlightenment
Benefit: When you call upon Fate, your base chance of success is 20% minus your character level, to a minimum of 2%. (Fate favors the young.) If the result is 98 or more, the hand of Fate turns against you. If you escape with your life, you would be wise to donate extra funds to an enightened church; an amount totalling your character level times 1,000 should suffice.
Normal: Without this feat, a character has only a 2% chance to successfully call upon Fate, and on a 96 or higher, Fate turns against the caller.
Special: Only enlightened characters who worship enlightened gods may choose this feat.
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| Gains +2 insight bonus to Gather Information or Knowledge checks. |
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| _ Prerequisites: BAB +2, Improved Unarmed Strike |
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| _ Benefit: Your unarmed strikes deal 1d6 points of normal damage (or 1d4 for small characters). You may choose to deal subdual damage at no penalty. |
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| Prerequisites: BAB +2, Improved Unarmed Strike, Martial Arts |
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Benefit: Your unarmed strikes deal 1d8 damage ( or 1d6 for small creatures ). You may choose to deal subdual damage at no penalty.
Bluff; Begging [ Cha ]
Normal Use: The traditional use of the bluff skill is to allow a character to persuade another that something is true whether it actually is or not. The traditional uses of the bluff skill are fully described in the Player's Handbook.
New Use: Begging. The bluff skill allows a would-be beggar cannot only pick up extra coin, and also disappear into the anonymity offered by their false profession. A bluff check in this situation determines if you can manage to pass yourself off as someone worthless enough to garner some extra coin from a passerby. Before attempting to beg you needs to spend 1d3x10 minutes in preparation (as described in the Disguise skill).
Check: While begging you are able to mask your station and your identity. So few people think anything of beggars that unless they examine you closely they will be unable to differentiate you from any other beggar.
A character must make an opposed Bluff check against the average Sense Motive of the local population. The location determines how difficult it is to beg and the amount one can earn. Additionally, the appearance of the beggar can make begging more difficult. Even modest clothing incurs an increase of 5 to the DC for the skill.
DC Location Amount
10 Average City 2d8 sp
15 Small Town 1d4+2 sp
20 Trade Route 1d4 sp
Retry: A character can usually not attempt to retry this skill. In especially large towns (Golden Huzuz, for example) the character might be permitted to retry by attempting to beg in another part of the city. Each repeated attempt increases the DC by at least 2.
Special: A successful Bluff grants the character a +2 situational bonus for Gather Information checks from fellow beggars.
Diplomacy; Debate [ Int ]
Normal Use: The traditional use of the diplomacy skill is to allow a character to give others the right impression of the character, to negotiate effectively, and to influence others. The traditional uses of the diplomacy skill are fully described in the Player's Handbook.
New Use: Debate. Characters skilled in the art of diplomacy have also picked up some skill at the diplomatic art of debate. Characters can use their Diplomacy skill in order to engage other characters in rigorous debate.
Check: A successful Debate check allows a character to preoccupy other people with whom he or she is debating. This skill doesn't allow a character to force another individual into a debate, but it can keep them distracted (disregarding extraordinary circumstances, they suffer a -5 penalty to listen and circumstance checks. Alternatively the debater can attempt to enrage a character, resulting in a drop of one level on Table 5-4 in the DMG, Influencing NPC Reactions.
The difficulty of either engaging a person in debate or attempting to enrage them is as follows:
DC Individual
10 Surly Beggar
15 Average Peasant
30 Serene Monk
Retry: Yes.
Special: In a formal debate characters make opposed debate check to determine who succeeds at the debate.
Knowledge ( Bureaucracy ) [ Int; Trained Only
This skill represents a course of study that has left an individual with a keen insight into the working of government. This can allow one knowledgeable about such matters to avoid the red tape that plagues so many government actions.
Check: A successful check means that you have been able to weed your way through the governmental system, using your understanding of government as well as you mental quickness. This means that waiting time for papers is cut in half and any cases that are up for review will be dealt with quickly. The difficulty of this depends on the size of the bureaucracy. It is actually easier to move you agenda through a convoluted city government than it is the efficient ruling council of a small town. This has a DC of 10 (large cities), a DC of 15 (moderately sized towns), to a DC of 20 to 30 (small villages.)
A character can also try to use the government to bring trouble to their enemies. Trials can be put off, information mismanaged, etc.. This requires a DC of 10 plus the station of the person being targeted.
Retry: Yes, for governments in cities and towns, in government there are always more than one way to get something accomplished. An attempt to bypass or circumvent the government of a small town, however, will only anger the rulers there.
Special: An untrained knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.
Knowledge (Genie Lore) [ Int; Trained Only ]
Characters possessing the knowledge of genie lore are versed in the nature and background of all geniekind. The character is fluent not only in the nature of genies and geniekind but also in their customs and habits. This skill can also allow characters a chance to discover if a genie is masquerading in human form and to discern whether or not some physical manifestation is a result of genie work. For more information consult Arabian Adventures.
Check: Knowledge of genie customs and habits are made as directed in the Knowledge skill entry of the PHB. Attempts to identify a possible subject as a genie in disguise is made with a DC or 15 (for lesser genies) or 20 (for greater genies). Attempts to discover if certain objects or enchantments are the works of genie kind are made with a DC of 10.
Retry: No. See the Player's Handbook.
Special: An untrained Knowledge; Genie Lore check is merely an intelligence check. Even a Zakharan child has heard stories of genies and their kind.
Profession ( Barber ) [ Wis, Trained Only ]
Barbers are experts at making another individual look his or her best this skill usually the province or barbers. For more information consult Arabian Adventures.
Check: As described for the Profession skill entry in the Player's Handbook. Additionally, a barber's patron can interact with individuals of his or her own race and members of geniekind as though he or she had an additional +2 to his or her charisma. The bonus is a perceived one, not an actual increase. The bonus applies to checks that are based on perception where a positive appearance can be beneficial - such as Perform and Diplomacy skill checks. It does not affect spellcasting and can even have a detrimental effect on some checks (well groomed beggars rarely succeed at their bluff checks). DM's judgment applies.
Retry: Depends, see Player's Handbook.
Special: As described for the Profession skill entry in the Player's Handbook. Additionally, when coupled with the Disguise skill this skill allows an individual to disguise others just as well as they can disguise themselves (one can attempt to use the disguise skill on other individuals).
Sense Motive; Haggling [ Wis ]
Normal Use: The traditional use of the sense motive skill is to detect body language, speech habits, and mannerisms of others. The traditional uses of the sense motive skill are fully described in the Player's Handbook.
New Use: Haggling. The sense motive skill allows a character to get into the mind of another and tell them exactly what they want to hear. From a roleplaying perspective, a successful haggling roll that results in a bargain price for the player character might describe the character noticing that the merchant selling some fresh dates seems a little desperate, there is a tremor to his voice and some sweat on his brow. Using this knowledge to his advantage the character convinces the desperate date seller to let him have a handful of dates at a price that nearly anyone would consider a bargain.
Check: A check for haggling. A successful check results in the merchant lowering the price for the item. Only characters with the Appraise skill can be sure that they are actually paying what the item is worth. Of the three prices listed for an item in the equipment chapter in Arabian Adventures, the asking price is exactly what it implies. This is the price the merchant want the player character to pay for an item. The normal price is how much the item usually goes for or how much the item is worth. The bargain price is a price in the player character favor.
If the buyer's check exceeds the seller's check by 5 or more, the merchant will sell the item for the bargain price.
If the seller's check exceeds the buyer's check by 5 or more, the merchant will not sell for less than the asking price.
If a tie results, or if the difference is less than 5, then the merchant will sell at the normal price.
Retry: No. The price set for an item as a result of a Sense Motive check holds firm throughout the day. The character may attempt to haggle over the price the following day, however.
| MAGICAL ITEMS & ARTIFACTS |
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| Unique & Rare Items for the Sutenlund |
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| This bed was created by the Bishop Dieter Getstaffen of Klausshaffen, Church of Helga. Only four beds are known to exist. The beds allow all that sleep in them to receive triple the normal healing for rest and sleep. If a prayer is cast over the bed by a priest of Helga before sleeping, the beds user will be cured of disease, blindness, and insanity. The bed frame is made from mithril silver, the mattress of fine silk and goose feather down. The bed will always be clean, warm and comfortable. |
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| Caster Level: 11th; Prerequisites: Craft Wondrous Items, prestidigitation, restoration, heal; Market Price: 25,000 gp. |
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Bachengubers Mug of Everlasting Ale:
This 2 liter mithril silver mug is always full of dark ale and will never spill its contents. Ale will not leave the mug until lips touch its rim.
Caster Level: 1st; Prerequisites: Craft Wondrous Items, prestidigitation;Market Price: 500 gp.
The Screaming Door Handle of Vladimir Chesky:
created by this Slav wizard from the region of Carpathia.
| The handle is of polished oak with platinum engravings of praises to the wizard that created it. The handle will recognize the touch of its owner, all others that touch the handle will be hit with a horrendous electrical shock and d4 turns of screaming. The shock delivers d10 + level of the toucher in damage. A will save dc 15 will negate the effects of the spell. |
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| Caster Level: 7th; Prerequisites: Craft Wondrous Items, fear, shocking grasp;Market Price: 4,000 gp. |
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Blackmoons Ever Faithful Broom of Guarding:
| This straw broom specializes in guarding the home from pests and rodents. The broom will guard a 100 sq ft area per level of its owner. All size m( or smaller) creatures that enter the area, that have not been designated as freindlies ( The owner may choose 1 " friendly " per level ), will be attacked and pursued by the broom ( Within it's designated guard area ). The broom has a hardness of 20, 100 hitpoints, attacks with a +5 to hit and +10 damage, and inflicts d10 + 10 damage , It has all the standard construct immunities plus a spell resistance of 20 There only a few of these brooms in circulation, the brooms are designed for use indoors and may change guard areas only once per year...so they are useless for traveling, but excellent for home defense. |
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| Caster Level: 13th; Prerequisites: Craft Wondrous Items, animate objects;Market Price: 1,000 gp. |
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Clothing
Silk Stockings of Holding:
Usually black or red fishnet patterned .acts as a large bag of holding, each stocking. They are always found in pairs.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest; Market Price: 5,000 gp.
Bra of Holding:
Acts as a bag of holding, sizes range from small to large, as the bag of holding.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest; Market Price: 5,000 gp.
Riding Pants of the Gentleman Equestrian:
Grant the wearer +10 competence bonus to ride checks.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Cat's Grace; Market Price: 2,000 gp.
Slippers of Restful Sleep:
White plush magical slippers that will give the benefits of a full nights sleep with only half the required time.
Caster Level: 5th; Prerequisites: Forge Ring, create food and water; Market Price: 2,500 gp.
Scarf of flying:
A scarlet scarf that will allow the wearer to fly as the wizard spell at 10th level ability, once per day.
Caster Level: 5th; Prerequisites: Craft Wondrous Items, fly; Market Price: 5,000 gp.
Lingerie of seduction:
10' aura of charm at will twice per day, as the wizard spell charm, at 10th level ability.
Caster Level: 1st; Prerequisites: Craft Wondrous Items, charm person; Market Price: 2,000 gp
Household Qausi-Magicks
Healing salve:
This is actually a non magical substance that is found in almost every household. It will heal d4 points of damage per day of rest. It will not heal negative damage or damage from unnatural diseases. Healing salve can be purchased from general goods dealers, herbalists, and local churches and clinics for 10-40 sil. Marcs per dose.
Misc. Magicks
The Clapper Torch:
The clapper torch was invented by Lord Francis Klenbrenner, A wizard of great power , with a talent for creating useful utility orientated magical items. This ingenious torch will never burn out, it may be activated with but two claps from its owner ( The last person who held the item ) and deactivated with three. The torch will burn under water! It radiates 120' of light and cannot be extinguished involuntarily except with a limited wish or wish spell.
Caster Level: 1st; Prerequisites: Craft Wondrous Items, continual flame, daylight, limited wish; Market Price: 1,000 gp
Near Eastern Magical Items
Magnesium arrows & crossbow bolts
These magical items were common in the era of the great war, and used by the Kudizi and Cerelians. The heads are made of an ancient alchemical mixture of magnesium and sulphur, with a touch of mithril and other components. Upon striking a living creature with body fluids, the magnesium compound will ignite and burn the victim from inside. A fort save dc 19 will negate further damage ( initial damage is d8 + d10). Should the save fail...the victim will suffer an additional d10 damage per round for d4 rounds. No actions at all may be performed during this time. The victim will be prone and writhing in agony as the weapon does its damage from within. Magnesium weapons do not affect elementals, undead, or golems. The weapons will have magical bonuses +1 to +5. Creatures larger than 13' receive a +4 ( DC 15 ) bonus to their fort save, creatures larger than 20' will not be incapacitated from the weapons effects and will take only d6 per round in damage.
Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, hold person, melf's acid arrow; Market Price: +2
Jin Kalib's Boots of Shadow Walking
A black pair of soft leather boots emroidered with a red silk fishnet pattern. Twice per day, the wearer may shadow walk, as the spell ( Caster level 15th ). the boots also allow the wearer to spider climb at will.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, Shadow Walk, Spider Climb; Price: 52,500 gold
Jin Kalib's Iron Cloak
A black, silk, hooded cloak that grants the wearer a +2 to +5 deflection bonus to AC.
Caster Level: 3rd ( +2 ), 6th ( +3 ), 12th ( +4 ), 18th ( +5 ); Prerequisites: Craft Wondrous Item, Shield of Faith; Price: +2 2000 gold, +3 3000 gold, +4 4000 gold, +5 5000 gold
Jin Kalib's Pilferering Trousers
Red silk trousers with many pockets, 1 of which is an extra dimensional space that is the equivilent of a small ( bag 1 ) bag of holding.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's Secret Chest; Price: 2500 gold
Jin Kalib's Wondrous Gloves of Appraisal
Comfortable, black leather gloves that give a +10 circumstance bonus to appraisal checks.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Identify; Price: 2000 gold
of the Near East
Desert Skirdge: ( Rahdi Sythar )

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| Medium-Size Humanoid (Reptilian) |
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| AC: 21 (+5 natural, +4 dex +2 large shield), touch 14, flat-footed 17 |
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| Attacks: 2 claws +3 melee, or scimitar +3 melee and bite +1 melee, or javelin +6 ranged |
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| Damage: Claw 1d4+1, scimitar 1d8+1, bite 1d6 +1, or javelin 1d6+1 |
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| Special Qualities: Poison Immunity
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| Face/Reach: 5 ft. by 5 ft./5 ft. |
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| Saves: Fort +5, Ref +7, Will +5 |
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| Abilities: Str 12, Dex 18, Con 18, Int 10, Wis 12, Cha 10 |
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| Skills: Balance +8, Jump +10, climb +9, tumble +7 |
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| Feats: Multi-attack, Improved Initiative (B) |
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| Climate/Terrain: Tropical desert |
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| Organization: Gang (2-3), band (6-10 plus 50% noncombatants (captives) plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level) |
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| Alignment: Usually lawful evil |
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| Advancement: By character class. |
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| Wherever there are vast stretches of yellow waste, there are the Desert Skirdge. The Desert Skirdge are a race of lizard like humanoids that have adapted to the parched deserts and wastelands of the world. They are quick, fearless, ruthless, and greatly feared by the people of the desert. Desert Skirdge attack with overwhelming numbers, primarily for the flesh of camels and horses ( Feeding only on the soft innards within ), but at times have been known to feast on humanoids in the same manner. Desert Skirdge will at times negotiate with travellers, offering safe passage in return for a few camels, horses, livestock, or even sick and wounded humanoids. Desert Skirdge do not seem to value treasure, although they seem to prize magical items. Desert Skirdge also do not seem to have any use for water or drink of any sort. Skirdge speak Auran and the languages of humanoids in surrounding areas.
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| Male Desert Skirdge are thin and long of limb, while females are stockier and shorter of limb. Skirdge resemble a cross between a velociraptor and a lizard man. Each of their three fingers end in yellowish razor sharp claws, while their thumbs are devoid of a claw. The feet of the skirdge are also without claws, but instead are padded to provide better mobility over shifting sands. Male skirdge are reddish brown and tan striped, with the brown stripes growing redder as they age. Female skirdge are tan in coloration, growing darker as they age. Skirdge hide is scaley, but very soft and oily to the touch, but extremely thick and resistant to damage. |
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| Poison (Ex): Skirdge excrete a mild contact toxin when enraged (Fortitude save DC 15). Any creature grappling, grappled by or struck by the Skirdge's claws is poisoned. The initial and secondary damage is 1d6 points of Constitution damage.
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| Poison Immunity (Ex): Skirdge are completely immune to all natural and magical poisons. |
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| Skills: Thanks to their tails, Skirdge receive a +4 racial bonus to Jump, climb, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields). |
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| Skirdge society is thought to be tribal. Each tribe has an unpronouncable name, and is led by a queen who is often a high level sorceror/warrior, and a number of female elders that are related to and owe allegiance to the queen (1 elder for every 10 adult males). |
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| There is no tolerance for the weak, the unfit, or non conformists. Those that are a danger to the tribe or those that cannot pull their weight are cast out into the wastes. Survival seems to be the major preoccupation of the skirdge, leaving little time to devote to crafts, art, religion, or even music. Every waking moment is spent raiding, hunting, eating, and breeding the next generation of skirdge. |
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| Females tend to the lair, which is usually located in subterranian ruins or caverns accesible from a well hidden entrance on the surface world. Females are slightly larger than the males, more intelligent, well armed, and fierce when defending their lairs. Each female elder has 10-12 males that owe her allegiance and servitude. They are also mating partners. Incest is the norm amongst these creatures, and it doesn't seem to have tainted the gene pool in the slightest. |
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| The average lifespan of the skirdge is 20 years for females, and 10 years for males. Gestation period is 3 months, with breeding seasons occuring twice a year. Male skirdge reach maturity in 1 year, females in 2 years. Each female will lay 6-12 eggs. Upon hatching, the young ( all male ) will fight and kill off the weakest of the clutch. The queen breeds once a year with the fittest of the tribes males during a week long mating, which ends with a bloody feast in celebration. The queen will then lay 6-9 eggs, which upon hatching, the young skirdge will fight and kill off the males of the clutch. These survivors will grow to replace the queen and the elders, who will be challenged and cast out of the tribe when they become unfit. |
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| Skirdge produce primitive weapons out of bone and stone, and make some crude wares, but mostly rely on goods and items taken in raids. they prize magical items and proudly display such items they have won, after the females, the elders and the Queen have their pick of items, the males are given the rest in order of age and status in the community. |
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| Desert Skirdge tribes are usually located close to each other, and their is little competition or hostility between them. Sometimes up to 6 tribes can be found within a mile or two of each other, pooling their resources and cooperating in raids. Strangely enough though, tribes will not breed with other tribes. If one tribe should be decimated, it's surviving members are cast out into the wastes. |
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| Skirdge do not engage in canibalism, and rarely kill one another, except in the most extreme of cases. |
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| A skirdge's favored class is ranger. A skirdge PC's effective character level (ECL) is equal to its class level +6; thus a 1st level skirdge ranger has an ECL of 7 and is the equivalent of a 7th level character. |
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Bloodwing Faerie: ( Jinn 'Muhif Atas )

Created by the geniuses at the Chronicles of Terror
These guys created this with just a single picture submitted by Michael Dallaire as reference!
Tiny Fey
Hit Dice: 4d6 (14 hp)
Initiative: +8 (+4 Dex, Improved Initiative)
Speed: 20'; Fly 80' (good)
AC: 16 (+2 size, +4 Dex), 12 (flat-footed), 16 (touch)
Attacks: Vampiric Touch +4 melee touch
Damage: Vampiric Touch 2d6
Face/Reach: 2 1/2' by 2 1/2'
Special Attacks: Vampiric Touch, spell-like abilities, spells, summon stirge,
Special Qualities: Fey traits, SR 14,
Saves: Fort +1, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 10, Int 15, Wis 14, Cha 17,
Skills: Concentration +7, Hide +16, Knowledge (nature) +9, Listen +8, Move Silently +12*, Search +7, Spellcraft +9, Spot +8, Wilderness Lore +7,
Feats: Combat Casting, Flyby Attack, Improved Initiative,
Climate/Terrain: Temperate and Warm Forests and Marshes
Organization: Solitary, pair, or wing (3-5 plus 9-15 stirges)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 5-12 HD (Tiny) or by character class.
Bloodwing Faeries also known as vampire pixies are a race of malevolent faeries that delight in draining the life force from sentient beings.
A bloodwing faerie resembles a pale almost white human or elf, standing only about 1'6" tall, from it's back sprouts wings resembling that of a butterfly, these wings are always a dark rich crimson, giving the creature it's common name. The bloodwing faeries hair is most often black or dark brown, their eyes can be almost any color, although reds are predominant.
Although males of the species do exist, females are far more common.
Bloodwing faeries dwell in large wet forests, that are often magical in nature. Although their diet mostly consists of nectar and flowerpetals, they will often supplement their diet with the blood of sentient beings.
Combat:
Bloodwing Faeries delight in harrassing humanoids of all species, and will often summon a swarm of stirges to assist in bringing their chosen prey down. They will usually swoop down from the canopy, using their vampiric touch ability to drain the life from their opponents. If able they will go for paladins first, and other obviously good characters second. If severly harrassed by spells, they will either flee to lick their wounds, or attack the offending spellcaster.
Vampiric Touch (Sp): As a standard attack action, a bloodwing faerie can drain the life-force from a living creature in a way similar to the vampiric touch spell. The attack drains 2d6 hp from the affected creature (no save), and the faerie gains the amount of hp drained as bonus hp that dissapear after one hour.
Spell-like abilities: 3/day - Charm Person or Animal, Faerie Fire, Protection from Good, and Ray of Enfeeblement; 1/day - Barkskin and Web; These are as the spells cast by a 4th level sorcerer, DC equals 13 plus spell level.
Spells: Bloodwing Faeries cast spells as fourth level druids and fourth level sorcerers. Prefering spells that confuse, drain and restraint their opponents.
Summon Stirge (Sp): Once per day a bloodwing faerie can summon 1d4+1 stirges, the stirges arrive within 10 minutes and serve the fey as best it can for one hour. The ability is othervise similar to the summon natures ally spells.
Fey Traits: Bloodwing Faeries have low-light vision, and is proficient with all simple weapons.
Spell Resistance: Bloodwing Faeries have spell resistance equal to 10 plus their HD.
Skills: Bloodwing Faeries get a +4 racial bonus to move silently checks.
Genie, Tasked Administrator

Created by the geniuses at the Chronicles of Terror
Medium-Size Outsider (Air & Water, Lawful)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (Dex)
Speed: 30', Fly 60' (good),
AC: 14 (+1 Dex, +3 natural)
Attacks: Scimitar +7/+2 melee
Damage: Scimitar 1d6+1
Face/Reach: 5' by 5'/5'
Special Attacks: Spell-like abilities,
Special Qualities: Planeshift, telepathy
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 13, Dex 13, Con 15, Int 18, Wis 18, Cha 18
Skills: Knowledge (Arcana) +13, Knowledge (Nobility and royalty) +13, Knowledge (the Planes) +13, Knowledge (Any one) +13, Listen +15 (+2), Profession: Bureacrat +16 (+3), Search +13, Spot +15 (+2),
Feats: Alertness, Skill Focus (Profession: Bureacrat),
Tasked administrator genies serve in bereaucracies, both for other genies and for humans. They act as advisors, negotiators, and all around bureacrats, and they often act for their masters in day to day decision making.
They are tall, noble, and pleasing to the eye. They prefer to dress in flowing silks that are appropriate for their duties. Their skin is dark tan with a bluish cast.
It was long thought that the tasked administrator genie was only one species, but research into this field has revealed that it is in fact two different species. The air administrator and the water administrator. The only real physical difference between the two types is the water administrator has the ability to breathe water and lacks the ability to fly. The two types mingle freely, but always choose a mate of the same type as them selves, a few even pick mates among the non-genie races, creating half-elemental offspring.
Tasked administrator genies are rarely bound by magic, but rather by their own innate honor. If one of these genies have freely given their service to another being, the genie will never break its promise.
Both species speak common and the language of their element. (Auran for Air and Aquan for Water.)
Combat:
Tasked Administrator Genies disdain combat, and usually use their charm person or planeshift abilities to either stop combat before it begins or simply flee. The few administrators that has gained a few levels of a spellcasting class are usually a little more agressive. If unable to flee and their charm person ability fails, many would be agressors learn that the tasked administrator genie is a fierce combatant.
Spell-like abilities: 3/day - Charm Person, Detect Thoughts, and Tongues; 1/day - Suggestion; These spells are as cast by a 6th level sorcerer (save DC: 14 plus the spells level).
Planeshift (Sp): A genie can enter any of the elemental planes, the astral plane, or the material plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. This is othervise similar to the spell with the same name.
Telepathy (Su): A genie can mentally communicate with any creature within 100' that has a language.
Water Breathing (Ex): A water administrator genie can breathe under water, and can freely use it's abilities while submerged.
Tasked Administrator Genie Characters:
The tasked administrator genies favored class is sorcerer and most tasked administrator genie leaders are sorcerers. Tasked administrator genie clerics must chose a deity that grants access to the same elemental domain that the genie has as a subtype. The genie cleric must chose that domain as one of his or her two domains. A tasked administrator genie has an ECL of +10
Genie, Tasked Warmonger

Created by the geniuses at the Chronicles of Terror
Medium-sized Outsider (Earth, Evil, Law)
Hit Dice: 7d8+21+3 (55 hp)
Initiative: +0 (Dex)
Speed: 20' (MW Halfplate); Base 30'
AC: 22 (+5 Natural, +7 MW Halfplate Armor)
Attacks: MW Scimitar +12/+7 melee; or spell +11 melee touch; or spell +7 ranged touch
Damage: MW Scimitar 1d6+4/18-20 (x2)
Face/Reach: 5' by 5'/5'
Special Attacks: Spell-like abilties,
Special Qualities: Inspire greatness,
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 19, Dex 11, Con 17, Int 16, Wis 16, Cha 16
Skills: Bluff +13, Concentration +12, Diplomacy +13, Intimidate +13, Knowledge (Politics) +13, Knowledge (War) +16 (+3), Listen +12, Spot +12,
Feats: Leadership (B), Skill Focus (Knowledge: War), Toughness,
Climate/Terrain: Any land and underground
Organization: Solitary (Usually leading an army)
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful Evil
Advancement: 8-10 HD (Medium-Size), 11-21 HD (Large); or by character class.
Warmonger genies are strategists and advisers to generals, laying plans for warfare among the genies emirs and caliphs. They are always found leading soldiers and mercenaries, and where there is no war for them to fight, they start one.
Tasked Warmonger Genies resmeble humanoids with dark red skin. Their muscular bodies glistening with a red oily liquid that resembles blood. The average Warmonger stands about 5' tall and ways around 200 lbs. They favor heavy armor and are very fond of wearing sashes, medals, clusters of medals, and prescious metals signifying military ranks and orders, as well as acessories that show their bravery and combat skill.
Combat:
Tasked Warmongers live and breathe war and are excellent strategists that will only pull back if they're fighting a loosing battle, and even then, it is usually to regroup and launch another attack. They tend to stay at the back of their troops, leading and directing them.
Spell-Like Abilities: At will - Fear and Remove Fear; 2/day - Magic Weapon, Shield of Faith, and Suggestion. These are as the spells cast by a 7th level sorcerer, save DC 13 plus spell level.
Inspire Greatness (Su): All of the Tasked Warmongers troops get a +2 morale bonus on saves against morale effects. If the Tasked Warmonger is slain this instead changers to a -2 morale penalty until the end of combat.
Tasked Warmonger Genie Characters:
The Tasked Warmongers favored class is Fighter, and most Tasked Warmonger genie leaders are Fighters or Fighter/Clerics. Tasked Warmonger Genie Clerics can choose between the Earth, Evil, Law, and War domains. A Tasked Warmonger Genies ECL is +10
Adventures In the Sutenlund
Adventures in the Near East
Coming Soon!
For a complete resource of firearm related feats and skills visit this site:
Septentrionalis: Roleplaying Adventures in 17th Century America
Gunpowder use is an extremely optional addition to any fantasy campaign. I debated it's use for years before finally accepting it once 3e came about.
I strived to make it usable and balanced, and also relatively simple. I discarded the nitpicking ( Penetration values, calibers, powder quality, etc... )and collected various ideas and rules to make it's use reasonable in any setting.
Here's the base rules for what will follow here:
The standard firearm will use 1oz of blackpowder per shot. The powder propels a 1oz lead ball that inflicts terrible damage, but has limited accuracy.
Rate of fire is 1/10 ( one minute ) untrained
1/5 ( 30 seconds ) trained
Basic Firearms
BLUNDERBUS:
Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Special: Knockdown at short range ( Reflex Save DC 20, creatures size S or M )/ 10ft spread at medium range/ broken glass, nails, gravel, and lead balls may be used as ammunition.
PISTOL:
Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
MUSKET:
Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
Explosives and Artillery
Keg of powder is a 5lb keg.
5d10 damage 0-5' 3d10 damage 6-15' 1d10 damage 16-25'
BR: 25'
For multiple kegs. up the area of effect by 1' for every additional keg. Each keg will inflict damage, so multiply damage. example: 12 kegs BR = 36'ft max ( 5d10 x 12 0-16' 3d10 x12 17-26' 1d10 x 12 27-36' ) damage = x12
Cannons
Damage depends on the shot used. the size of the cannon effects only the range. The rules can be expanded to reflect heavier shot, but this is optional. The following is a basic guidline for quick artillery. ranges are roundshot/grapeshot.
roundshot d10 damage ( optional rule making damage d10 per 1b of weight for the shot )
grapeshot d10 per 5' square occupied. reflex save dc 20 for 1/2. the ranges reflect a cone shaped area of effect, extending to full width at maximum effective range.
rate of fire assumes a full crew. add 5 rounds to the reload time for every 1 short in a crew. min crew for any cannon is 2. the exception being the light cannon.
light cannon ( deck guns, and chasers. Giant sized humanoids with strengths 20 and above could carry such weapons and use as blunderbus )
range: 200-300/20-30
( Optional roundshot weight maximum 4lbs )
reload/rof ( trained only ) 1/10
crew 2
Medium Cannon ( standard field artillery 18th 7 19th century )
range 400-500/40-50
( Optional roundshot weight maximum 18lbs )
reload/rof ( trained only ) 1/20
crew 4
Heavy cannon ( bombards, super cannons )
range 600-700/60-70
( Optional roundshot weight maximum 50lbs )
reload/rof ( trained only ) 1/30
crew 6
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